Eladrin NPCs [Level 2]
Eladrin Battle Cleric [Level 2 Controller (Leader)]
Medium fey humanoid [XP 125]
Initiative +2; Senses Perception +3; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 12, Will 16
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the eladrin cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 3 thunder damage, and the target is dazed until the end of the eladrin cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +6 vs. AC; 2d10 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The eladrin cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin cleric can teleport up to 5 squares.
- ○○ Healing Word (minor) ✦ Healing
- The eladrin cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The eladrin cleric gains a +1 bonus to the eladrin cleric’s next attack roll or saving throw before the end of the eladrin
cleric’s next turn.
Skills Heal +8, Insight +8, Religion +7
Str 16 (+4); Dex 13 (+2); Wis 14 (+3);
Con 12 (+2); Int 12 (+2); Cha 13 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Eladrin Devoted Cleric [Level 2 Controller (Leader)]
Medium fey humanoid [XP 125]
Initiative +2; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 12, Reflex 12, Will 17
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 1d8 + 3 radiant damage, and one ally the eladrin cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +4 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the eladrin cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the eladrin cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The eladrin cleric or one creature touched by the eladrin cleric regains hit points as if spending a healing surge.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin cleric can teleport up to 5 squares.
- ○○ Healing Word (minor) ✦ Healing
- The eladrin cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The eladrin cleric gains a +1 bonus to the eladrin cleric’s next attack roll or saving throw before the end of the eladrin
cleric’s next turn.
Skills Heal +9, History +9, Religion +7
Str 13 (+2); Dex 13 (+2); Wis 16 (+4);
Con 12 (+2); Int 12 (+2); Cha 14 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Eladrin Greatweapon Fighter [Level 2 Soldier]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 16, Reflex 13, Will 13
Saving Throws +5 against charm effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +6 vs. AC; 2d12 + 3 damage (crit 27 + 1d12), and the target is slowed and cannot shift until end of the eladrin fighter’s
next turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +6 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: The power is not expended.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin fighter can teleport up to 5 squares.
- □ Unstoppable (minor) ✦ Healing
- The eladrin fighter gains 2d6 + 2 temporary hit points.
- Combat Challenge
- Every time the eladrin fighter attacks an enemy, the eladrin fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the eladrin fighter’s next turn. If the marked creature makes an attack that doesn’t include
the eladrin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the eladrin fighter and shifts or makes an attack that does not include the eladrin fighter, the eladrin fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +9, Endurance +8, Intimidate +6
Str 16 (+4); Dex 15 (+3); Wis 12 (+2);
Con 14 (+3); Int 12 (+2); Cha 11 (+1)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Eladrin Guardian Fighter [Level 2 Soldier]
Medium fey humanoid [XP 125]
Initiative +4; Senses Perception +2; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 20; Fortitude 16, Reflex 16, Will 13
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+7 vs. AC; 1d8 + 3 damage, and the target is pushed 1 square if it is the eladrin fighter’s size, smaller than the eladrin
fighter, or one size category larger. The eladrin fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +7 vs. AC; 2d8 + 3 damage, and the eladrin fighter can spend a healing surge. Miss: The power is not expended.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin fighter can teleport up to 5 squares.
- ○ Get Over Here (move)
- The eladrin fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the eladrin fighter.
- Combat Challenge
- Every time the eladrin fighter attacks an enemy, the eladrin fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the eladrin fighter’s next turn. If the marked creature makes an attack that doesn’t include
the eladrin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the eladrin fighter and shifts or makes an attack that does not include the eladrin fighter, the eladrin fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +7, Intimidate +6, Streetwise +6
Str 16 (+4); Dex 16 (+4); Wis 12 (+2);
Con 13 (+2); Int 12 (+2); Cha 11 (+1)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Eladrin Avenging Paladin [Level 2 Soldier]
Medium fey humanoid [XP 125]
Initiative +2; Senses Perception +2; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 15
Saving Throws +5 against charm effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d10 + 3 radiant damage. If the eladrin paladin has marked the target, the eladrin paladin gains a +1 bonus to
the damage roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +7 vs. AC; 2d10 + 4 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +7 vs. AC; 3d10 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the eladrin paladin and allies within
it a +1 power bonus to AC.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin paladin can teleport up to 5 squares.
- ● Divine Challenge (minor) ✦ Radiant
- The eladrin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the eladrin
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 5 radiant damage. The eladrin 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 eladrin paladin challenges another target. Divine Challenge can only be used once
per round.
- □ Lay on Hands (minor) ✦ Healing
- The eladrin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the eladrin paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
Skills Endurance +5, Intimidate +8, Religion +7
Str 16 (+4); Dex 13 (+2); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 14 (+3)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Eladrin Protecting Paladin [Level 2 Soldier]
Medium fey humanoid [XP 125]
Initiative +2; Senses Perception +2; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 21; Fortitude 14, Reflex 15, Will 16
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage, and the eladrin paladin gains 1 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage. Hit or Miss: Until the end of the eladrin paladin’s next turn, one ally within 5 squares
of the eladrin paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 3d8 + 3 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the eladrin paladin’s next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin paladin can teleport up to 5 squares.
