Drow NPCs [Level 21]
Drow Battle Cleric [Level 21 Controller (Leader)]
Medium fey humanoid [XP 3200]
Initiative +12; Senses Perception +15; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 34; Fortitude 34, Reflex 30, Will 35
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the drow cleric’s next turn.
- ○ [M] Blinding Light (standard) ✦ Radiant, Weapon
- +26 vs. Fortitude; 2d10 + 14 radiant damage, and the target is blinded until the end of the drow cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +26 vs. AC; 3d10 + 14 damage. Miss: Half damage. Hit or Miss: The drow cleric and each ally within 5 squares
of the drow cleric regains hit points as if the drow cleric had each spent a healing surge.
- □ 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; +29 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 15 squares can spend a healing surge and regain an additional 5d6 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 +20, Religion +16
Str 22 (+16); Dex 15 (+12); Wis 20 (+15);
Con 14 (+12); Int 12 (+11); Cha 17 (+13)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Devoted Cleric [Level 21 Controller (Leader)]
Medium fey humanoid [XP 3200]
Initiative +12; Senses Perception +16; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 34; Fortitude 30, Reflex 30, Will 36
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +22 vs. AC; 2d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +24 vs. Reflex; 2d8 + 14 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.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +24 vs. Reflex; 3d6 + 14 thunder damage, and the target is pushed 9 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +24 vs. Reflex; 5d10 + 14 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the drow cleric’s next turn. Enemies that start their turn in
this zone take 1d10 + 14 fire damage. 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; +30 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 15 squares can spend a healing surge and regain an additional 5d6 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 +21, Religion +16
Str 15 (+12); Dex 15 (+12); Wis 22 (+16);
Con 14 (+12); Int 12 (+11); Cha 22 (+16)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Greatweapon Fighter [Level 21 Soldier]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +12; darkvision
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 36, Reflex 31, Will 30
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12). Miss: 6 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
drow fighter can shift the same distance the drow fighter pushed the target. The drow fighter must end the move adjacent to
the target.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12). Miss: Half damage. Hit or
Miss: Until the start of the drow fighter’s next turn, the drow fighter can make a secondary attack as a free action against
any enemy that starts its turn adjacent to the drow fighter. Secondary Attack: +26 vs. AC; 1d12 + 14 damage (crit 26
+ 3d12).
- ○ [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; +26 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.
- □ Iron Warrior (minor) ✦ Healing
- The drow fighter spends a healing surge, regaining an additional 2d6 + 5 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 +21, Intimidate +19
Str 22 (+16); Dex 17 (+13); Wis 14 (+12);
Con 20 (+15); Int 12 (+11); Cha 15 (+12)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Drow Guardian Fighter [Level 21 Soldier]
Medium fey humanoid [XP 3200]
Initiative +16; Senses Perception +12; darkvision
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 36, Reflex 36, Will 30
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+27 vs. AC; 2d8 + 14 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] Warrior’s Challenge (standard) ✦ Weapon
- +27 vs. AC; 3d8 + 14 damage, and the target is pushed 2 squares. All of the drow fighter’s enemies within 2 squares of the
target are marked until the end of the drow fighter’s next turn.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +27 vs. AC; 4d8 + 14 damage. Hit or Miss: Until the end of the encounter, the drow fighter can make a melee basic attack
against the target as a free action if the drow fighter is adjacent to it and it either shifts or attacks one of the drow
fighter’s allies.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +26 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 +17, Intimidate +19
Str 22 (+16); Dex 22 (+16); Wis 14 (+12);
Con 15 (+12); Int 12 (+11); Cha 15 (+12)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Avenging Paladin [Level 21 Soldier]
Medium fey humanoid [XP 3200]
Initiative +12; Senses Perception +12; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 36; Fortitude 35, Reflex 31, Will 35
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +27 vs. AC; 2d10 + 14 radiant damage. If the drow paladin has marked the target, the drow paladin gains a +2 bonus to the
damage roll.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +27 vs. AC; 3d10 + 14 damage, and the target is pushed 6 squares. The target can’t move nearer to the drow paladin on its
next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +27 vs. AC; 4d10 + 14 damage. Miss: Half damage. Hit or Miss: The drow paladin and allies adjacent to the drow
paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +30 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 15 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 +23, Religion +16
Str 22 (+16); Dex 15 (+12); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 22 (+16)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Drow Protecting Paladin [Level 21 Soldier]
Medium fey humanoid [XP 3200]
Initiative +12; Senses Perception +12; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 38; Fortitude 34, Reflex 33, Will 36
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 13 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage, and the drow paladin gains 2 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +28 vs. Will; 2d8 + 15 damage, and the target is weakened until the end of the drow paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +25 vs. Reflex; 3d10 + 15 fire damage, and the target grants combat advantage to
the drow paladin and the drow paladin’s allies until the end of the drow paladin’s next turn. Miss: Half damage, and
the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the end
of the drow paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 8 fire damage and grant
combat advantage to the drow paladin and the drow paladin’s allies. Sustain Minor: The zone persists.
