Drow NPCs [Level 30]
Drow Battle Cleric [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +21; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 43, Reflex 38, Will 44
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target
until the end of the drow cleric’s next turn.
- ○ [M] Punishing Strike (standard) ✦ Weapon
- +39 vs. AC; 4d10 + 18 damage.
- □ [M] Godstrike (standard) ✦ Radiant, Weapon
- +35 vs. AC; 7d10 + 18 radiant damage. Miss: Half damage.
- □ 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; +38 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 6d6 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 +26, Religion +21
Str 24 (+22); Dex 15 (+17); Wis 22 (+21);
Con 14 (+17); Int 12 (+16); Cha 17 (+18)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Devoted Cleric [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +22; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 38, Reflex 38, Will 45
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +33 vs. Reflex; 2d8 + 18 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] Sunburst (standard) ✦ Healing, Radiant
- Area burst 2 within 10; targets enemies; +33 vs. Will; 3d8 + 18 radiant damage. Hit or Miss: The drow cleric and each
ally in the burst regain 17 hit points and make a saving throw.
- □ [A] Astral Storm (standard) ✦ Cold, Fire, Lightning, Thunder, Zone
- Area burst 5 within 20; targets enemies; +33 vs. Reflex; 6d10 + 18 cold, fire, lightning, and thunder damage. Resistance doesn’t
reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target
that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Hit
or Miss: The burst creates a stormy zone until the end of the drow cleric’s next turn. Sustain Minor: When the
drow cleric sustains this power, make a +33 vs. Reflex attack against every enemy within the zone, dealing 2d10 + 18 lightning
damage if the drow cleric hits and half damage if the drow cleric misses.
- □ 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; +39 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 6d6 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 +27, Religion +21
Str 15 (+17); Dex 15 (+17); Wis 24 (+22);
Con 14 (+17); Int 12 (+16); Cha 24 (+22)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Drow Greatweapon Fighter [Level 30 Soldier]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +17; darkvision
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 43; Fortitude 45, Reflex 39, Will 38
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12). Miss: 7 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +35 vs. Reflex; 4d12 + 18 damage (crit 66 + 3d12), and the target takes a –2 penalty to AC until the end of the drow fighter’s
next turn.
- □ [M] No Mercy (standard) ✦ Reliable, Weapon
- +35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). Miss: The power is not expended.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +34 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 +27, Intimidate +24
Str 24 (+22); Dex 17 (+18); Wis 14 (+17);
Con 22 (+21); Int 12 (+16); Cha 15 (+17)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Drow Guardian Fighter [Level 30 Soldier]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +17; darkvision
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 45; Fortitude 45, Reflex 45, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+36 vs. AC; 2d8 + 18 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] Diamond Shield Defense (standard) ✦ Weapon
- Must be using a shield.
+36 vs. AC; 4d8 + 18 damage, and the drow fighter takes half damage from the target’s attacks until the end of the drow fighter’s
next turn. Hit or Miss: The drow fighter gains a +2 power bonus to AC until the end of the drow fighter’s next turn.
- □ [M] Storm of Destruction (standard) ✦ Weapon
- Targets one or two creatures, one attack per target; +36 vs. AC; 5d8 + 18 damage. Miss: Half damage.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow fighter’s next turn.
The cloud blocks line of sight for all creatures except the drow fighter. Any creature except the drow fighter entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +34 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 +22, Intimidate +24
Str 24 (+22); Dex 24 (+22); Wis 14 (+17);
Con 15 (+17); Int 12 (+16); Cha 15 (+17)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Avenging Paladin [Level 30 Soldier]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +17; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 44, Reflex 39, Will 44
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +36 vs. AC; 2d10 + 18 radiant damage. If the drow paladin has marked the target, the drow paladin gains a +2 bonus to the
damage roll.
- ○ [M] Stunning Smite (standard) ✦ Weapon
- +36 vs. Will; 2d10 + 18 damage, the target is stunned until the end of the drow paladin’s next turn, and make a secondary
attack against each enemy other than the primary target adjacent to the drow paladin. Secondary Attack: +36 vs. Will;
1d10 + 18 damage, and the target is stunned until the end of the drow paladin’s next turn.
- □ [M] Powerful Faith (standard) ✦ Weapon
- +36 vs. AC; 7d10 + 18 damage and make a secondary attack against each enemy within 10 squares of the drow paladin. Miss:
Half damage, and no secondary attack. Secondary Attack: +36 vs. Fortitude; The target is blinded until the end of the
drow paladin’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 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; +39 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.
