Drow NPCs [Level 24]

Drow Battle Cleric [Level 24 Controller (Leader)]

Medium fey humanoid [XP 6050]

Initiative +14; Senses Perception +17; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 37, Reflex 33, Will 38
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+29 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+29 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
+31 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
+29 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; +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 +18
Str 23 (+18); Dex 15 (+14); Wis 21 (+17);
Con 14 (+14); Int 12 (+13); Cha 17 (+15)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Drow Devoted Cleric [Level 24 Controller (Leader)]

Medium fey humanoid [XP 6050]

Initiative +14; Senses Perception +18; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 33, Reflex 33, Will 39
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+25 vs. AC; 2d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +27 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; +27 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; +27 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; +33 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 +23, Religion +18
Str 15 (+14); Dex 15 (+14); Wis 23 (+18);
Con 14 (+14); Int 12 (+13); Cha 23 (+18)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Drow Greatweapon Fighter [Level 24 Soldier]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +14; darkvision
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 39, Reflex 34, Will 33
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +29 vs. AC; 2d6 + 15 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
○ [M] Hack’n’ Slash (standard) ✦ Weapon
+29 vs. AC; 4d12 + 20 damage (crit 68 + 3d12).
□ [C] Devastation’s Wake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +29 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: +29 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; +29 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 +23, Intimidate +21
Str 23 (+18); Dex 17 (+15); Wis 14 (+14);
Con 21 (+17); Int 12 (+13); Cha 15 (+14)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Drow Guardian Fighter [Level 24 Soldier]

Medium fey humanoid [XP 6050]

Initiative +18; Senses Perception +14; darkvision
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 39, Reflex 39, Will 33
Speed 5

● [m] Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+30 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
+30 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: +30 vs. AC; 2d8 + 21 damage.
□ [M] Strike of the Watchful Guard (standard) ✦ Weapon
+30 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; +29 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 +19, Intimidate +21
Str 23 (+18); Dex 23 (+18); Wis 14 (+14);
Con 15 (+14); Int 12 (+13); Cha 15 (+14)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Drow Avenging Paladin [Level 24 Soldier]

Medium fey humanoid [XP 6050]

Initiative +14; Senses Perception +14; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 38
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+30 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+30 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
+30 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: +30 vs. AC; 1d10 + 15 thunder damage, and the target is knocked prone.
□ [M] Crusader’s Boon (standard) ✦ Weapon
+30 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; +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 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 +25, Religion +18
Str 23 (+18); Dex 15 (+14); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 23 (+18)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Drow Protecting Paladin [Level 24 Soldier]

Medium fey humanoid [XP 6050]

Initiative +14; Senses Perception +14; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 41; Fortitude 37, Reflex 36, Will 39
Speed 5

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 14 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+31 vs. AC; 2d8 + 16 damage, and the drow paladin gains 2 temporary hit points.
○ [R] Here Waits Thy Doom (standard) ✦ Radiant
Ranged 5; +28 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; +28 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; +34 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 +26, Religion +18
Str 21 (+17); Dex 15 (+14); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 25 (+19)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Drow Archer Ranger [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +19; Senses Perception +19; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 33
Speed 6

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 14 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+29 vs. AC; 2d6 + 14 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +30 vs. AC; 2d10 + 16 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage (off-hand).
Longbow: Ranged 20/40; +30 vs. AC (twice); 2d10 + 9 damage.
○ [R] Hammer Shot (standard) ✦ Weapon
Ranged 20/40; +30 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; +30 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; +29 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 +19, Stealth +25
Str 21 (+17); Dex 25 (+19); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Drow Two-Blade Ranger [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +18; Senses Perception +19; darkvision
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 40; Fortitude 38, Reflex 38, Will 33
Speed 6