- □ 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 +7 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; +31 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 16 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 +24, Religion +16
Str 20 (+15); Dex 15 (+12); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 24 (+17)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Archer Ranger [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +17; Senses Perception +17; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 30
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 13 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 13 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +27 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +26/+26 vs. AC; 2d8 + 8 damage (main)/2d6 + 8 damage
(off-hand).
Longbow: Ranged 20/40; +27 vs. AC (twice); 2d10 + 8 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +27 vs. AC; 1d10 + 15 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +27 vs. AC; 2d10 + 15 damage per attack. If the first attack hits, the drow
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ 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; +26 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 3d6 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 +17, Stealth +23
Str 20 (+15); Dex 24 (+17); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Drow Two-Blade Ranger [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +16; Senses Perception +17; darkvision
HP 205; Bloodied 102
Healing Surges (+51 hp) ○○○
AC 37; Fortitude 35, Reflex 35, Will 30
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +26 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +27/+27 vs. AC; 2d8 + 8 damage (main)/2d8 + 8 damage
(off-hand).
Longbow: Ranged 20/40; +26 vs. AC (twice); 2d10 + 8 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +27 vs. AC; 1d8 + 14 damage, and the target is immobilized and knocked prone until
the end of the drow ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +29 vs. AC; 2d8 + 14 damage.
Longsword (second attack; off hand): +29 vs. AC; 2d8 + 14 damage.
Longsword (third attack; main):
+29 vs. AC; 1d8 + 14 damage.
A target hit once is dazed until the end of the drow ranger’s next turn. A target hit
twice is stunned until the end of the drow ranger’s next turn. A target hit three times is weakened and stunned until the
end of the drow ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened.
Hit or Miss: After the first attack and after the second attack, the drow ranger can shift 1 square.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +26 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 3d6 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 +15 hit points.
Skills Nature +17, Perception +17
Str 22 (+16); Dex 22 (+16); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Drow Brawny Rogue [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +17; Senses Perception +11; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 33, Reflex 37, Will 31
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 13 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +28 vs. Reflex; 2d6 + 15 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +28 vs. Fortitude; 3d6 + 15 damage.
Shuriken: Ranged 6/12; +28 vs. Fortitude; 3d6 + 15 damage.
Hit: If the target attacks the drow rogue before the start of the drow rogue’s next turn, the drow rogue can
attack it again as an immediate interrupt.
Short Sword: +28 vs. Fortitude; 2d6 + 15 damage.
Shuriken:
Ranged 6/12; +28 vs. Fortitude; 2d6 + 15 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +28 vs. Fortitude; 4d6 + 15 damage, and the drow rogue slides the target 5 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The drow rogue slides the target 5 squares, and no damage from obstacles.
- ○ [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; +27 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 5d6 damage.
Skills Acrobatics +22, Thievery +22
Str 20 (+15); Dex 24 (+17); Wis 13 (+11);
Con 14 (+12); Int 12 (+11); Cha 17 (+13)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Drow Trickster Rogue [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +17; Senses Perception +16; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 30, Reflex 37, Will 34
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +28 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
The drow rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +28 vs. Will; 3d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. Will; 3d6 + 15 damage.
Hit: Until the end of the drow rogue’s next turn, the drow rogue gains combat advantage against the target and
a +1 power bonus to all defenses against its attacks.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +28 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. Will; 5d6 + 15 damage.
Hit or Miss: Until the end of the drow rogue’s next turn, all of the target’s defenses against the drow rogue’s
attacks take a -6 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ [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; +30 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 5d6 damage.