- ● Divine Challenge (minor) ✦ Radiant
- The eladrin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the eladrin
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 6 radiant damage. The eladrin 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 eladrin paladin challenges another target. Divine Challenge can only be used once
per round.
- □ Lay on Hands (minor) ✦ Healing
- The eladrin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the eladrin paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The eladrin paladin is hit by the attack instead.
Skills Endurance +3, Intimidate +9, Religion +7
Str 14 (+3); Dex 13 (+2); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 16 (+4)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Eladrin Archer Ranger [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +5; Senses Perception +7; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 14, Reflex 16, Will 13
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +7 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +6/+6 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The eladrin ranger can shift 2 squares either before or after the attack.
Longsword: +6 vs. AC; 2d8 + 2 damage.
Longbow: Ranged 20/40; +7 vs. AC; 2d10 + 4 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +7 vs. AC; 2d10 + 4 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin ranger can teleport up to 5 squares.
- ● Hunter’s Quarry (minor)
- The eladrin ranger can designate the nearest visible enemy as the eladrin ranger’s quarry. Once per round when hitting this
quarry, the eladrin ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the eladrin ranger designates a different target as the quarry. The eladrin ranger can only designate one enemy as quarry
at a time.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the eladrin ranger with a melee attack.
The eladrin ranger can shift 1 square. The eladrin ranger gains a +2 power bonus to all defenses until the end of the eladrin
ranger’s next turn.
- Archer Fighting Style
- The eladrin ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The eladrin ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +7, Perception +7, Stealth +9
Str 14 (+3); Dex 18 (+5); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 11 (+1)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Eladrin Two-Blade Ranger [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +4; Senses Perception +7; low-light
HP 41; Bloodied 20
Healing Surges (+10 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 13
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +7/+7 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +7 vs. AC; 1d8 + 3 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +7 vs. AC; 2d8 + 3 damage.
Longsword (off hand):
+7 vs. AC; 2d8 + 3 damage.
Miss: Half damage per attack.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin ranger can teleport up to 5 squares.
- ● Hunter’s Quarry (minor)
- The eladrin ranger can designate the nearest visible enemy as the eladrin ranger’s quarry. Once per round when hitting this
quarry, the eladrin ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the eladrin ranger designates a different target as the quarry. The eladrin ranger can only designate one enemy as quarry
at a time.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the eladrin ranger with a melee attack.
The eladrin ranger slides the enemy into a square adjacent to the eladrin ranger and gain combat advantage against it until
the end of the eladrin ranger’s next turn.
- Two-Blade Fighting Style
- The eladrin ranger can wield a one-handed weapon in the eladrin ranger’s off hand as if it were an off-hand weapon. In addition,
the eladrin ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The eladrin ranger gains an additional +5 hit points.
Skills Nature +7, Perception +7, Stealth +8
Str 16 (+4); Dex 16 (+4); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 11 (+1)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Eladrin Brawny Rogue [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +5; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 17, Will 13
Saving Throws +5 against charm effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +8 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +8 vs. AC; 2d6 + 4 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +8 vs. AC; 2d6 + 4 damage.
Hit:
The target is slowed and grants combat advantage to the eladrin rogue (save ends both). Miss: Half damage, and the
target grants combat advantage to the eladrin rogue until the end of the eladrin rogue’s next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin rogue can teleport up to 5 squares.
- ○ Tumble (move)
- The eladrin rogue can shift a number of squares equal to one-half the eladrin rogue’s speed.
- First Strike
- At the start of an encounter, the eladrin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the eladrin rogue’s weapon damage die increases by one size. When wielding a dagger, the eladrin
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the eladrin rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the eladrin rogue deals an extra 2d6 damage.
Skills Acrobatics +10, Stealth +10, Thievery +10
Str 14 (+3); Dex 18 (+5); Wis 11 (+1);
Con 12 (+2); Int 12 (+2); Cha 13 (+2)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Eladrin Trickster Rogue [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +5; Senses Perception +6; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 12, Reflex 17, Will 14
Saving Throws +5 against charm effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
The eladrin rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +8 vs. Reflex; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. Reflex; 2d6 + 4 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the eladrin rogue hits
the target the eladrin rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The eladrin rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin rogue can teleport up to 5 squares.
- First Strike
- At the start of an encounter, the eladrin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the eladrin rogue’s weapon damage die increases by one size. When wielding a dagger, the eladrin
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the eladrin rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the eladrin rogue deals an extra 2d6 damage.
