Drow NPCs [Level 23]
Drow Battle Cleric [Level 23 Controller (Leader)]
Medium fey humanoid [XP 5100]
Initiative +13; Senses Perception +16; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 36, Reflex 32, Will 37
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 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] Haunting Strike (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 15 damage. The next attack roll the drow cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +28 vs. AC; 3d10 + 15 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.
- □ Purify (standard)
- Every effect that a save can end is removed from the drow cleric and each ally within 10 squares.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +31 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 +17
Str 22 (+17); Dex 15 (+13); Wis 20 (+16);
Con 14 (+13); Int 12 (+12); Cha 17 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Devoted Cleric [Level 23 Controller (Leader)]
Medium fey humanoid [XP 5100]
Initiative +13; Senses Perception +17; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 32, Reflex 32, Will 38
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +26 vs. Reflex; 2d8 + 15 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The drow cleric and each
ally in the burst gain a +6 power bonus to AC until the end of the drow cleric’s next turn and can spend a healing surge.
Add +6 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 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 + 15 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The drow cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit
points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t
take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the drow cleric within 5 squares
of its previous location.
- ○ [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; +32 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 +22, Religion +17
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Greatweapon Fighter [Level 23 Soldier]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +13; darkvision
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 38, Reflex 33, Will 32
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 20 damage (crit 68 + 3d12).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +28 vs. AC; 3d12 + 15 damage (crit 51 + 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: +28 vs. AC; 1d12 + 15 damage (crit 27
+ 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; +28 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.
- □ No Surrender (no action) ✦ Healing
- When the drow fighter’s hit points drop to 0 or lower.
The drow fighter regains hit points up to one-half the drow fighter’s maximum hit points. However, the drow fighter takes
a –2 penalty to attack rolls until the end of the encounter.
- 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 +22, Intimidate +20
Str 22 (+17); Dex 17 (+14); Wis 14 (+13);
Con 20 (+16); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Drow Guardian Fighter [Level 23 Soldier]
Medium fey humanoid [XP 5100]
Initiative +17; Senses Perception +13; darkvision
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 38, Reflex 38, Will 32
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+29 vs. AC; 2d8 + 15 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] Fangs of Steel (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 21 damage, and make a secondary attack against one creature adjacent to the primary target and within the
drow fighter’s melee reach. Secondary Attack: +29 vs. AC; 2d8 + 21 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 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; +28 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.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The drow fighter gains an action point that the drow fighter must spend during the drow fighter’s current turn.
- 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 +18, Intimidate +20
Str 22 (+17); Dex 22 (+17); Wis 14 (+13);
Con 15 (+13); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Avenging Paladin [Level 23 Soldier]
Medium fey humanoid [XP 5100]
Initiative +13; Senses Perception +13; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 37
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +29 vs. AC; 2d10 + 15 radiant damage. If the drow paladin has marked the target, the drow paladin gains a +2 bonus to the
damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +29 vs. AC; 3d10 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the drow paladin other than the primary target. Secondary Attack: +29 vs. AC; 1d10 + 15 thunder damage, and the
target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +29 vs. AC; 4d10 + 15 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; +32 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.
- □ Cleansing Burst (minor)
- The drow paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- Lolthtouched
- Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.
Skills Intimidate +24, Religion +17
Str 22 (+17); Dex 15 (+13); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Drow Protecting Paladin [Level 23 Soldier]
Medium fey humanoid [XP 5100]
Initiative +13; Senses Perception +13; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 40; Fortitude 36, Reflex 35, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 damage, and the drow paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +27 vs. Reflex; 3d10 + 16 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 + 9 fire damage and grant
combat advantage to the drow paladin and the drow paladin’s allies. 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 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; +33 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.
- □ United in Faith (minor) ✦ Healing
- The drow paladin and each ally within 5 squares can spend a healing surge.
- Lolthtouched
- Once per encounter, the drow paladin can use either the cloud of darkness or darkfire power.
Skills Intimidate +25, Religion +17
Str 20 (+16); Dex 15 (+13); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 24 (+18)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Archer Ranger [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +18; Senses Perception +18; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 40; Fortitude 36, Reflex 38, Will 32
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +29 vs. AC; 2d10 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +28/+28 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +29 vs. Fortitude; 4d10 + 16 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +29 vs. AC; 2d10 + 16 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.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the drow ranger’s turn, enemies treat the drow ranger as invisible if the drow ranger has cover or concealment
from them. An enemy still knows the square occupied by the drow ranger if it saw the drow ranger in that square at any point
during a round. This effect lasts 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 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; +28 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 +18, Stealth +24
Str 20 (+16); Dex 24 (+18); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Drow Two-Blade Ranger [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +17; Senses Perception +18; darkvision
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 37, Reflex 37, Will 32
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +29 vs. AC; 2d8 + 15 damage.