- □ 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 +29, Religion +21
Str 24 (+22); Dex 15 (+17); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 24 (+22)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Drow Protecting Paladin [Level 30 Soldier]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +17; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 43, Reflex 41, Will 45
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 17 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 damage, and the drow paladin gains 2 temporary hit points.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +34 vs. Will; 4d8 + 19 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack
whether it hits or misses.
- □ [R] Even Hand of Justice (standard)
- Ranged 5; +34 vs. Will; 5d10 + 19 damage. Whenever the target makes an attack, its attack works as usual, but it takes the
full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. Many creatures
have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target
does not gain the benefit of any immunities or resistances. Miss: 5d10 + 19 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 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; +40 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 17 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 +30, Religion +21
Str 22 (+21); Dex 15 (+17); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 26 (+23)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Drow Archer Ranger [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +23; Senses Perception +22; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 47; Fortitude 43, Reflex 45, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 17 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +36 vs. AC; 2d10 + 19 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +35/+35 vs. AC; 2d8 + 11 damage (main)/2d6 + 11
damage (off-hand).
Longbow: Ranged 20/40; +36 vs. AC (twice); 2d10 + 11 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 20/40; targets each enemy in range; +36 vs. AC; 1d10 + 19 damage.
- □ [R] Three-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one creature; +36 vs. AC; 2d10 + 19 damage per attack. If the first attack hits, the drow
ranger gains a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks
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; +34 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 +22, Stealth +29
Str 22 (+21); Dex 26 (+23); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Drow Two-Blade Ranger [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +22; darkvision
HP 277; Bloodied 138
Healing Surges (+69 hp) ○○○
AC 46; Fortitude 44, Reflex 44, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +35 vs. AC; 2d10 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +36/+36 vs. AC; 2d8 + 11 damage (main)/2d8 + 11 damage
(off-hand).
Longbow: Ranged 20/40; +35 vs. AC (twice); 2d10 + 11 damage.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. AC; 1d8 + 18 damage. Hit or Miss: The drow ranger can shift 3 squares,
and make another close burst 1 attack (as above).
- ○ [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; +34 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.
- □ [M] Weave a Web of Steel (immediate interrupt) ✦ Weapon
- When an enemy hits the drow ranger with a melee attack.
Two attacks against triggering enemy.
Longsword (main): +36 vs. AC; 3d8 + 18 damage.
Longsword (off
hand): +36 vs. AC; 1d8 + 18 damage.
If both attacks hit, the target’s attack misses. Miss: Half damage with
the main weapon, and no damage with the off-hand weapon.
- □ 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 +22, Perception +22
Str 24 (+22); Dex 24 (+22); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Drow Brawny Rogue [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +23; Senses Perception +16; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 42, Reflex 46, Will 39
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +37 vs. AC; 2d6 + 19 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +37 vs. Reflex; 2d6 + 19 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +37 vs. AC; 5d6 + 19 damage.
- □ [M/R] Assassin’s Point (standard) ✦ Weapon
- Short Sword: +37 vs. AC; 7d6 + 19 damage.
Shuriken: Ranged 6/12; +37 vs. AC; 7d6 + 19 damage.
Hit: If the drow rogue has combat advantage against the target, double any extra damage from Sneak Attack or a critical
hit. Miss: Half damage.
- ○ 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; +35 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.
- 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 +28, Thievery +28
Str 22 (+21); Dex 26 (+23); Wis 13 (+16);
Con 14 (+17); Int 12 (+16); Cha 17 (+18)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Drow Trickster Rogue [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +23; Senses Perception +21; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 38, Reflex 46, Will 43
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 13 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +37 vs. AC; 2d6 + 19 damage.
Hand Crossbow: Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
The drow rogue can move 2 squares before the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +37 vs. AC; 3d6 + 19 damage. If the target makes a melee attack against the drow rogue
before the end of the drow rogue’s next turn, the drow rogue can make it attack another creature of the drow rogue’s choice
instead, including itself.
- □ [M/R] Immobilizing Strike (standard) ✦ Weapon
- Short Sword: +37 vs. Fortitude; 5d6 + 19 damage.
Hand Crossbow: Ranged 10/20; +36 vs. Fortitude; 5d6
+ 19 damage.