Skills Perception +6, Stealth +10, Thievery +10
Str 13 (+2); Dex 18 (+5); Wis 11 (+1);
Con 12 (+2); Int 12 (+2); Cha 14 (+3)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Eladrin Fey-Pact Warlock [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +2; Senses Perception +2; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 15, Will 16
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the eladrin warlock is invisible to the target until the start of the
eladrin warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –5 penalty to attack rolls until the end of the eladrin
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlock can teleport up to 5 squares.
- ○ Ethereal Stride (move) ✦ Teleportation
- The eladrin warlock can teleport 3 squares, and the eladrin warlock gains a +2 power bonus to all defenses until the end of
the eladrin warlock’s next turn.
- ● Warlock’s Curse (minor)
- The eladrin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
eladrin warlock can deal an extra 1d6 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 eladrin warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The eladrin warlock can immediately teleport 3 squares.
Skills Arcana +11, Bluff +9, Insight +7
Str 10 (+1); Dex 13 (+2); Wis 12 (+2);
Con 13 (+2); Int 16 (+4); Cha 16 (+4)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Infernal-Pact Warlock [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +1; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 15, Will 14
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d6 + 3 fire damage. If the eladrin warlock takes damage before the end of the eladrin warlock’s
next turn, the target takes an extra 1d6 + 3 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +4 vs. Will; 2d8 + 3 necrotic damage, and the eladrin warlock gains 8 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 3d10 + 3 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlock can teleport up to 5 squares.
- ● Warlock’s Curse (minor)
- The eladrin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
eladrin warlock can deal an extra 1d6 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 eladrin warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The eladrin warlock gains 6 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The eladrin warlock gains 2 temporary hit points.
Skills Arcana +11, History +11, Intimidate +7
Str 10 (+1); Dex 14 (+3); Wis 11 (+1);
Con 16 (+4); Int 16 (+4); Cha 13 (+2)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Star-Pact Warlock [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +1; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 15; Fortitude 14, Reflex 14, Will 15
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the eladrin warlock on its next turn, it
takes an extra 1d6 + 3 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +3 vs. Will; 2d8 + 2 psychic damage, and the target takes a –3 penalty to Will defense until the end of the eladrin
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the eladrin warlock’s next
turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlock can teleport up to 5 squares.
- ○ Ethereal Stride (move) ✦ Teleportation
- The eladrin warlock can teleport 3 squares, and the eladrin warlock gains a +2 power bonus to all defenses until the end of
the eladrin warlock’s next turn.
- ● Warlock’s Curse (minor)
- The eladrin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
eladrin warlock can deal an extra 1d6 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 eladrin warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The eladrin warlock gains a +1 bonus to a single d20 roll the eladrin warlock makes during the eladrin warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Skills Arcana +10, Insight +6, Religion +8
Str 10 (+1); Dex 14 (+3); Wis 11 (+1);
Con 16 (+4); Int 15 (+3); Cha 14 (+3)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Inspiring Warlord [Level 2 Soldier (Leader)]
Medium fey humanoid [XP 125]
Initiative +4; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 13, Will 15
Saving Throws +5 against charm effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +6 vs. Fortitude; 3 damage, and choose one ally adjacent to either the eladrin warlord or the target. On his or her next attack
against the target, this ally gains a +2 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] Guarding Attack (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the eladrin warlord or the target gains a +3 power bonus to AC
against the target’s attacks until the end of the eladrin warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +6 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the eladrin warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the eladrin warlord gains 7 temporary hit points.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlord can teleport up to 5 squares.
- ○○ Inspiring Word (minor) ✦ Healing
- The eladrin warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Shake It Off (minor)
- The eladrin warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
- Inspiring Presence
- When an ally who can see the eladrin warlord spends an action point to take an extra action, that ally also regains 3 lost
hit points.
- Combat Leader
- The eladrin warlord and each ally within 10 squares who can see and hear the eladrin warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +10, Intimidate +8
Str 16 (+4); Dex 13 (+2); Wis 10 (+1);
Con 12 (+2); Int 15 (+3); Cha 14 (+3)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Eladrin Tactical Warlord [Level 2 Soldier (Leader)]
Medium fey humanoid [XP 125]
Initiative +4; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 15, Reflex 15, Will 14
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage. Before the eladrin warlord attacks, one ally adjacent to either the eladrin warlord or the target
may shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and one ally within 5 squares gains a +4 power bonus to attack rolls against the target until the
end of the eladrin warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +7 vs. AC; 3d8 + 3 damage, and the eladrin warlord and allies within 5 squares gain a +4 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlord can teleport up to 5 squares.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The eladrin warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Tactical Presence
- When an ally the eladrin warlord can see spends an action point to make an extra attack, the ally gains a +3 bonus to the
attack roll.
- Combat Leader
- The eladrin warlord and each ally within 10 squares who can see and hear the eladrin warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +11, Intimidate +7
Str 16 (+4); Dex 13 (+2); Wis 10 (+1);
Con 12 (+2); Int 16 (+4); Cha 13 (+2)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Eladrin Control Wizard [Level 2 Artillery]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 16
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +5 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the eladrin wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the eladrin wizard’s next turn. The eladrin wizard can end this effect as a minor
action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +5 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin wizard can teleport up to 5 squares.