Longsword
(off hand): +29 vs. AC; 2d8 + 15 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the drow ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the drow ranger and misses before the start of the drow ranger’s next turn,
make a melee basic attack against it with both the drow ranger’s main weapon and the drow ranger’s off-hand weapon as an immediate
reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +31 vs. AC; 2d8 + 15 damage.
Longsword (second attack; off hand): +31 vs. AC; 2d8 + 15 damage.
Longsword (third attack; main):
+31 vs. AC; 1d8 + 15 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; +28 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.
- □ Hit the Dirt (immediate interrupt)
- When the drow ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +18, Perception +18
Str 22 (+17); Dex 22 (+17); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Drow Brawny Rogue [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +18; Senses Perception +12; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 35, Reflex 39, Will 33
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +30 vs. Reflex; 2d6 + 16 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +30 vs. Fortitude; 4d6 + 16 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.
- ○ Dazzling Acrobatics (move)
- The drow rogue can shift twice the drow rogue’s speed. The drow rogue can climb at full speed as part of this move. If an
enemy attacks the drow rogue while the drow rogue shifts, the drow rogue gains a +4 bonus to AC against that attack.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +29 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.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the drow rogue.
Targets the creature the drow rogue’s ally damaged; +30 vs. AC; 2d6 + 16 damage.
- 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 +23, Thievery +23
Str 20 (+16); Dex 24 (+18); Wis 13 (+12);
Con 14 (+13); Int 12 (+12); Cha 17 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Drow Trickster Rogue [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +18; Senses Perception +17; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 32, Reflex 39, Will 36
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +25 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
The drow rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 16 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the drow rogue.
The drow rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +30 vs. Will; 5d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. Will; 5d6 + 16 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; +32 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 from the Light (minor)
- The drow rogue must already be hidden to use this power. The drow rogue is invisible until the end of the encounter or until
the drow rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack or
an at-will attack.
- 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 +25, Thievery +23
Str 15 (+13); Dex 24 (+18); Wis 13 (+12);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Drow Fey-Pact Warlock [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +13; Senses Perception +13; darkvision
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 37; Fortitude 32, Reflex 36, Will 38
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the drow warlock is invisible to the target until the start of the drow
warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +27 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the drow warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +27 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.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The drow warlock becomes invisible until the start of the drow warlock’s next turn and teleports 20 squares. The drow warlock
leaves behind an illusory image of the drow warlock that persists as long as the drow warlock is invisible. This image stands
in place, takes no actions, and uses the drow warlock’s defenses if it is attacked. If the illusion is touched or takes any
damage, it dissolves into a pile of dead leaves. If the drow warlock makes an attack, the drow warlock becomes visible. Sustain
Standard: The drow warlock remains invisible as long as the drow warlock doesn’t make an attack.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +33 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 +21, Bluff +23
Str 12 (+12); Dex 15 (+13); Wis 14 (+13);
Con 15 (+13); Int 20 (+16); Cha 24 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Drow Infernal-Pact Warlock [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +12; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 36, Reflex 36, Will 34
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +26 vs. Reflex; 2d6 + 15 fire damage. If the drow warlock takes damage before the end of the drow warlock’s next
turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +26 vs. Reflex; 4d8 + 15 damage, and the target is pushed 8 squares.
- □ 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.
- ○ [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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The drow warlock grows wings and gains a fly speed equal to the drow warlock’s speed until the end of the encounter or for
5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The drow warlock gains 23 temporary hit points.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +21, Intimidate +21
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 22 (+17); Int 20 (+16); Cha 17 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Drow Star-Pact Warlock [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +12; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 36, Reflex 34, Will 37
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the drow warlock on its next turn, it
takes an extra 2d6 + 15 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 15 damage, and the drow warlock can swap places with the target. After swapping places with
the target, the drow warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +26 vs. Reflex; 4d10 + 15 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 + 9 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; +32 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.
- ○ Entropic Ward (minor)
- Until the end of the drow warlock’s next turn, anyone who attacks the drow warlock must roll two dice and take the lower result.
Each time an attack misses due to this effect, the drow warlock gains a cumulative +1 power bonus to the drow warlock’s next
attack roll.