● [m] Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +29 vs. AC; 2d10 + 15 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage (off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
○ [M] Cloak of Thorns (standard) ✦ Weapon
Two attacks against one or two creatures.
Longsword (main): +30 vs. AC; 2d8 + 15 damage.
Longsword (off hand): +30 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): +32 vs. AC; 2d8 + 15 damage.
Longsword (second attack; off hand): +32 vs. AC; 2d8 + 15 damage.
Longsword (third attack; main): +32 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; +29 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 +19, Perception +19
Str 23 (+18); Dex 23 (+18); Wis 15 (+14);
Con 14 (+14); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Drow Brawny Rogue [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +19; Senses Perception +13; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 36, Reflex 40, Will 34
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+29 vs. AC; 2d6 + 14 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +31 vs. AC; 2d6 + 16 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+31 vs. Reflex; 2d6 + 16 damage.
□ [M] Flying Foe (standard) ✦ Weapon
+31 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; +30 vs. Reflex; until the end of the drow rogue’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
○ [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; +31 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 +24, Thievery +24
Str 21 (+17); Dex 25 (+19); Wis 13 (+13);
Con 14 (+14); Int 12 (+13); Cha 17 (+15)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Drow Trickster Rogue [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +19; Senses Perception +18; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 33, Reflex 40, Will 37
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+26 vs. AC; 2d6 + 11 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +31 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
The drow rogue can move 2 squares before the attack.
○ [M/R] Knave’s Gambit (standard) ✦ Weapon
Short Sword: +31 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 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: +31 vs. Will; 5d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 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; +33 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 +26, Thievery +24
Str 15 (+14); Dex 25 (+19); Wis 13 (+13);
Con 14 (+14); Int 12 (+13); Cha 23 (+18)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Drow Fey-Pact Warlock [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +14; Senses Perception +14; darkvision
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 33, Reflex 37, Will 39
Speed 6

● [m] Spear (standard) ✦ Weapon
+24 vs. AC; 2d8 + 10 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +28 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; +28 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; +28 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; +34 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 +22, Bluff +24
Str 12 (+13); Dex 15 (+14); Wis 14 (+14);
Con 15 (+14); Int 21 (+17); Cha 25 (+19)
Equipment leather armor, spear

-1 Level / +1 Level

Drow Infernal-Pact Warlock [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +13; darkvision
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 37, Reflex 37, Will 35
Speed 6

● [m] Mace (standard) ✦ Weapon
+24 vs. AC; 2d8 + 10 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +27 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; +27 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; +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.
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 24 temporary hit points.
Lolthtouched
Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.

Skills Arcana +22, Intimidate +22
Str 12 (+13); Dex 16 (+15); Wis 13 (+13);
Con 23 (+18); Int 21 (+17); Cha 17 (+15)
Equipment leather armor, mace

-1 Level / +1 Level

Drow Star-Pact Warlock [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +13; darkvision
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 36; Fortitude 37, Reflex 35, Will 38
Speed 6

● [m] Sickle (standard) ✦ Weapon
+24 vs. AC; 2d6 + 10 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +27 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; +27 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; +27 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; +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.
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 +19, Insight +18
Str 12 (+13); Dex 16 (+15); Wis 13 (+13);
Con 23 (+18); Int 15 (+14); Cha 23 (+18)
Equipment leather armor, sickle

-1 Level / +1 Level

Drow Inspiring Warlord [Level 24 Soldier (Leader)]

Medium fey humanoid [XP 6050]

Initiative +16; Senses Perception +13; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 38, Reflex 33, Will 38
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +29 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Furious Smash (standard) ✦ Weapon
+29 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
+29 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
+29 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; +33 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 18 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 +18, History +19
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 14 (+14); Int 15 (+14); Cha 23 (+18)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Drow Tactical Warlord [Level 24 Soldier (Leader)]

Medium fey humanoid [XP 6050]

Initiative +16; Senses Perception +13; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 38, Reflex 37, Will 35
Speed 6

● [m] Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+30 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
+30 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
+30 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; +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.
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 +18, History +22
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 14 (+14); Int 21 (+17); Cha 17 (+15)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Drow Control Wizard [Level 24 Artillery]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +17; darkvision
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 33, Reflex 37, Will 38
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+24 vs. AC; 2d8 + 10 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +27 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; +27 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; +27 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; +33 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 +23, Insight +22
Str 12 (+13); Dex 17 (+15); Wis 21 (+17);
Con 14 (+14); Int 23 (+18); Cha 15 (+14)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Drow War Wizard [Level 24 Artillery]