- ○ Orb of Imposition (free)
- The eladrin wizard can choose one creature suffering from one of the eladrin wizard’s wizard spells whose effect ends on a
saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the eladrin wizard
can extend the duration a wizard at-will spell whose effect is ending at the end of the eladrin wizard’s current turn, so
that it lasts instead until the end of the eladrin wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the eladrin wizard is hit by an attack.
The eladrin wizard gains a +4 power bonus to AC and Reflex defense until the end of the eladrin wizard’s next turn.
Skills Arcana +12, Insight +8, Nature +8
Str 10 (+1); Dex 15 (+3); Wis 14 (+3);
Con 12 (+2); Int 18 (+5); Cha 11 (+1)
Equipment cloth armor, longsword, orb
-1 Level / +1 Level
Eladrin War Wizard [Level 2 Artillery]
Medium fey humanoid [XP 125]
Initiative +4; Senses Perception +2; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 15
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +5 vs. Reflex; 2d6 + 4 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +5 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +5 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin wizard can teleport up to 5 squares.
- ○ Wand of Accuracy (free)
- The eladrin wizard gains a +3 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the eladrin wizard is hit by an attack.
The eladrin wizard gains a +4 power bonus to AC and Reflex defense until the end of the eladrin wizard’s next turn.
Skills Arcana +12, Dungeoneering +7, History +12
Str 10 (+1); Dex 16 (+4); Wis 13 (+2);
Con 12 (+2); Int 18 (+5); Cha 11 (+1)
Equipment cloth armor, longsword, wand
-1 Level / +1 Level
Eladrin Isolating Avenger [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +2; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 16
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage, and the eladrin avenger shifts 1 square, sliding the target 1 square into the space the eladrin
avenger occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d10 + 3 damage, and until the end of the eladrin avenger’s next turn, any enemy that ends its turn adjacent to
the eladrin avenger or that hits or misses the eladrin avenger takes 8 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +7 vs. AC; 2d10 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the eladrin avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin avenger can teleport up to 5 squares.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the eladrin avenger can see in within 10 squares. When the eladrin avenger makes a melee attack against the
target and the target is the only enemy adjacent to the eladrin avenger, the eladrin 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 eladrin avenger regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the eladrin avenger can see within 10 squares. The target becomes the target of the eladrin avenger’s
oath of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the eladrin avenger makes an attack roll against the eladrin avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Censure of Retribution
- When any enemy other than the eladrin avenger’s oath of enmity target hits the eladrin avenger, the eladrin avenger gains
a +3 bonus to damage rolls against the eladrin avenger’s oath of enmity target until the end of the eladrin avenger’s next
turn. This bonus is cumulative.
- Armor of Faith
- The favor of the eladrin avenger’s deity wards the eladrin avenger from harm. While the eladrin avenger is neither wearing
heavy armor nor using a shield, the eladrin avenger gains a +3 bonus to AC.
Skills Athletics +7, Intimidate +6, Religion +9
Str 13 (+2); Dex 13 (+2); Wis 16 (+4);
Con 12 (+2); Int 16 (+4); Cha 10 (+1)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Eladrin Pursuing Avenger [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +4; Senses Perception +4; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 16
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +6 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage, and if the target doesn’t end its next turn adjacent to the eladrin avenger, the eladrin avenger
can shift 4 squares as a free action. The eladrin avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +7 vs. AC; 2d10 + 3 damage. Before the attack, the eladrin avenger shifts 4 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +7 vs. AC; 2d10 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the eladrin avenger at the start of the eladrin avenger’s turn, the eladrin avenger can teleport
to a space within 3 squares of it as a minor action. This effect ends if the eladrin avenger ends the eladrin avenger’s turn
more than 3 squares away from the target.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin avenger can teleport up to 5 squares.
- ○ Distracting Flare (move)
- The eladrin avenger becomes invisible and moves the eladrin avenger’s speed. The eladrin avenger is invisible until the end
of the movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the eladrin avenger can see in within 10 squares. When the eladrin avenger makes a melee attack against the
target and the target is the only enemy adjacent to the eladrin avenger, the eladrin 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 eladrin avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the eladrin avenger makes an attack roll against the eladrin avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Censure of Pursuit
- If the eladrin avenger’s oath of enmity target moves away from the eladrin avenger willingly, the eladrin avenger gains a
+5 bonus to damage rolls against the target until the end of the eladrin avenger’s next turn.
- Armor of Faith
- The favor of the eladrin avenger’s deity wards the eladrin avenger from harm. While the eladrin avenger is neither wearing
heavy armor nor using a shield, the eladrin avenger gains a +3 bonus to AC.