- ● 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 +18, Insight +17
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 22 (+17); Int 15 (+13); Cha 22 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Drow Inspiring Warlord [Level 23 Soldier (Leader)]
Medium fey humanoid [XP 5100]
Initiative +15; Senses Perception +12; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 37, Reflex 32, Will 37
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +28 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the drow warlord’s next turn. Until the end of the
encounter, the drow warlord’s allies gain a +6 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 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.
- □ Heart of the Titan (standard)
- The drow warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 6. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +6 to damage rolls and
can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○ [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; +32 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 17 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 +17, History +18
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 14 (+13); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Drow Tactical Warlord [Level 23 Soldier (Leader)]
Medium fey humanoid [XP 5100]
Initiative +15; Senses Perception +12; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 37, Reflex 36, Will 34
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 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] Sudden Assault (standard) ✦ Weapon
- +29 vs. AC; 1d8 + 15 damage, and an ally of the drow warlord’s choice within 5 squares of the drow warlord takes a standard
action. The drow warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the drow warlord for attacks
made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 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.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the drow warlord slides each 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 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; +31 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 +17, History +21
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 14 (+13); Int 20 (+16); Cha 17 (+14)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Drow Control Wizard [Level 23 Artillery]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +16; darkvision
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 36; Fortitude 32, Reflex 36, Will 37
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the drow wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the drow wizard’s next turn, or the drow wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 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 + 9 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; +32 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.
- □ Time Stop (minor)
- The drow wizard gains two extra standard actions, which the drow wizard can’t use to attack other creatures.
- ○ 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.
- Lolthtouched
- Once per encounter, the drow wizard can use either the cloud of darkness or darkfire power.
Skills Arcana +22, Insight +21
Str 12 (+12); Dex 17 (+14); Wis 20 (+16);
Con 14 (+13); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Drow War Wizard [Level 23 Artillery]
Medium fey humanoid [XP 5100]
Initiative +17; Senses Perception +13; darkvision
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 36; Fortitude 32, Reflex 36, Will 34
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +26 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The drow wizard and each ally within 5 squares gain a speed of fly 8 until the end of the drow wizard’s next turn. Sustain
Minor: The drow wizard can sustain this power until the end of the encounter or for 5 minutes. If the drow wizard does
not sustain this power, all targets float to the ground without taking falling 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 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; +32 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 +22, History +22
Str 12 (+12); Dex 22 (+17); Wis 15 (+13);
Con 14 (+13); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Drow Isolating Avenger [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +13; Senses Perception +17; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and the drow avenger shifts 1 square, sliding the target 1 square into the space the drow avenger
occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +29 vs. AC; 3d10 + 15 damage, and until the end of the drow avenger’s next turn, the drow avenger and the target are immobilized.
In addition, no other creature has line of sight or line of effect to either the target or the drow avenger, both of whom
have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the
target or the drow avenger before the end of the drow avenger’s next turn. Hit or Miss: Until the end of the drow avenger’s
next turn, the drow avenger gains a +5 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 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; +32 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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the drow avenger to 0 hit points or fewer and doesn’t kill you.
The drow avenger is dying but doesn’t fall unconscious. Until the end of the drow avenger’s next turn, the drow avenger doesn’t
take any damage after the triggering attack, and the drow avenger gains a +4 bonus to attack rolls. At the end of the drow
avenger’s next turn, the drow avenger falls unconscious if the drow avenger is still dying.
- 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 +18, Religion +21
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 14 (+13); Int 20 (+16); Cha 14 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Drow Pursuing Avenger [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +17; Senses Perception +17; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 15 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 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] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +29 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the drow avenger at the start of the drow avenger’s
next turn, the drow avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the
drow avenger can teleport to a space adjacent to the target as a move action, doing 11 radiant damage to the target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +29 vs. AC; 5d10 + 15 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; +32 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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the drow avenger gains phasing, and the drow avenger takes half damage from opportunity attacks.
- ○ [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 +17, Stealth +24
Str 15 (+13); Dex 22 (+17); Wis 22 (+17);
Con 14 (+13); Int 13 (+12); Cha 14 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Drow Rageblood Barbarian [Level 23 Brute]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +17; darkvision
HP 260; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 33
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 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] Fatal Strike (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 20 damage (crit 68 + 3d12), and the target cannot regain hit points until the start of the drow barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +28 vs. AC; 4d12 + 15 damage (crit 63 + 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; +29 vs. Reflex; until the end of the drow barbarian’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ○ Swift Charge (free)
- When the drow barbarian’s attack reduces an enemy to 0 hit points.
The drow barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the drow barbarian is hit by an attack.
Until the end of the drow barbarian’s next turn, the drow barbarian gains resist 16 to all damage.