Hit: The target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed
(save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the target is slowed (save
ends). Saving throws against this effect take a –5 penalty.
- ○ [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; +39 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 +30, Thievery +28
Str 15 (+17); Dex 26 (+23); Wis 13 (+16);
Con 14 (+17); Int 12 (+16); Cha 24 (+22)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Drow Fey-Pact Warlock [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +17; darkvision
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 38, Reflex 43, Will 45
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +34 vs. Will; 2d6 + 19 psychic damage, and the drow warlock is invisible to the target until the start of the drow
warlock’s next turn.
- ○ [R] Curse of the Fey King (standard)
- Ranged 10; +34 vs. Will; 3d10 + 19 damage. In addition, the first time the target rolls a d20 on its next turn, the drow warlock
can steal that result. The target rerolls, and the drow warlock uses the stolen result for the drow warlock’s next d20 roll.
The drow warlock gains a +6 bonus to the stolen result.
- □ [R] Curse of the Dark Delirium (standard) ✦ Charm
- Ranged 10; +34 vs. Will; on the target’s next turn, The drow warlock dictates its standard, move, and minor actions. The target
cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such as leaping
off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start of its next turn,
it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain Standard:
Repeat the attack against the target as long as the target is within range. On a miss, the drow warlock can’t sustain this
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; +40 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 +26, Bluff +28
Str 12 (+16); Dex 15 (+17); Wis 14 (+17);
Con 15 (+17); Int 22 (+21); Cha 26 (+23)
Equipment leather armor, spear
-1 Level / +1 Level
Drow Infernal-Pact Warlock [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +16; darkvision
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 44; Fortitude 43, Reflex 43, Will 40
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +33 vs. Reflex; 2d6 + 18 fire damage. If the drow warlock takes damage before the end of the drow warlock’s next
turn, the target takes an extra 2d6 + 18 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +33 vs. Fortitude; 5d10 + 24 fire damage.
- □ [R] Hurl through Hell (standard) ✦ Fear, Fire, Teleportation
- Ranged 10; +33 vs. Will; 7d10 + 18 fire damage, and the target disappears into the Nine Hells until the end of the drow warlock’s
next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned (save
ends). Sustain Minor: If the drow warlock spends a minor action to sustain the power, the target’s return is delayed
until the end of the drow warlock’s next turn. The drow warlock can sustain the power no more than three times. Miss:
Half damage, and the target does not disappear.
- ○ [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; +38 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 30 temporary hit points.
- Lolthtouched
- Once per encounter, the drow warlock can use either the cloud of darkness or darkfire power.
Skills Arcana +26, Intimidate +25
Str 12 (+16); Dex 16 (+18); Wis 13 (+16);
Con 24 (+22); Int 22 (+21); Cha 17 (+18)
Equipment leather armor, mace
-1 Level / +1 Level
Drow Star-Pact Warlock [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +16; darkvision
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 41; Fortitude 43, Reflex 40, Will 44
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 radiant damage. If the target moves nearer to the drow warlock on its next turn, it
takes an extra 2d6 + 18 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +33 vs. Will; 2d10 + 18 damage. The target disappears into a starry realm. At the start of its next turn, the target
reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).
The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the drow warlock’s next
turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take every
opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls it
makes due to this power.
- □ [R] Doom of Delban (standard) ✦ Cold, Fear
- Ranged 10; +33 vs. Fortitude; 5d10 + 18 cold damage. Miss: Half damage. Sustain Standard: The drow warlock can
attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage by 1d10
each time this power hits. Each time the drow warlock sustains this power, the drow warlock takes 2d10 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 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; +39 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 +22, Insight +21
Str 12 (+16); Dex 16 (+18); Wis 13 (+16);
Con 24 (+22); Int 15 (+17); Cha 24 (+22)
Equipment leather armor, sickle
-1 Level / +1 Level
Drow Inspiring Warlord [Level 30 Soldier (Leader)]
Medium fey humanoid [XP 19000]
Initiative +19; Senses Perception +16; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 44, Reflex 38, Will 44
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +35 vs. Fortitude; 7 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 +7 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] Devastating Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+35 vs. AC; 4d10 + 18 damage, and until the end of the drow warlord’s next turn, any ally who has line of sight to the drow
warlord gains a +7 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +35 vs. AC; 6d10 + 18 damage, and the drow warlord and all of the drow warlord’s allies within 10 squares of the drow warlord
makes saving throws against any single effect that a save can end. Miss: Each of the drow warlord’s allies within 10
squares of the drow warlord makes a saving throw against any effect that the target caused and that a save can end.