Skills Acrobatics +9, Religion +7, Stealth +9
Str 13 (+2); Dex 16 (+4); Wis 16 (+4);
Con 12 (+2); Int 13 (+2); Cha 10 (+1)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Eladrin Rageblood Barbarian [Level 2 Brute]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +6; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 17; Fortitude 16, Reflex 14, Will 13
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d8 + 3 damage (crit 23 + 1d12). Hit or Miss: Until the start of the eladrin barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the eladrin barbarian. If the eladrin barbarian is raging, attackers
do not gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +6 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Hit or Miss: Until the start of the eladrin barbarian’s next turn, any
attacker gains a +4 bonus to attack rolls against the eladrin barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +6 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: Half damage. Hit or Miss: The eladrin barbarian enters the
rage of the bloodhunt. Until the rage ends, the eladrin barbarian gains a +2 bonus to melee damage rolls if either the eladrin
barbarian or the eladrin barbarian’s target is bloodied.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin barbarian can teleport up to 5 squares.
- □ Primal Vitality (minor)
- The eladrin barbarian gains 3 temporary hit points. If the eladrin barbarian is raging, the eladrin barbarian instead gains
5 temporary hit points.
- ○ Swift Charge (free)
- When the eladrin barbarian’s attack reduces an enemy to 0 hit points.
The eladrin barbarian charges an enemy.
- Rageblood Vigor
- Whenever the eladrin barbarian’s attack reduces an enemy to 0 hit points, the eladrin barbarian gains 2 temporary hit points.
- Barbarian Agility
- While the eladrin barbarian is not wearing heavy armor, the eladrin barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Endurance +7, Perception +6
Str 16 (+4); Dex 14 (+3); Wis 11 (+1);
Con 14 (+3); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Eladrin Thaneborn Barbarian [Level 2 Brute]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +6; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 17; Fortitude 16, Reflex 14, Will 14
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). When charging, the eladrin barbarian can use this power in place of a melee
basic attack. If the eladrin barbarian is raging, the eladrin barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +6 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). If the eladrin barbarian targets two creatures,
the eladrin barbarian can shift 2 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +6 vs. Reflex; 1d12 + 3 damage (crit 15 + 1d12), and the eladrin barbarian knocks
the target prone. Miss: Half damage. Hit or Miss: The eladrin barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the eladrin barbarian hits, the eladrin barbarian gains 3 temporary hit points.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin barbarian can teleport up to 5 squares.
- ○ Combat Sprint (move)
- The eladrin barbarian moves the eladrin barbarian’s speed + 4. The eladrin barbarian gains a +4 bonus to all defenses against
any opportunity attack the eladrin barbarian provoke with this movement.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the eladrin 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 eladrin barbarian’s next turn.
- Thaneborn Triumph
- Whenever the eladrin barbarian bloodies an enemy, the next attack by the eladrin barbarian or an ally against that enemy gains
a +2 bonus to the attack roll.
- Barbarian Agility
- While the eladrin barbarian is not wearing heavy armor, the eladrin barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Intimidate +8, Perception +6
Str 16 (+4); Dex 14 (+3); Wis 11 (+1);
Con 13 (+2); Int 12 (+2); Cha 14 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Eladrin Cunning Bard [Level 2 Controller (Leader)]
Medium fey humanoid [XP 125]
Initiative +2; Senses Perception +6; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 12, Reflex 16, Will 16
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the eladrin
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +4 vs. Will; 1d6 + 3 damage, and the eladrin bard slides the target 4 squares. During the slide, the eladrin bard
or one of the eladrin bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus
to the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +4 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin bard can teleport up to 5 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The eladrin bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The eladrin bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the eladrin bard’s next turn. When
the eladrin bard moves, the zone moves with the eladrin bard, remaining centered on the eladrin bard. While within the zone,
any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 8 squares of the eladrin bard, the eladrin bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The eladrin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +11, Bluff +9, Perception +6
Str 12 (+2); Dex 13 (+2); Wis 10 (+1);
Con 13 (+2); Int 16 (+4); Cha 16 (+4)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Eladrin Valorous Bard [Level 2 Controller (Leader)]
Medium fey humanoid [XP 125]
Initiative +2; Senses Perception +6; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 13, Reflex 15, Will 16
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage, and the target takes a –2 penalty to the defense of the eladrin bard’s choice until the end of
the eladrin bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +4 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 2 squares. Hit or Miss:
The eladrin bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and the target grants combat advantage to the eladrin bard and the eladrin bard’s allies (save
ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the eladrin bard hits an enemy,
that enemy grants combat advantage to the eladrin bard and the eladrin bard’s allies until the end of the eladrin bard’s next
turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin bard can teleport up to 5 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The eladrin bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The eladrin bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the eladrin bard’s next turn.