Skills Stealth +24, Thievery +22
Str 15 (+12); Dex 24 (+17); Wis 13 (+11);
Con 14 (+12); Int 12 (+11); Cha 22 (+16)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Drow Fey-Pact Warlock [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +12; Senses Perception +12; darkvision
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 35; Fortitude 30, Reflex 34, Will 36
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +25 vs. Will; 2d6 + 15 psychic damage, and the drow warlock is invisible to the target until the start of the drow
warlock’s next turn.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +25 vs. Fortitude; 3d6 + 15 damage, and the drow warlock can spend a healing surge, regaining an additional +5
hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +25 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the drow warlock since the drow warlock’s last turn. If no one attacked the drow warlock since the drow warlock’s
last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When the drow
warlock sustains this power, the drow warlock can repeat the attack against the target. If the drow warlock misses, the drow
warlock can no longer sustain the power.
- ○ 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; +31 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 3d6 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 +20, Bluff +22
Str 12 (+11); Dex 15 (+12); Wis 14 (+12);
Con 15 (+12); Int 20 (+15); Cha 24 (+17)
Equipment leather armor, spear
-1 Level / +1 Level
Drow Infernal-Pact Warlock [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +11; darkvision
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 34, Reflex 34, Will 32
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +24 vs. Reflex; 2d10 + 14 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +24 vs. Reflex; 2d6 + 14 fire damage. If the drow warlock takes damage before the end of the drow warlock’s next
turn, the target takes an extra 2d6 + 14 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +24 vs. Fortitude; the drow warlock takes 16 damage, and the target takes 3d10 + 24 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The drow warlock conjures flames in the shape of diabolic imps that appear at the drow warlock’s feet. The drow warlock gains
25 temporary hit points. Any enemy that enters a square adjacent to the drow warlock takes 2d10 fire damage and is pushed
3 squares. This effect applies once per creature per round. It ends when the drow warlock has no temporary hit points remaining.
- ○ 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; +29 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 3d6 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 21 temporary hit points.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +20, Intimidate +20
Str 12 (+11); Dex 16 (+13); Wis 13 (+11);
Con 22 (+16); Int 20 (+15); Cha 17 (+13)
Equipment leather armor, mace
-1 Level / +1 Level
Drow Star-Pact Warlock [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +11; darkvision
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 33; Fortitude 34, Reflex 32, Will 35
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +21 vs. AC; 2d6 + 9 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +24 vs. Reflex; 2d10 + 14 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +24 vs. Fortitude; 2d6 + 14 radiant damage. If the target moves nearer to the drow warlock on its next turn, it
takes an extra 2d6 + 14 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +24 vs. Reflex; 1d8 + 14 damage, and the target gains vulnerability 12 to all attacks until the end of the drow
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +24 vs. Reflex; 4d10 + 14 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 8 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ○ [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; +30 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 3d6 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 +17, Insight +16
Str 12 (+11); Dex 16 (+13); Wis 13 (+11);
Con 22 (+16); Int 15 (+12); Cha 22 (+16)
Equipment leather armor, sickle
-1 Level / +1 Level
Drow Inspiring Warlord [Level 21 Soldier (Leader)]
Medium fey humanoid [XP 3200]
Initiative +14; Senses Perception +11; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 34; Fortitude 35, Reflex 30, Will 35
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +26 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +26 vs. Fortitude; 6 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 +6 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] Battle On (standard) ✦ Weapon
- +26 vs. AC; 3d10 + 14 damage, and every ally within 5 squares of the drow warlord makes a saving throw with a +6 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage. Until the start of the drow warlord’s next turn, every ally within 10 squares of the drow warlord
can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the drow warlord’s
next turn, one ally of the drow warlord’s choice within 10 squares of the drow warlord can follow up a standard action with
a basic attack made as a free action. Sustain Minor: Until the start of the drow warlord’s next turn, one ally of the
drow warlord’s choice within 10 squares of the drow warlord can follow up a standard action with a basic attack made as a
free action.
- ○ 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; +30 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 15 squares can spend a healing surge and regain an additional 5d6 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 16 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 +16, History +17
Str 22 (+16); Dex 15 (+12); Wis 12 (+11);
Con 14 (+12); Int 15 (+12); Cha 22 (+16)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Drow Tactical Warlord [Level 21 Soldier (Leader)]
Medium fey humanoid [XP 3200]
Initiative +14; Senses Perception +11; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 35, Reflex 34, Will 32
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 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] Thunderous Fury (standard) ✦ Weapon
- +27 vs. AC; 3d8 + 14 damage, and the target is dazed until the end of the drow warlord’s next turn. Until the end of the drow
warlord’s next turn, the drow warlord’s allies gain a +5 power bonus to attack rolls against the target.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +27 vs. AC; 4d8 + 14 damage. Hit or Miss: If the target attacks before the end of the drow warlord’s next turn, the
drow warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If the drow
warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect continues until the
end of the drow warlord’s next turn.