- □ [M] Stand Invincible (standard) ✦ Weapon
- +35 vs. AC; 7d10 + 18 damage. Hit or Miss: The drow warlord and each ally within 5 squares of the drow warlord gains
a +4 power bonus to all defenses and resist 5 to all damage until the end of the drow warlord’s next turn. Sustain Minor:
The effect continues.
- ○ [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; +39 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 6d6 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 22 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 +21, History +22
Str 24 (+22); Dex 15 (+17); Wis 12 (+16);
Con 14 (+17); Int 15 (+17); Cha 24 (+22)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Drow Tactical Warlord [Level 30 Soldier (Leader)]
Medium fey humanoid [XP 19000]
Initiative +19; Senses Perception +16; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 44, Reflex 43, Will 40
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 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.
- ○ [C] Chimera Battlestrike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. Reflex; 3d8 + 18 damage, and the target slides 7 squares.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the drow warlord slides each target 6 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; +38 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 6d6 hit points. This power
can only be used once per round.
- □ [M] Defy Death (immediate interrupt) ✦ Healing, Weapon
- When a creature attacks the drow warlord’s ally.
As part of this action, the drow warlord can move twice the drow warlord’s speed to reach the target without provoking opportunity
attacks. Targets the attacking creature; +36 vs. AC; 7d8 + 18 damage, and the target’s attack misses. Miss: Half damage,
and the target’s attack deals half damage if it hits. Hit or Miss: As an immediate reaction, the attacked ally can
spend a healing surge.
- 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 +6 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 +21, History +26
Str 24 (+22); Dex 15 (+17); Wis 12 (+16);
Con 14 (+17); Int 22 (+21); Cha 17 (+18)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Drow Control Wizard [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +21; darkvision
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 38, Reflex 43, Will 44
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the drow wizard’s next turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +33 vs. Will; 3d10 + 18 psychic damage. On the target’s next turn, the drow wizard controls its actions. The drow
wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
- □ [C] Legion’s Hold (standard) ✦ Charm, Psychic
- Close burst 20; targets enemies; +33 vs. Will; 2d10 + 18 psychic damage, and the target is stunned (save ends). Miss:
Half damage, and the target is dazed (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 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; +39 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 -6 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 +27, Insight +26
Str 12 (+16); Dex 17 (+18); Wis 22 (+21);
Con 14 (+17); Int 24 (+22); Cha 15 (+17)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Drow War Wizard [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +17; darkvision
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 38, Reflex 43, Will 40
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +33 vs. Reflex; 2d6 + 18 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +33 vs. Reflex; 6d6 + 18 fire and necrotic damage.
- □ [A] Meteor Swarm (standard) ✦ Fire
- Area burst 5 within 20; +33 vs. Reflex; 8d6 + 18 fire damage. Miss: Half damage.
- □ 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; +39 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 +7 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 +27, History +27
Str 12 (+16); Dex 24 (+22); Wis 15 (+17);
Con 14 (+17); Int 24 (+22); Cha 15 (+17)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Drow Isolating Avenger [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +22; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 45; Fortitude 39, Reflex 43, Will 44
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage, and the drow avenger shifts 1 square, sliding the target 1 square into the space the drow avenger
occupied.
- ○ [M] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
- +36 vs. Will; 3d10 + 18 damage, and the drow avenger teleports each enemy within 5 squares of the drow avenger, other than
the target, 10 squares.
- □ [C] Fiery Vengeance (standard) ✦ Fire, Healing, Radiant
- Close burst 3; +33 vs. Reflex; 7d6 + 18 fire and radiant damage. Miss: Half damage. Hit or Miss: The drow avenger
regains hit points as if the drow avenger had spent a healing surge. Until the end of the encounter, any enemy that ends its
turn adjacent to the drow avenger takes 10 fire and radiant damage.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow avenger’s next turn.
The cloud blocks line of sight for all creatures except the drow avenger. Any creature except the drow avenger entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +39 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 +6 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 +22, Religion +26
Str 15 (+17); Dex 15 (+17); Wis 24 (+22);
Con 14 (+17); Int 22 (+21); Cha 14 (+17)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Drow Pursuing Avenger [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +22; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 39, Reflex 44, Will 44
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 13 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +35 vs. AC; 2d8 + 18 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage, and if the target doesn’t end its next turn adjacent to the drow avenger, the drow avenger can
shift 8 squares as a free action. The drow avenger must end that shift closer to the target.