When the eladrin bard moves, the zone moves with the eladrin bard, remaining centered on the eladrin bard. While within the
zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the eladrin bard reduces an enemy to 0 hit points or bloodies an enemy,
the eladrin bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The eladrin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +10, Athletics +6, Perception +6
Str 12 (+2); Dex 13 (+2); Wis 10 (+1);
Con 14 (+3); Int 15 (+3); Cha 16 (+4)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Eladrin Guardian Druid [Level 2 Controller]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +4; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 16
Saving Throws +5 against charm effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the eladrin druid’s next turn. This power can be
used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +4 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +4 vs. Fortitude; 1d6 + 5 cold damage, and the target is immobilized until the end of the eladrin druid’s next
turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the eladrin druid’s choice within
5 squares of the target regains 7 hit points. Aftereffect: One creature of the eladrin druid’s choice within 5 squares
of the target regains 2 hit points. Miss: Half damage.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin druid can teleport up to 5 squares.
- ● Wild Shape (minor) ✦ Polymorph
- The eladrin druid changes from the eladrin druid’s humanoid form to beast form or vice versa. When the eladrin druid changes
from beast form back to the eladrin druid’s humanoid form, the eladrin druid shifts 1 square. While the eladrin druid is in
beast form, the eladrin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the eladrin
druid can sustain such powers. The eladrin druid can use this power once per round.
- ○ Barkskin (minor)
- The eladrin druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the eladrin druid’s next turn.
- Primal Guardian
- While the eladrin druid is not wearing heavy armor, the eladrin druid can use the eladrin druid’s Constitution modifier in
place of the eladrin druid’s Dexterity or Intelligence modifier to determine the eladrin druid’s AC.
Skills Heal +9, Insight +9, Nature +9
Str 12 (+2); Dex 15 (+3); Wis 16 (+4);
Con 14 (+3); Int 13 (+2); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Eladrin Predator Druid [Level 2 Controller]
Medium fey humanoid [XP 125]
Initiative +4; Senses Perception +9; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 12, Reflex 15, Will 16
Saving Throws +5 against charm effects
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 3 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; +4 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the eladrin druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +4 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the eladrin druid can shift
3 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +4 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the eladrin druid’s next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin druid can teleport up to 5 squares.
- ● Wild Shape (minor) ✦ Polymorph
- The eladrin druid changes from the eladrin druid’s humanoid form to beast form or vice versa. When the eladrin druid changes
from beast form back to the eladrin druid’s humanoid form, the eladrin druid shifts 1 square. While the eladrin druid is in
beast form, the eladrin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the eladrin
druid can sustain such powers. The eladrin druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the eladrin druid gains a +3 power bonus to the eladrin druid’s speed while the eladrin druid
is in beast form.
- Primal Predator
- While the eladrin druid is not wearing heavy armor, the eladrin druid gains a +1 bonus to the eladrin druid’s speed.
Skills Athletics +6, Nature +9, Perception +9
Str 12 (+2); Dex 16 (+4); Wis 16 (+4);
Con 13 (+2); Int 13 (+2); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Eladrin Preserving Invoker [Level 2 Artillery]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +4; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 16
Saving Throws +5 against charm effects
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +4 vs. Reflex; 1d8 + 3 radiant damage, and the eladrin invoker slides the target 1 square. The eladrin invoker
can use this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +4 power bonus to AC until the end of the eladrin invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +4 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the eladrin invoker’s next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin invoker can teleport up to 5 squares.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the eladrin invoker hits the eladrin invoker’s ally.
The eladrin invoker gains a +3 bonus to the eladrin invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the eladrin invoker’s next turn.
- Covenant of Preservation
- When the eladrin invoker uses a divine encounter or daily attack power on the eladrin invoker’s turn, the eladrin invoker
can slide an ally within 10 squares of the eladrin invoker 1 square.
Skills Arcana +11, History +11, Religion +9
Str 10 (+1); Dex 14 (+3); Wis 16 (+4);
Con 13 (+2); Int 16 (+4); Cha 11 (+1)
Equipment hide armor, morningstar
-1 Level / +1 Level
Eladrin Wrathful Invoker [Level 2 Artillery]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +4; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 14, Reflex 14, Will 16
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The eladrin invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +4 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
eladrin invoker targets only one creature. In addition, the target is dazed until the end of the eladrin invoker’s next turn
and is pushed 2 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin invoker can teleport up to 5 squares.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the eladrin invoker hits the eladrin invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- □ Shroud of Warning (no action)
- When the eladrin invoker and the eladrin invoker’s allies roll initiative at the beginning of an encounter.
The eladrin invoker and each ally in within 10 squares gains a +4 bonus to the initiative check.
- Covenant of Wrath
- When the eladrin invoker uses a divine encounter or daily attack power on the eladrin invoker’s turn, the eladrin invoker
gains a bonus to the damage roll equal to 1 for each enemy the eladrin invoker attacks with the power.