- 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 +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 20 (+16); Int 12 (+12); Cha 17 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Thaneborn Barbarian [Level 23 Brute]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +17; darkvision
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +28 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and each enemy adjacent to the drow barbarian takes a –6 penalty to attack
rolls until the end of the drow barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 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; +32 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.
- □ Untouched (minor)
- The drow barbarian makes a saving throw against each effect on the drow barbarian that a save can end. The drow barbarian
gains a +2 bonus to each saving throw.
- ○ [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.
- 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 +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 15 (+13); Int 12 (+12); Cha 22 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Cunning Bard [Level 23 Controller (Leader)]
Medium fey humanoid [XP 5100]
Initiative +13; Senses Perception +17; darkvision
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 32, Reflex 37, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the drow
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +27 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the drow bard, as the last action of his
or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the
drow bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 3d8 + 16 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.
- ○ [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; +33 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.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- 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 +21, Bluff +23
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 15 (+13); Int 20 (+16); Cha 24 (+18)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Drow Valorous Bard [Level 23 Controller (Leader)]
Medium fey humanoid [XP 5100]
Initiative +13; Senses Perception +17; darkvision
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 35, Reflex 34, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 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] Weal and Woe (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 16 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +5
power bonus to his or her next attack roll 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; +33 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.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the drow bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 +18, Athletics +17
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 20 (+16); Int 15 (+13); Cha 24 (+18)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Drow Guardian Druid [Level 23 Controller]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +17; darkvision
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 35, Reflex 34, Will 37
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the drow druid’s
next turn. Hit or Miss: Until the end of the drow druid’s next turn, any creature that enters the area of the burst
or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the drow druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The drow druid and each ally with 5 squares grows revitalizing roots. Until the end of the drow druid’s next turn, each target
can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he or she
regains 5 hit points. Sustain Minor: The effect 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 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; +32 vs. Reflex; until the end of the drow druid’s next turn, all attacks against the target have combat advantage,
and the target cannot benefit from invisibility or concealment.
- ● Wild Shape (minor) ✦ Polymorph
- The drow druid changes from the drow druid’s humanoid form to beast form or vice versa. When the drow druid changes from beast
form back to the drow druid’s humanoid form, the drow druid shifts 1 square. While the drow druid is in beast form, the drow
druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the drow druid can sustain such
powers. The drow druid can use this power once per round.
- Lolthtouched
- Once per encounter, the drow druid can use either the cloud of darkness or darkfire power.
- Primal Guardian
- While the drow druid is not wearing heavy armor, the drow druid can use the drow druid’s Constitution modifier in place of
the drow druid’s Dexterity or Intelligence modifier to determine the drow druid’s AC.
Skills Heal +22, Nature +22
Str 14 (+13); Dex 17 (+14); Wis 22 (+17);
Con 20 (+16); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Predator Druid [Level 23 Controller]
Medium fey humanoid [XP 5100]
Initiative +17; Senses Perception +22; darkvision
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 32, Reflex 37, Will 37
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the drow druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +26 vs. Fortitude; 3d10 + 15 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; +32 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the drow druid uses wild shape to change into beast form, the drow druid becomes
insubstantial and gain phasing until the end of the drow druid’s turn.
- 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 +22, Perception +22
Str 14 (+13); Dex 22 (+17); Wis 22 (+17);
Con 15 (+13); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Preserving Invoker [Level 23 Artillery]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +17; darkvision
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +26 vs. Reflex; 2d8 + 15 radiant damage, and the drow invoker slides the target 1 square. The drow invoker can
use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the drow invoker’s next turn. Until the
end of the drow invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 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; +32 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.
- □ Covenant of Vengeance (minor)
- Choose either the drow invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the drow invoker and the drow invoker’s allies gain
a +4 power bonus to attack rolls against that creature until the end of the drow invoker’s next turn.
- ○ 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.
- 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 +21, Religion +21
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 15 (+13); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, morningstar
-1 Level / +1 Level
Drow Wrathful Invoker [Level 23 Artillery]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +17; darkvision
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 36, Reflex 34, Will 37
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 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.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the drow invoker’s
next turn, it takes 15 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 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; +32 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.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 +20, Religion +18
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 20 (+16); Int 15 (+13); Cha 15 (+13)
Equipment chainmail, morningstar
-1 Level / +1 Level
Drow Bear Shaman [Level 23 Controller (Leader)]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +22; darkvision
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 36, Reflex 33, Will 37
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the drow shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the drow shaman’s next turn, any ally takes half damage
from any source while adjacent to the drow shaman’s spirit companion. Each ally adjacent to the drow shaman’s spirit companion
gains 7 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 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:
+26 vs. Reflex; 2d10 + 15 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; +32 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 21 damage to the spirit, the spirit disappears, and
the drow shaman takes 16 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.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the drow shaman and the drow shaman’s allies are insubstantial.