- ○ [M] Inevitable End (standard) ✦ Weapon
- +43 vs. AC; 4d10 + 18 damage. Hit or Miss: If the target is still alive and not adjacent to the drow avenger at the
end of its next turn, the drow avenger regains the use of this power. The drow avenger can regain the use of this power in
this manner once per encounter.
- □ [M] Final Oath (standard) ✦ Weapon
- +36 vs. AC; 9d10 + 18 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the drow avenger
and the target gain a +5 bonus to attack rolls against each other.
- ○ [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; +39 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 +13 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 +21, Stealth +29
Str 15 (+17); Dex 24 (+22); Wis 24 (+22);
Con 14 (+17); Int 13 (+16); Cha 14 (+17)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Drow Rageblood Barbarian [Level 30 Brute]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +21; darkvision
HP 332; Bloodied 166
Healing Surges (+83 hp) ○○○
AC 45; Fortitude 45, Reflex 42, Will 39
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d8 + 18 damage (crit 66 + 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] Blood Wrath (standard) ✦ Weapon
- The drow barbarian gains gains a +6 bonus to the attack roll if the target is bloodied. +35 vs. AC; 5d12 + 18 damage (crit
78 + 3d12), and the drow barbarian gains a +6 bonus to attack rolls until the end of the drow barbarian’s next turn.
- □ [M] Winter Ghost Rage (standard) ✦ Cold, Rage, Weapon
- +35 vs. AC; 6d12 + 18 cold damage (crit 90 + 3d12), and ongoing 10 cold damage (save ends). Miss: Half damage. Hit
or Miss: The drow barbarian enters the rage of the winter ghost. Until the rage ends, the drow barbarian is insubstantial
while the drow barbarian is bloodied.
- ○ [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; +35 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 21 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 16 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 +26, Perception +21
Str 24 (+22); Dex 16 (+18); Wis 13 (+16);
Con 22 (+21); Int 12 (+16); Cha 17 (+18)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Thaneborn Barbarian [Level 30 Brute]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +21; darkvision
HP 325; Bloodied 162
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 45, Reflex 42, Will 43
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d6 + 18 damage (crit 60 + 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] Butcher’s Feast (standard) ✦ Weapon
- +35 vs. AC; 6d12 + 18 damage (crit 90 + 3d12), and until the end of the drow barbarian’s next turn, the drow barbarian can
make a melee basic attack as a free action against any enemy adjacent to the drow barbarian that hits or misses the drow barbarian.
Until the end of the drow barbarian’s next turn, the drow barbarian also gains a +7 power bonus to basic attack rolls.
- □ [M] World Serpent Rage (standard) ✦ Rage, Weapon
- +35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). Miss: Half damage. Hit or Miss: The drow barbarian enters the
rage of the World Serpent. Until the rage ends, the drow barbarian can make a melee basic attack as a free action against
any enemy adjacent to the drow barbarian that shifts. In addition, on the drow barbarian’s turn, the drow barbarian gains
a +5 bonus to damage rolls against any enemy that was adjacent to the drow barbarian at the start of the drow barbarian’s
turn. When charging, the drow barbarian can use this power in place of a melee basic 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 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; +39 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
+7 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 +26, Perception +21
Str 24 (+22); Dex 16 (+18); Wis 13 (+16);
Con 15 (+17); Int 12 (+16); Cha 24 (+22)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Drow Cunning Bard [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +21; darkvision
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 38, Reflex 44, Will 45
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +34 vs. Will; 2d6 + 19 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the drow
bard’s next turn.
- ○ [R] Bond of Malediction (standard) ✦ Psychic
- Ranged 10; +34 vs. Reflex; 3d10 + 19 psychic damage. Choose an ally within 10 squares of the drow bard. Until the end of the
drow bard’s next turn, the target takes 16 psychic damage whenever that ally takes damage.