Skills Endurance +7, Insight +9, Religion +8
Str 10 (+1); Dex 14 (+3); Wis 16 (+4);
Con 14 (+3); Int 15 (+3); Cha 11 (+1)
Equipment chainmail, morningstar
-1 Level / +1 Level
Eladrin Bear Shaman [Level 2 Controller (Leader)]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +9; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 13, Will 16
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Will; 1d8 + 3 damage, and each ally adjacent to the eladrin shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +4 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the eladrin shaman’s next turn, the eladrin shaman
and the eladrin shaman’s allies gain 2 resistance to all damage while adjacent to the eladrin shaman’s spirit companion. In
addition, the eladrin shaman or one ally within 5 squares of the eladrin shaman gains 2 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +4 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the eladrin shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action,
a character can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin shaman can teleport up to 5 squares.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The eladrin shaman conjures the eladrin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the eladrin shaman falls unconscious or until the eladrin shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the eladrin shaman takes a move action, the eladrin
shaman can also move the spirit a number of squares equal to the eladrin 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 11 damage to the spirit,
the spirit disappears, and the eladrin shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The eladrin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
eladrin shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the eladrin shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the eladrin shaman’s spirit
companion regains 3 hit points.
- Protector Spirit
- Any ally adjacent to the eladrin shaman’s spirit companion regains 2 additional hit points when he or she uses second wind
or when the eladrin shaman uses a healing power on him or her.
Skills Endurance +8, Nature +9, Perception +9
Str 11 (+1); Dex 14 (+3); Wis 16 (+4);
Con 14 (+3); Int 15 (+3); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Eladrin Panther Shaman [Level 2 Controller (Leader)]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +9; low-light
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 16
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Fortitude; 1d10 + 3 damage, and until the end of the eladrin shaman’s next turn, the eladrin shaman’s
spirit companion can flank with the eladrin shaman and the eladrin shaman’s allies. If the target is bloodied, the eladrin
shaman gains a +1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +4 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the eladrin
shaman gains a +3 bonus to the attack roll. Hit: Until the end of the eladrin shaman’s next turn, the eladrin shaman
and the eladrin shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the eladrin
shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the eladrin shaman’s spirit companion; +4 vs. Will; 3d6
+ 3 psychic damage, and the eladrin shaman knocks the target prone. Miss: Half damage.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin shaman can teleport up to 5 squares.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The eladrin shaman conjures the eladrin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the eladrin shaman falls unconscious or until the eladrin shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the eladrin shaman takes a move action, the eladrin
shaman can also move the spirit a number of squares equal to the eladrin 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 11 damage to the spirit,
the spirit disappears, and the eladrin shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The eladrin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
eladrin shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the eladrin shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the eladrin shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 1d10 + 3 damage.
- Stalker Spirit
- Any ally adjacent to the eladrin shaman’s spirit companion gains a +3 bonus to damage rolls against bloodied enemies.
Skills Athletics +6, Nature +9, Perception +9
Str 11 (+1); Dex 14 (+3); Wis 16 (+4);
Con 13 (+2); Int 16 (+4); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Eladrin Chaos Sorcerer [Level 2 Artillery]
Medium fey humanoid [XP 125]
Initiative +4; Senses Perception +1; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 14, Will 17
Saving Throws +5 against charm effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +7 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +4 vs. Will; 1d10 + 6 psychic damage and if the eladrin 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:
+4 vs. Will; 1d6 + 3 psychic damage. If the eladrin sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The eladrin sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +4 vs. Will; 1d10 + 6 psychic damage, and the target is pushed 3 squares. If
the eladrin sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 6d6 + 6 radiant damage and if the eladrin sorcerer rolled an even number on the attack roll, the target
takes a -3 penalty to attack rolls against the eladrin sorcerer (save ends). Miss: Half damage.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin sorcerer can teleport up to 5 squares.
- ○ Stretch Spell (minor)
- Until the end of the eladrin sorcerer’s turn, add +3 to the range of the eladrin sorcerer’s ranged arcane powers.
- Chaos Power
- The eladrin sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the eladrin sorcerer rolls a natural 20 on an attack roll for an arcane power, the eladrin sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the eladrin sorcerer rolls a natural 1 on an
attack roll for an arcane power, the eladrin sorcerer must push each creature within 5 squares of the eladrin sorcerer 1 square.
Skills Arcana +9, Bluff +9, Endurance +7
Str 13 (+2); Dex 16 (+4); Wis 10 (+1);
Con 12 (+2); Int 13 (+2); Cha 16 (+4)
Equipment cloth armor, dagger
-1 Level / +1 Level
Eladrin Dragon Sorcerer [Level 2 Skirmisher]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +1; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 13; Fortitude 13, Reflex 13, Will 17
Saving Throws +5 against charm effects
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +4 vs. Reflex; 1d8 + 5 fire damage. The next enemy that hits the eladrin sorcerer with a melee attack before
the end of the eladrin sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +4 vs. Reflex; 2d6 + 5 acid damage, and the target can’t gain combat advantage against any creature until the
end of the eladrin sorcerer’s next turn. The eladrin sorcerer gains concealment until the end of the eladrin sorcerer’s next
turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +4 vs. Reflex; 3d8 + 5 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
eladrin sorcerer’s next turn, whenever an enemy hits the eladrin sorcerer with a melee attack, the eladrin sorcerer pushes
that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin sorcerer can teleport up to 5 squares.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the eladrin sorcerer is hit by an attack.