- ● [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; +26 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 +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 20 (+16); Int 15 (+13); Cha 14 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Panther Shaman [Level 23 Controller (Leader)]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +22; darkvision
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 37; Fortitude 33, Reflex 35, Will 37
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 damage, and until the end of the drow shaman’s next turn, the drow shaman’s spirit
companion can flank with the drow shaman and the drow shaman’s allies. If the target is bloodied, the drow shaman gains a
+2 bonus to the attack roll.
- ○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the drow shaman’s next turn, when any ally adjacent to
the drow shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5 damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +26 vs. Reflex; 4d8 + 15 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.
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this 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 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; +32 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 21 damage to the spirit, the spirit disappears, and
the drow shaman takes 16 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.
- ● [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; +26 vs. Reflex; 2d10 + 15 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 +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 15 (+13); Int 20 (+16); Cha 14 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Chaos Sorcerer [Level 23 Artillery]
Medium fey humanoid [XP 5100]
Initiative +17; Senses Perception +12; darkvision
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 36; Fortitude 32, Reflex 36, Will 39
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 15 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 2d10 + 26 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:
+27 vs. Will; 1d6 + 19 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +27 vs. Fortitude; 4d6 + 26 cold damage, and the target is weakened until the end of the drow sorcerer’s next turn.
If the drow sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 19 cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 6d6 + 26 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; +33 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.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the drow sorcerer’s next turn, the drow sorcerer becomes insubstantial, the drow sorcerer gains a fly speed
equal to the drow sorcerer’s speed, and the drow sorcerer can hover.
- 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 +17, Bluff +23
Str 15 (+13); Dex 22 (+17); Wis 12 (+12);
Con 14 (+13); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Drow Dragon Sorcerer [Level 23 Skirmisher]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +12; darkvision
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 35; Fortitude 35, Reflex 33, Will 39
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d8 + 25 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.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +27 vs. Reflex; 5d6 + 25 acid damage. Until the end of the drow sorcerer’s next turn, the target doesn’t have
line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +27 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; +33 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.
- □ Platinum Scales (immediate interrupt)
- When the drow sorcerer is hit by an attack.
Until the end of the encounter, the drow sorcerer gains a +5 power bonus to all defenses.
- 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 +17, Athletics +21
Str 20 (+16); Dex 17 (+14); Wis 12 (+12);
Con 14 (+13); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Drow Earth Warden [Level 23 Brute]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +18; darkvision
HP 260; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 40; Fortitude 37, Reflex 35, Will 33
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and the drow warden gains a +1 power bonus to AC until the end of the drow warden’s next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +28 vs. Reflex; the drow warden pulls the target 2 squares to a space that must
be adjacent to the drow warden. Make a secondary attack against the target. Secondary Attack: +30 vs. AC; 3d10 + 15
damage. Special: If either attack hits, the target is also slowed until the start of the drow warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +28 vs. AC; 4d10 + 15 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; +28 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.
- □ Panacea (minor)
- The drow warden makes a saving throw with a +4 power bonus. The drow warden also gains a +4 power bonus to saving throws until
the end of the encounter.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the drow warden that is within 5 squares of the drow warden makes an attack that does not include
the drow warden as a target.
Targets the triggering enemy; The drow warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Lolthtouched
- Once per encounter, the drow warden can use either the cloud of darkness or darkfire power.
- Earthstrength
- When the drow warden uses the drow warden’s second wind, the drow warden gains an additional +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 +19, Perception +18
Str 22 (+17); Dex 16 (+14); Wis 15 (+13);
Con 20 (+16); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Drow Wild Warden [Level 23 Brute]
Medium fey humanoid [XP 5100]
Initiative +14; Senses Perception +21; darkvision
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the drow warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is dazed until the end of the drow warden’s next turn. Until
the end of the drow warden’s next turn, the drow warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the drow warden shifts 1 square. +28 vs. AC; 3d12 + 15 damage (crit 51 + 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; +31 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.
- □ Renewal (minor) ✦ Healing
- The drow warden spends a healing surge. In addition, the drow warden regains the use of an encounter attack power the drow
warden has already used during this encounter.
- ● [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; +28 vs. Fortitude; 2d12 + 15 damage (crit 39 + 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 +21, Perception +21
Str 22 (+17); Dex 16 (+14); Wis 20 (+16);
Con 15 (+13); Int 12 (+12); Cha 15 (+13)
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.