- □ [R] Spellbind (standard) ✦ Charm
- Ranged 10; +34 vs. Will; The target is dominated (save ends). Aftereffect: 2d10 + 19 damage, and the target is dazed
until the end of the drow bard’s next turn. Miss: The target is dazed (save ends). Aftereffect: 2d10 + 19 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 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; +40 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 5d6 + 8 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 11 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 +26, Bluff +28
Str 14 (+17); Dex 15 (+17); Wis 12 (+16);
Con 15 (+17); Int 22 (+21); Cha 26 (+23)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Drow Valorous Bard [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +21; darkvision
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 43; Fortitude 42, Reflex 40, Will 45
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 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] Surge of Valor (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 damage, and each ally within 10 squares of the drow bard can shift 2 squares and make a melee basic attack
as a free action, with a +6 bonus to the attack roll and the damage roll.
- □ [R] Satire of Leadership (standard) ✦ Psychic
- Ranged 10; +34 vs. Will; 5d10 + 19 psychic damage. Hit or Miss: The target and each enemy within 3 squares of it take
a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
- ○ [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; +40 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 5d6 + 8 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 11 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 +22, Athletics +21
Str 14 (+17); Dex 15 (+17); Wis 12 (+16);
Con 22 (+21); Int 15 (+17); Cha 26 (+23)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Drow Guardian Druid [Level 30 Controller]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +22; darkvision
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 45; Fortitude 42, Reflex 40, Will 44
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +33 vs. Reflex; 3d8 + 18 cold damage, the target gains 6 vulnerability to all damage and the target is immobilized
until the end of the drow druid’s next turn.
- □ [A] Lifeleech Thorns (standard) ✦ Healing
- Area burst 2 within 20; +33 vs. Reflex; the target is immobilized and weakened and takes ongoing 10 damage (save ends all).
The drow druid regains 6 hit points for each target hit with this power. Aftereffect: 3d8 + 18 damage. Miss:
1d10 + 18 damage, and the target is weakened (save ends).
- □ 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 6 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; +39 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 +27, Nature +27
Str 14 (+17); Dex 17 (+18); Wis 24 (+22);
Con 22 (+21); Int 13 (+16); Cha 14 (+17)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Predator Druid [Level 30 Controller]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +27; darkvision
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 38, Reflex 44, Will 44
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Reflex; 2d6 + 11 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 7 fire damage.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the drow druid shifts 8 squares. Targets each enemy within reach during the shift; +33 vs. Reflex; 1d10
+ 18 damage, and the target is dazed until the end of the drow druid’s next turn.
- □ [R] Gaze of the Beast (standard) ✦ Beast Form, Charm, Psychic
- Ranged 10; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d10 + 18 psychic damage. Miss: The
target is dazed (save ends), with 2d10 + 18 psychic damage as an aftereffect.
- ○ [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; +39 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 +27, Perception +27
Str 14 (+17); Dex 24 (+22); Wis 24 (+22);
Con 15 (+17); Int 13 (+16); Cha 14 (+17)
Equipment hide armor, scythe
-1 Level / +1 Level
Drow Preserving Invoker [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +22; darkvision
HP 201; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 45; Fortitude 39, Reflex 43, Will 44
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +33 vs. Reflex; 2d8 + 18 radiant damage, and the drow invoker slides the target 1 square. The drow invoker can
use this power as a ranged basic attack.
- ○ [R] Offering of Peace (standard) ✦ Radiant
- Choose one enemy within 10 squares. If the target attacks before the end of the drow invoker’s next turn, it takes 4d10 +
18 radiant damage damage. If the drow invoker or an ally attacks the target before the end of the drow invoker’s next turn,
the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The drow invoker and the drow invoker’s allies
gain a +2 power bonus to all defenses until the end of the drow invoker’s next turn.
- □ [C] Word of the Gods (standard) ✦ Charm, Psychic
- Close blast 5; targets enemies; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d6 + 18 psychic damage.
Miss: 6d6 + 18 psychic 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 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; +39 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 +6 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 +26, Religion +26
Str 12 (+16); Dex 16 (+18); Wis 24 (+22);
Con 15 (+17); Int 22 (+21); Cha 15 (+17)
Equipment hide armor, morningstar
-1 Level / +1 Level
Drow Wrathful Invoker [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +22; darkvision
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 42; Fortitude 43, Reflex 40, Will 44
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +33 vs. Fortitude; 2d10 + 18 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The drow invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Terror (standard) ✦ Fear, Psychic
- Area burst 2 within 10; +33 vs. Will; 3d8 + 18 psychic damage, and the target moves half its speed away from the drow invoker,
avoiding unsafe squares and difficult terrain if it can. Until the start of the drow invoker’s next turn, opportunity attacks
that hit the target deal +6 extra damage.