Until the end of the eladrin sorcerer’s next turn, the eladrin sorcerer gains a +1 power bonus to all defenses, and any creature
that hits the eladrin sorcerer with a melee attack takes 1d6 + 2 fire damage.
- Draconic Power
- The eladrin sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the eladrin sorcerer is not wearing heavy armor, the eladrin sorcerer can use the eladrin sorcerer’s Strength modifier
in place of the eladrin sorcerer’s Dexterity or Intelligence modifier to determine the eladrin sorcerer’s AC.
Skills Arcana +9, Athletics +8, History +9
Str 14 (+3); Dex 15 (+3); Wis 10 (+1);
Con 12 (+2); Int 13 (+2); Cha 16 (+4)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Eladrin Earth Warden [Level 2 Brute]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +7; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 15, Reflex 15, Will 14
Saving Throws +5 against charm effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the eladrin warden gains a +1 power bonus to AC until the end of the eladrin warden’s next
turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 3 thunder damage, and the eladrin warden pushes the target 2 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +6 vs. Fortitude; 1d6 thunder damage, and the eladrin warden pushes the secondary target 1 square.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The eladrin warden and the eladrin
warden’s allies have cover while within the zone.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warden can teleport up to 5 squares.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The eladrin warden assumes the guardian form of the willow sentinel until the end of the encounter. While the eladrin warden
is in this form, the eladrin warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus
to Fortitude while adjacent to the eladrin warden. Once during this encounter, the eladrin warden can make the following attack
while the eladrin warden is in this form as an immediate interrupt when an enemy adjacent to the eladrin warden makes an attack
roll against the eladrin warden’s ally.
Secondary Attack: Targets the triggering enemy; +6 vs. AC; 1d10 + 3
damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a
–2 penalty to the triggering attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the eladrin warden that is within 5 squares of the eladrin warden makes an attack that does not
include the eladrin warden as a target.
Targets the triggering enemy; The eladrin warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Earthstrength
- When the eladrin warden uses the eladrin warden’s second wind, the eladrin warden gains an additional +2 bonus to AC. The
bonus lasts until the end of the eladrin warden’s next turn.
- Font of Life
- At the start of the eladrin warden’s turn, the eladrin 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 eladrin warden on the eladrin warden’s current turn.
If the eladrin warden fails the saving throw, the eladrin warden still makes a saving throw against the effect at the end
of the eladrin warden’s turn.
- Nature’s Wrath
- Once during each of the eladrin warden’s turns, the eladrin warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the eladrin warden’s next turn.
Skills Athletics +6, Nature +7, Perception +7
Str 16 (+4); Dex 14 (+3); Wis 13 (+2);
Con 14 (+3); Int 12 (+2); Cha 11 (+1)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Eladrin Wild Warden [Level 2 Brute]
Medium fey humanoid [XP 125]
Initiative +3; Senses Perception +8; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 15
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and the target is slowed until the end of the eladrin warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +6 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warden can teleport up to 5 squares.
- ○ Eyes of the Hawk (minor)
- The eladrin warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The eladrin warden assumes the guardian form of the relentless panther until the end of the encounter. While the eladrin warden
is in this form, the eladrin warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the
eladrin warden. In addition, the eladrin warden can shift 2 squares as a move action. Once during this encounter, the eladrin
warden can make the following attack while the eladrin warden is in this form as a standard action.
Secondary Attack:
Before the attack, the eladrin warden shifts the eladrin warden’s speed; +6 vs. Reflex; 2d12 + 3 damage (crit 27 + 1d12),
and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the eladrin warden makes an attack that does not include the eladrin warden as a target.
Targets the triggering enemy; +6 vs. Fortitude; 1d12 + 3 damage (crit 15 + 1d12), and the target grants combat advantage to
the eladrin warden and the eladrin warden’s allies until the end of the eladrin warden’s next turn.
- Wildblood
- When the eladrin warden uses the eladrin warden’s second wind, each enemy marked by the eladrin warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the eladrin warden as a target, until the end of the eladrin warden’s
next turn.
- Font of Life
- At the start of the eladrin warden’s turn, the eladrin 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 eladrin warden on the eladrin warden’s current turn.
If the eladrin warden fails the saving throw, the eladrin warden still makes a saving throw against the effect at the end
of the eladrin warden’s turn.
- Nature’s Wrath
- Once during each of the eladrin warden’s turns, the eladrin warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the eladrin warden’s next turn.
Skills Athletics +8, Nature +8, Perception +8
Str 16 (+4); Dex 14 (+3); Wis 14 (+3);
Con 13 (+2); Int 12 (+2); Cha 11 (+1)
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.