- □ 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; +29 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 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +16, History +20
Str 22 (+16); Dex 15 (+12); Wis 12 (+11);
Con 14 (+12); Int 20 (+15); Cha 17 (+13)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Drow Control Wizard [Level 21 Artillery]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +15; darkvision
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 34; Fortitude 30, Reflex 34, Will 35
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +24 vs. Fortitude; 2d6 + 14 cold damage, and the target is slowed until the end of the drow wizard’s next turn.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +24 vs. Reflex; 3d8 + 14 force damage, and the target is immobilized until the end of the drow wizard’s
next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends
at the end of the drow wizard’s next turn, and the drow wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +24 vs. Reflex; 2d10 + 14 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the drow wizard’s next turn. Sustain Minor:
When the drow wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized, and
deal 1d10 + 8 necrotic damage to creatures that are immobilized.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +30 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 -5 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 +21, Insight +20
Str 12 (+11); Dex 17 (+13); Wis 20 (+15);
Con 14 (+12); Int 22 (+16); Cha 15 (+12)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Drow War Wizard [Level 21 Artillery]
Medium fey humanoid [XP 3200]
Initiative +16; Senses Perception +12; darkvision
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 34; Fortitude 30, Reflex 34, Will 32
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +24 vs. Reflex; 2d6 + 14 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +24 vs. Reflex; 3d6 + 14 force damage, and the target
is dazed 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] Acid Wave (standard) ✦ Acid
- Close blast 5; +24 vs. Reflex; 5d6 + 14 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (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; +30 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 +6 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 +21, History +21
Str 12 (+11); Dex 22 (+16); Wis 15 (+12);
Con 14 (+12); Int 22 (+16); Cha 15 (+12)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Drow Isolating Avenger [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +12; Senses Perception +16; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 36; Fortitude 31, Reflex 34, Will 35
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 14 damage, and the drow avenger shifts 1 square, sliding the target 1 square into the space the drow avenger
occupied.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +27 vs. AC; 2d10 + 14 thunder damage, and the drow avenger pushes any enemy within 2 squares of the drow avenger, other than
the target, 2 squares. Until the end of the drow avenger’s next turn, if any enemy other than the target enters a square adjacent
to the drow avenger or hits or misses the drow avenger from a square within the drow avenger’s reach, the drow avenger can
make a melee basic attack against that enemy as an opportunity action. The drow avenger gains a +5 power bonus to the attack
roll of the melee basic attack.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +24 vs. Will; 4d8 + 14 psychic damage, and the target is pulled 3 squares. At
the start of each of the drow avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and the
target is pulled 2 squares. At the start of the drow avenger’s next turn, the target is pulled 3 squares.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +30 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 +5 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 +17, Religion +20
Str 15 (+12); Dex 15 (+12); Wis 22 (+16);
Con 14 (+12); Int 20 (+15); Cha 14 (+12)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Drow Pursuing Avenger [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +16; Senses Perception +16; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 31, Reflex 35, Will 35
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +26 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 14 damage, and if the target doesn’t end its next turn adjacent to the drow avenger, the drow avenger can
shift 7 squares as a free action. The drow avenger must end that shift closer to the target.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 14 damage, and the target is immobilized until the end of the drow avenger’s next turn. The drow avenger
gains a +8 bonus to the drow avenger’s next attack roll against the target before the end of the drow avenger’s next turn.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +27 vs. AC; 5d10 + 14 damage. Miss: Half damage. The drow avenger gains a +5 power bonus to the drow avenger’s next
damage roll against the target before the end of the encounter, unless the drow avenger attacks another creature first.
- ○ [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; +30 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 +12 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 +16, Stealth +23
Str 15 (+12); Dex 22 (+16); Wis 22 (+16);
Con 14 (+12); Int 13 (+11); Cha 14 (+12)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Drow Rageblood Barbarian [Level 21 Brute]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +16; darkvision
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 31
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+26 vs. AC; 2d12 + 3d8 + 14 damage (crit 62 + 3d12). Hit or Miss: Until the start of the drow barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the drow barbarian. If the drow barbarian is raging, attackers do not
gain this bonus.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12), and the drow barbarian gains 15 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +26 vs. AC; 4d12 + 14 damage (crit 62 + 3d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The drow barbarian enters the rage of the hydra. Until the rage ends, once per round when the drow barbarian makes an attack
that misses, the drow barbarian can make a melee basic attack as a free action.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +27 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 15 temporary hit points.