- □ [A] Invoke the Absolute Dark (standard) ✦ Zone
- Area burst 2 within 20; +33 vs. Fortitude; 6d6 + 18 damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of darkness that lasts until the end of the drow invoker’s next turn. The zone is totally obscured. In addition, any
creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed until
the end of its turn. The drow invoker can dismiss the zone as a minor action. Sustain Minor: The zone persists, and
the drow invoker can increase its size by 1 to a maximum of burst 5.
- ○ [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; +39 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+6 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 +25, Religion +22
Str 12 (+16); Dex 16 (+18); Wis 24 (+22);
Con 22 (+21); Int 15 (+17); Cha 15 (+17)
Equipment chainmail, morningstar
-1 Level / +1 Level
Drow Bear Shaman [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +27; darkvision
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 41; Fortitude 43, Reflex 39, Will 44
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 12 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Will; 2d8 + 18 damage, and each ally adjacent to the drow shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +33 vs. Reflex; 4d8 + 18 fire and radiant damage. Until the end of the drow shaman’s next turn, each ally
gains a +9 bonus to saving throws while adjacent to the drow shaman’s spirit companion.
- □ [C] Sea of Serpents (standard) ✦ Zone
- Close blast 5; targets enemies; +33 vs. Reflex; 5d6 + 18 damage. Miss: Half damage. Hit or Miss: The blast creates
a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone
gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat
advantage against each enemy, and can use an opportunity action to make a melee basic attack against any enemy adjacent to
him or her that shifts.
- ○ [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; +39 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 25 damage to the spirit, the spirit disappears, and
the drow shaman takes 20 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 6d6 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; +33 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the drow shaman’s spirit
companion regains 7 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 6 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 +27, Perception +27
Str 13 (+16); Dex 16 (+18); Wis 24 (+22);
Con 22 (+21); Int 15 (+17); Cha 14 (+17)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Panther Shaman [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +27; darkvision
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 39, Reflex 42, Will 44
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 12 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Fortitude; 2d10 + 18 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
+3 bonus to the attack roll.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +33 vs. Fortitude; 4d6 + 18 damage. Until the end of the drow shaman’s next turn, any ally gains a +8 bonus to
damage rolls while adjacent to the drow shaman’s spirit companion. Make the attack two more times against the same target
or different ones. The bonus to the drow shaman’s allies’ damage rolls increases to +10 if the attack hits twice and +12 if
it hits three times.
- □ [R] Death Spirit (standard) ✦ Necrotic
- Ranged 10; +33 vs. Fortitude; 7d10 + 18 necrotic damage. Miss: Half damage. Hit or Miss: When any creature drops
to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends). Aftereffect:
When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 necrotic damage (save
ends).
- □ 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; +39 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 25 damage to the spirit, the spirit disappears, and
the drow shaman takes 20 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 6d6 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; +33 vs. Reflex; 2d10 + 18 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 +6 bonus to damage rolls against bloodied enemies.
Skills Nature +27, Perception +27
Str 13 (+16); Dex 16 (+18); Wis 24 (+22);
Con 15 (+17); Int 22 (+21); Cha 14 (+17)
Equipment leather armor, longspear
-1 Level / +1 Level
Drow Chaos Sorcerer [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +16; darkvision
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 38, Reflex 43, Will 46
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +36 vs. AC; 2d4 + 18 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +34 vs. Will; 2d10 + 30 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:
+34 vs. Will; 1d6 + 22 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] Wildfire Curse (standard) ✦ Fire
- Ranged 10; +34 vs. Reflex; 4d6 + 30 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +34 vs. Reflex; 4d6 + 30 fire damage. Repeat the secondary attack against
a creature the drow sorcerer has not already targeted with this power during this encounter.
- □ [C] Entropic Whirlwind (standard) ✦ Teleportation
- Close burst 5; targets enemies; +34 vs. Will; 3d8 + 30 damage, and the drow sorcerer teleports the target 7 squares. The target
again takes 3d8 + 30 damage whenever it teleports (save ends). Hit or Miss: Until the end of the encounter, when any
creature ends its turn within 5 squares of the drow sorcerer, the drow sorcerer can teleport the creature to any space within
5 squares of the drow sorcerer as an immediate reaction.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow 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; +40 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 +11 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 +21, Bluff +28
Str 15 (+17); Dex 24 (+22); Wis 12 (+16);
Con 14 (+17); Int 13 (+16); Cha 26 (+23)
Equipment cloth armor, dagger
-1 Level / +1 Level
Drow Dragon Sorcerer [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +16; darkvision
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 42, Reflex 39, Will 46
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +34 vs. Reflex; 2d8 + 29 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 6 fire damage.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +34 vs. Reflex; 3d12 + 29 lightning damage, and each enemy adjacent to the target takes 1d12 + 21 lightning damage.