Medium fey humanoid [XP 6050]

Initiative +18; Senses Perception +14; darkvision
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 33, Reflex 37, Will 35
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+24 vs. AC; 2d8 + 10 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +27 vs. Reflex; 2d6 + 15 fire damage.
○ [R] Chain Lightning (standard) ✦ Lightning
Ranged 20; +27 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: +27 vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +27 vs. Reflex; 1d6 + 15 lightning damage.
□ [C] Acid Wave (standard) ✦ Acid
Close blast 5; +27 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; +33 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 +23, History +23
Str 12 (+13); Dex 23 (+18); Wis 15 (+14);
Con 14 (+14); Int 23 (+18); Cha 15 (+14)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Drow Isolating Avenger [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +14; Senses Perception +18; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 38
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+26 vs. AC; 2d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+30 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
+30 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; +27 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; +33 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 +19, Religion +22
Str 15 (+14); Dex 15 (+14); Wis 23 (+18);
Con 14 (+14); Int 21 (+17); Cha 14 (+14)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Drow Pursuing Avenger [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +18; Senses Perception +18; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 38
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+26 vs. AC; 2d10 + 11 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +29 vs. AC; 2d8 + 15 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+30 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
+30 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
+30 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; +33 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 +18, Stealth +25
Str 15 (+14); Dex 23 (+18); Wis 23 (+18);
Con 14 (+14); Int 13 (+13); Cha 14 (+14)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Drow Rageblood Barbarian [Level 24 Brute]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +18; darkvision
HP 271; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 34
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+29 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
+29 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
+29 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; +30 vs. Reflex; until the end of the drow barbarian’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
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 17 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 +22, Perception +18
Str 23 (+18); Dex 16 (+15); Wis 13 (+13);
Con 21 (+17); Int 12 (+13); Cha 17 (+15)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Drow Thaneborn Barbarian [Level 24 Brute]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +18; darkvision
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 37
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+29 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
+29 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
+29 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; +33 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 +22, Perception +18
Str 23 (+18); Dex 16 (+15); Wis 13 (+13);
Con 15 (+14); Int 12 (+13); Cha 23 (+18)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Drow Cunning Bard [Level 24 Controller (Leader)]

Medium fey humanoid [XP 6050]

Initiative +14; Senses Perception +18; darkvision
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 33, Reflex 38, Will 39
Speed 6

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 2d8 + 11 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +28 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; +28 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; +28 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; +34 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 +22, Bluff +24
Str 14 (+14); Dex 15 (+14); Wis 12 (+13);
Con 15 (+14); Int 21 (+17); Cha 25 (+19)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Drow Valorous Bard [Level 24 Controller (Leader)]

Medium fey humanoid [XP 6050]

Initiative +14; Senses Perception +18; darkvision
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 36, Reflex 35, Will 39
Speed 5

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 2d8 + 11 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+31 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
+31 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; +34 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 +19, Athletics +18
Str 14 (+14); Dex 15 (+14); Wis 12 (+13);
Con 21 (+17); Int 15 (+14); Cha 25 (+19)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Drow Guardian Druid [Level 24 Controller]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +18; darkvision
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 36, Reflex 35, Will 38
Speed 6

● [m] Scythe (standard) ✦ Weapon
+25 vs. AC; 4d4 + 11 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+27 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; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
○ [A] Stormburst (standard) ✦ Lightning
Area burst 2 within 20; +27 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; +27 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; +33 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 +23, Nature +23
Str 14 (+14); Dex 17 (+15); Wis 23 (+18);
Con 21 (+17); Int 13 (+13); Cha 14 (+14)
Equipment hide armor, scythe

-1 Level / +1 Level

Drow Predator Druid [Level 24 Controller]

Medium fey humanoid [XP 6050]

Initiative +18; Senses Perception +23; darkvision
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 33, Reflex 38, Will 38
Speed 7

