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.