- Barbarian Agility
- While the drow barbarian is not wearing heavy armor, the drow barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +20, Perception +16
Str 22 (+16); Dex 16 (+13); Wis 13 (+11);
Con 20 (+15); Int 12 (+11); Cha 17 (+13)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Thaneborn Barbarian [Level 21 Brute]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +16; darkvision
HP 235; Bloodied 117
Healing Surges (+58 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 34
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+26 vs. AC; 2d12 + 3d6 + 14 damage (crit 56 + 3d12). 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] Devastating Blow (standard) ✦ Weapon
- +26 vs. AC; 4d12 + 14 damage (crit 62 + 3d12), and the target takes a –6 penalty to AC until the end of the drow barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The drow barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next
to the drow barbarian grants combat advantage to the drow barbarian and the drow barbarian’s allies until the end of its 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 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; +30 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
+6 bonus to the attack roll.
- Barbarian Agility
- While the drow barbarian is not wearing heavy armor, the drow barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +20, Perception +16
Str 22 (+16); Dex 16 (+13); Wis 13 (+11);
Con 15 (+12); Int 12 (+11); Cha 22 (+16)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Cunning Bard [Level 21 Controller (Leader)]
Medium fey humanoid [XP 3200]
Initiative +12; Senses Perception +16; darkvision
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 30, Reflex 35, Will 36
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +25 vs. Will; 2d6 + 15 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the drow
bard’s next turn.
- ○ [R] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +25 vs. Reflex; 2d8 + 15 thunder damage, and the drow bard and each ally within 10 squares of the drow bard can
shift 6 squares as a free action.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +25 vs. Reflex; 3d8 + 15 radiant damage. Miss: Half damage. Hit or Miss:
The drow bard and each ally within 10 squares of the drow bard can shift 5 squares 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; +31 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 15 squares can spend a healing surge and regain an additional 4d6 + 7 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 10 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 +20, Bluff +22
Str 14 (+12); Dex 15 (+12); Wis 12 (+11);
Con 15 (+12); Int 20 (+15); Cha 24 (+17)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Drow Valorous Bard [Level 21 Controller (Leader)]
Medium fey humanoid [XP 3200]
Initiative +12; Senses Perception +16; darkvision
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 33, Reflex 32, Will 36
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +28 vs. AC; 2d8 + 15 damage, and the drow bard teleports an ally within 10 squares of the drow bard to a space adjacent to
the drow bard and gains a +5 power bonus to attack rolls against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow bard’s next turn. The
cloud blocks line of sight for all creatures except the drow bard. Any creature except the drow bard entirely within the cloud
is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +31 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 15 squares can spend a healing surge and regain an additional 4d6 + 7 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 10 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 +17, Athletics +16
Str 14 (+12); Dex 15 (+12); Wis 12 (+11);
Con 20 (+15); Int 15 (+12); Cha 24 (+17)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Drow Guardian Druid [Level 21 Controller]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +16; darkvision
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 36; Fortitude 33, Reflex 32, Will 35
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +22 vs. AC; 4d4 + 10 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +24 vs. Reflex; 2d8 + 14 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; +24 vs. Fortitude; 2d6 + 8 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +24 vs. Fortitude; 3d6 + 14 damage, and the target slides 6 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +24 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 14 damage. Miss: 1d6 + 14 damage, and the target is immobilized until the end of the drow druid’s next turn.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow druid’s next turn. The
cloud blocks line of sight for all creatures except the drow druid. Any creature except the drow druid entirely within the
cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +30 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 3d6 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 +21, Nature +21
Str 14 (+12); Dex 17 (+13); Wis 22 (+16);
Con 20 (+15); Int 13 (+11); Cha 14 (+12)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Predator Druid [Level 21 Controller]
Medium fey humanoid [XP 3200]
Initiative +16; Senses Perception +21; darkvision
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 30, Reflex 35, Will 35
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +22 vs. AC; 4d4 + 10 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +24 vs. Reflex; 2d8 + 14 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; +24 vs. Reflex; 2d6 + 8 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 6 fire damage.