● [m] Scythe (standard) ✦ Weapon
+25 vs. AC; 4d4 + 11 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+27 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; +27 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; +27 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
+27 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; +33 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 +23, Perception +23
Str 14 (+14); Dex 23 (+18); Wis 23 (+18);
Con 15 (+14); Int 13 (+13); Cha 14 (+14)
Equipment hide armor, scythe

-1 Level / +1 Level

Drow Preserving Invoker [Level 24 Artillery]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +18; darkvision
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 38
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+24 vs. AC; 2d10 + 10 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +27 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; +27 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; +27 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; +33 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 +22, Religion +22
Str 12 (+13); Dex 16 (+15); Wis 23 (+18);
Con 15 (+14); Int 21 (+17); Cha 15 (+14)
Equipment hide armor, morningstar

-1 Level / +1 Level

Drow Wrathful Invoker [Level 24 Artillery]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +18; darkvision
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 37; Fortitude 37, Reflex 35, Will 38
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+24 vs. AC; 2d10 + 10 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +27 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; +27 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; +27 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; +33 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 +21, Religion +19
Str 12 (+13); Dex 16 (+15); Wis 23 (+18);
Con 21 (+17); Int 15 (+14); Cha 15 (+14)
Equipment chainmail, morningstar

-1 Level / +1 Level

Drow Bear Shaman [Level 24 Controller (Leader)]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +23; darkvision
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 36; Fortitude 37, Reflex 34, Will 38
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +24 vs. AC; 2d10 + 10 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +27 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; +27 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; +27 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: +27 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; +33 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 22 damage to the spirit, the spirit disappears, and the drow shaman takes 17 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; +27 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 +23, Perception +23
Str 13 (+13); Dex 16 (+15); Wis 23 (+18);
Con 21 (+17); Int 15 (+14); Cha 14 (+14)
Equipment leather armor, longspear

-1 Level / +1 Level

Drow Panther Shaman [Level 24 Controller (Leader)]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +23; darkvision
HP 215; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 38
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +24 vs. AC; 2d10 + 10 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +27 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; +27 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; +27 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; +33 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 22 damage to the spirit, the spirit disappears, and the drow shaman takes 17 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; +27 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 +23, Perception +23
Str 13 (+13); Dex 16 (+15); Wis 23 (+18);
Con 15 (+14); Int 21 (+17); Cha 14 (+14)
Equipment leather armor, longspear

-1 Level / +1 Level

Drow Chaos Sorcerer [Level 24 Artillery]

Medium fey humanoid [XP 6050]

Initiative +18; Senses Perception +13; darkvision
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 33, Reflex 37, Will 40
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +30 vs. AC; 2d4 + 15 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +28 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: +28 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; +28 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; +28 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; +34 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 +18, Bluff +24
Str 15 (+14); Dex 23 (+18); Wis 12 (+13);
Con 14 (+14); Int 13 (+13); Cha 25 (+19)
Equipment cloth armor, dagger

-1 Level / +1 Level

Drow Dragon Sorcerer [Level 24 Skirmisher]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +13; darkvision
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 36; Fortitude 36, Reflex 34, Will 40
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+28 vs. AC; 2d8 + 14 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +28 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; +28 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; +28 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; +34 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 +18, Athletics +22
Str 21 (+17); Dex 17 (+15); Wis 12 (+13);
Con 14 (+14); Int 13 (+13); Cha 25 (+19)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Drow Earth Warden [Level 24 Brute]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +19; darkvision
HP 271; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 41; Fortitude 38, Reflex 36, Will 34
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+29 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+29 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; +29 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: +31 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
+29 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; +29 vs. Reflex; until the end of the drow warden’s next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
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 +20, Perception +19
Str 23 (+18); Dex 16 (+15); Wis 15 (+14);
Con 21 (+17); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Drow Wild Warden [Level 24 Brute]

Medium fey humanoid [XP 6050]

Initiative +15; Senses Perception +22; darkvision
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 37
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+29 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
+29 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. +29 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; +32 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; +29 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 +22, Perception +22
Str 23 (+18); Dex 16 (+15); Wis 21 (+17);
Con 15 (+14); Int 12 (+13); Cha 15 (+14)
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.