- □ [R] Endless Acid (standard) ✦ Acid
- Ranged 10; +34 vs. Fortitude; 1d6 + 29 acid damage, and ongoing 15 acid damage (save ends). Aftereffect: Ongoing 10
acid damage (save ends). Aftereffect: Ongoing 5 acid damage (save ends). Miss: Ongoing 15 acid 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 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; +40 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 +6 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 +10 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 +21, Athletics +26
Str 22 (+21); Dex 17 (+18); Wis 12 (+16);
Con 14 (+17); Int 13 (+16); Cha 26 (+23)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Drow Earth Warden [Level 30 Brute]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +22; darkvision
HP 332; Bloodied 166
Healing Surges (+83 hp) ○○○
AC 47; Fortitude 44, Reflex 41, Will 39
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage, and the drow warden gains a +1 power bonus to AC until the end of the drow warden’s next turn.
- ○ [M] Earth Tomb (standard) ✦ Weapon
- +35 vs. AC; 3d10 + 18 damage, and the target is knocked prone and can’t stand up until the end of the drow warden’s next turn.
The drow warden also slides the target 6 squares.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warden’s next turn.
The cloud blocks line of sight for all creatures except the drow warden. Any creature except the drow warden entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +34 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.
- □ Form of Spring Renewal (minor) ✦ Healing, Polymorph, Radiant
- The drow warden assumes the guardian form of spring renewal until the end of the encounter. While the drow warden is in this
form, the drow warden gains resist 10 necrotic. In addition, the drow warden gains a fly speed of 8, and the drow warden can
hover. Once during this encounter, the drow warden can make the following attack while the drow warden is in this form as
a standard action.
Secondary Attack: Close burst 2; +39 vs. Reflex; 4d10 + 11 radiant damage. Miss: Half
damage. Hit or Miss: The drow warden regains all the drow warden’s hit points, but the drow warden is stunned until
the end of the drow warden’s next turn.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the drow warden that is within 5 squares of the drow warden makes an attack that does not include
the drow warden as a target.
Targets the triggering enemy; The drow warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- 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 +6 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 +24, Perception +22
Str 24 (+22); Dex 16 (+18); Wis 15 (+17);
Con 22 (+21); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Drow Wild Warden [Level 30 Brute]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +26; darkvision
HP 325; Bloodied 162
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 44, Reflex 39, Will 43
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and the target is slowed until the end of the drow warden’s next turn.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +35 vs. AC; 4d12 + 18 damage (crit 66 + 3d12), and the target takes 21 lightning damage if it moves before the end of the
drow warden’s next turn.
- ○ [C] Cloud of Darkness (minor)
- Close burst 1; this power creates a cloud of darkness that remains in place until the end of the drow warden’s next turn.
The cloud blocks line of sight for all creatures except the drow warden. Any creature except the drow warden entirely within
the cloud is blinded until it exits.
- ○ [R] Darkfire (minor)
- Ranged 10; +38 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.
- □ Form of the Starmetal Warrior (minor) ✦ Polymorph
- The drow warden assumes the guardian form of the starmetal warrior until the end of the encounter. While the drow warden is
in this form, the drow warden gains a +3 bonus to AC. In addition, while any flying enemy is within 10 squares of the drow
warden, its fly speed is 1. Once during this encounter, the drow warden can make the following attack while the drow warden
is in this form as a standard action.
Secondary Attack: Close burst 2; targets enemies; +35 vs. AC; 3d12 + 18
damage (crit 54 + 3d12). This damage ignores any of the target’s resistances. Miss: Half damage. This damage ignores
any of the target’s resistances.
- ● [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; +35 vs. Fortitude; 2d12 + 18 damage (crit 42 + 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 -6 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 +26, Perception +26
Str 24 (+22); Dex 16 (+18); Wis 22 (+21);
Con 15 (+17); Int 12 (+16); Cha 15 (+17)
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.