- ○ [M] Scavenger’s Prize (standard) ✦ Beast Form
- +24 vs. Fortitude; 3d10 + 14 damage, the drow druid grabs the target and shifts 6 squares, pulling the target with the drow
druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +24 vs. Fortitude; 3d10 + 14 damage, and the drow druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the drow druid’s turn. Miss: Half damage, and the drow druid grabs the target. Hit or Miss:
Until the end of the encounter, while the drow druid is in beast form, the drow druid gains a +2 bonus to AC and Fortitude.
- ○ [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; +30 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 +21, Perception +21
Str 14 (+12); Dex 22 (+16); Wis 22 (+16);
Con 15 (+12); Int 13 (+11); Cha 14 (+12)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Preserving Invoker [Level 21 Artillery]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +16; darkvision
HP 147; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 36; Fortitude 31, Reflex 34, Will 35
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 9 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +24 vs. Reflex; 2d8 + 14 radiant damage, and the drow invoker slides the target 1 square. The drow invoker can
use this power as a ranged basic attack.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +24 vs. Reflex; 2d8 + 14 damage. If the target moves more than 1 square before the end of the drow
invoker’s next turn, the target takes 10 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +24 vs. Will; 5d6 + 14 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow invoker’s next turn.
The cloud blocks line of sight for all creatures except the drow invoker. Any creature except the drow invoker entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +30 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 +5 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 +20, Religion +20
Str 12 (+11); Dex 16 (+13); Wis 22 (+16);
Con 15 (+12); Int 20 (+15); Cha 15 (+12)
Equipment hide armor, morningstar
-1 Level / +1 Level
Drow Wrathful Invoker [Level 21 Artillery]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +16; darkvision
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○○
AC 34; Fortitude 34, Reflex 32, Will 35
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 9 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +24 vs. Fortitude; 2d10 + 14 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The drow invoker can use this power as a ranged basic attack.
- ○ [R] Blood Debt (standard) ✦ Radiant
- Ranged 10; +24 vs. Will; 3d10 + 14 radiant damage, and until the end of the drow invoker’s next turn, each creature that the
target attacks gains a +6 bonus to its next attack roll against the target.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +24 vs. Fortitude; 7d6 + 14 damage, and the drow invoker slides the target 5 squares and knock it
prone. Miss: Half damage, and the drow invoker slides the target 3 squares and knock it prone.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +30 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 2d6+5 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 +19, Religion +17
Str 12 (+11); Dex 16 (+13); Wis 22 (+16);
Con 20 (+15); Int 15 (+12); Cha 15 (+12)
Equipment chainmail, morningstar
-1 Level / +1 Level
Drow Bear Shaman [Level 21 Controller (Leader)]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +21; darkvision
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 33; Fortitude 34, Reflex 31, Will 35
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 2d10 + 9 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +24 vs. Will; 2d8 + 14 damage, and each ally adjacent to the drow shaman’s spirit companion gains 5 temporary
hit points.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +24 vs. Will; 3d6 + 14 damage, and each ally adjacent to the drow shaman’s spirit companion can spend a healing
surge and regains an additional 10 hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +24 vs. Fortitude; 2d10 + 14 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The drow shaman conjures a bear spirit in an unoccupied square adjacent
to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through
its space, but allies can. As a move action, the drow shaman can move the spirit 5 squares.
The spirit can flank enemies
with the drow shaman and the drow shaman’s allies, and it can make opportunity attacks against the drow shaman’s enemies:
+24 vs. Reflex; 2d10 + 14 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 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; +30 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 20 damage to the spirit, the spirit disappears, and
the drow shaman takes 15 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 5d6 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; +24 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the drow shaman’s spirit
companion regains 6 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 5 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 +21, Perception +21
Str 13 (+11); Dex 16 (+13); Wis 22 (+16);
Con 20 (+15); Int 15 (+12); Cha 14 (+12)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Panther Shaman [Level 21 Controller (Leader)]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +21; darkvision
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 35; Fortitude 31, Reflex 33, Will 35
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 2d10 + 9 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +24 vs. Fortitude; 2d10 + 14 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +24 vs. Reflex; 2d10 + 14 damage. Until the end of the drow shaman’s next turn, any
enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the drow shaman’s spirit companion.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +24 vs. Reflex; 4d8 + 14 damage. Miss: Half damage. Hit or Miss: Until the end of the drow shaman’s
next turn, the drow shaman and the drow shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against
the target. As a free action before the drow shaman’s next turn, each ally within 20 squares of the target can make a saving
throw and shift 3 squares as the first action of his or her 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 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; +30 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 20 damage to the spirit, the spirit disappears, and
the drow shaman takes 15 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 5d6 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; +24 vs. Reflex; 2d10 + 14 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +21, Perception +21
Str 13 (+11); Dex 16 (+13); Wis 22 (+16);
Con 15 (+12); Int 20 (+15); Cha 14 (+12)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Chaos Sorcerer [Level 21 Artillery]
Medium fey humanoid [XP 3200]
Initiative +16; Senses Perception +11; darkvision
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 34; Fortitude 30, Reflex 34, Will 37
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +27 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +25 vs. Will; 2d10 + 25 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:
+25 vs. Will; 1d6 + 18 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +25 vs. Will; 3d8 + 25 thunder damage, and the drow sorcerer teleports the
target to a space adjacent to the drow sorcerer’s enemy that is nearest to it. If the drow sorcerer rolled an even number
on the attack roll, the drow sorcerer can teleport the target to a space adjacent to the drow sorcerer’s ally, not the drow
sorcerer’s enemy, who is nearest to it.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +25 vs. Reflex; 6d6 + 25 lightning damage. If the drow sorcerer rolled an even number
on the attack roll, the target is immobilized (save ends). If the drow sorcerer rolled an odd number on the attack roll, the
target is dazed (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; +31 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 +10 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 +16, Bluff +22
Str 15 (+12); Dex 22 (+16); Wis 12 (+11);
Con 14 (+12); Int 13 (+11); Cha 24 (+17)
Equipment cloth armor, dagger
-1 Level / +1 Level
Drow Dragon Sorcerer [Level 21 Skirmisher]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +11; darkvision
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 33; Fortitude 33, Reflex 31, Will 37
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 13 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +25 vs. Reflex; 2d8 + 24 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 5 fire damage.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +25 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the drow sorcerer slides
the target 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 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; +31 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 -5 penalty to attack rolls.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the drow sorcerer.
Targets the triggering creature; +25 vs. Reflex; 2d10 + 24 lightning damage and the drow sorcerer pushes the target 5 squares.
- Lolthtouched
- Once per encounter, the drow sorcerer can use either the cloud of darkness or darkfire power.
- Draconic Power
- The drow sorcerer gains a +9 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 +16, Athletics +20
Str 20 (+15); Dex 17 (+13); Wis 12 (+11);
Con 14 (+12); Int 13 (+11); Cha 24 (+17)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Drow Earth Warden [Level 21 Brute]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +17; darkvision
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 38; Fortitude 35, Reflex 33, Will 31
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage, and the drow warden gains a +1 power bonus to AC until the end of the drow warden’s next turn.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the drow
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +26 vs. AC; 4d10 + 14 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the drow warden’s next turn. Hit or Miss: Each enemy within
3 squares of the drow warden, other than the target, is slowed until the end of the drow warden’s next turn.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warden’s next turn.
The cloud blocks line of sight for all creatures except the drow warden. Any creature except the drow warden entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +26 vs. Reflex; until the end of the drow warden’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the drow warden that is within 5 squares of the drow warden makes an attack that does not include
the drow warden as a target.
Targets the triggering enemy; The drow warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- ○ 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 +6 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 +5 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 +18, Perception +17
Str 22 (+16); Dex 16 (+13); Wis 15 (+12);
Con 20 (+15); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Drow Wild Warden [Level 21 Brute]
Medium fey humanoid [XP 3200]
Initiative +13; Senses Perception +20; darkvision
HP 235; Bloodied 117
Healing Surges (+58 hp) ○○○
AC 36; Fortitude 35, Reflex 31, Will 34
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12), and the target is slowed until the end of the drow warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +26 vs. Fortitude; 2d12 + 19 damage (crit 43 + 3d12), and the target is weakened until the end of the drow warden’s next turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the drow warden shifts 1 square. +26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12), and ongoing 10
damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +29 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.
- □ 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; +26 vs. Fortitude; 2d12 + 14 damage (crit 38 + 3d12), 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 -5 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 +20, Perception +20
Str 22 (+16); Dex 16 (+13); Wis 20 (+15);
Con 15 (+12); Int 12 (+11); Cha 15 (+12)
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.