Eladrin NPCs [Level 5]

Eladrin Battle Cleric [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +4; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 14, Will 18
Saving Throws +5 against charm effects
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 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] Split the Sky (standard) ✦ Thunder, Weapon
+8 vs. Fortitude; 1d10 + 4 thunder damage, and the target is pushed 2 squares and knock it prone.
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.
Weapon of the Gods (minor) ✦ Radiant, Weapon
One weapon touched by the eladrin cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn.
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, Insight +9, Religion +8
Str 17 (+5); Dex 13 (+3); Wis 15 (+4);
Con 12 (+3); Int 12 (+3); Cha 13 (+3)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Eladrin Devoted Cleric [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 14, Reflex 14, Will 19
Saving Throws +5 against charm effects
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +6 vs. Reflex; 1d8 + 4 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.
○ [R] Daunting Light (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the eladrin cleric can see gains combat advantage against the target until the end of the eladrin cleric’s next turn.
□ [R] Spiritual Weapon (standard) ✦ Conjuration
Ranged 10; +6 vs. AC; 1d10 + 4 damage. The eladrin cleric conjures a weapon that appears in the target’s square and attacks. Hit or Miss: The eladrin cleric’s allies gain combat advantage against the target. The eladrin cleric can move the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the eladrin cleric’s next turn. Sustain Minor: Repeat the attack. The eladrin cleric’s allies continue to gain combat advantage against the weapon’s target.
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 +10, History +10, Religion +8
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 12 (+3); Int 12 (+3); Cha 15 (+4)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Eladrin Greatweapon Fighter [Level 5 Soldier]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +3; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 18, Reflex 15, Will 15
Saving Throws +5 against charm effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +8 vs. AC; 1d6 + 4 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 3 damage.
○ [M] Crushing Blow (standard) ✦ Weapon
+8 vs. AC; 2d12 + 6 damage (crit 30 + 1d12).
□ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
+8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12), and the target is immobilized (save ends). 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 +10, Endurance +9, Intimidate +7
Str 17 (+5); Dex 15 (+4); Wis 12 (+3);
Con 15 (+4); Int 12 (+3); Cha 11 (+2)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Eladrin Guardian Fighter [Level 5 Soldier]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +3; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 15
Saving Throws +5 against charm effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+9 vs. AC; 1d8 + 4 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] Dance of Steel (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and the target is immobilized until the end of the eladrin fighter’s next turn.
□ [M] Crack the Shell (standard) ✦ Reliable, Weapon
+9 vs. AC; 2d8 + 4 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). 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 +8, Intimidate +7, Streetwise +7
Str 17 (+5); Dex 17 (+5); Wis 12 (+3);
Con 13 (+3); Int 12 (+3); Cha 11 (+2)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Eladrin Avenging Paladin [Level 5 Soldier]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +3; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 21; Fortitude 17, Reflex 15, Will 17
Saving Throws +5 against charm effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+9 vs. AC; 1d10 + 4 radiant damage. If the eladrin paladin has marked the target, the eladrin paladin gains a +1 bonus to the damage roll.
○ [M] Arcing Smite (standard) ✦ Weapon
+9 vs. AC against one or two targets; 1d10 + 4 damage, and the target is marked until the end of the eladrin paladin’s next turn.
□ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
The eladrin paladin must spend a healing surge without regaining any hit points.
+9 vs. AC; 4d10 + 4 radiant damage. Miss: Half damage.
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 +6, Intimidate +9, Religion +8
Str 17 (+5); Dex 13 (+3); Wis 13 (+3);
Con 12 (+3); Int 12 (+3); Cha 15 (+4)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Eladrin Protecting Paladin [Level 5 Soldier]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +3; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 23; Fortitude 16, Reflex 17, Will 18
Saving Throws +5 against charm effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage, and the eladrin paladin gains 1 temporary hit points.
○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
+9 vs. Will; 2d8 + 4 damage. If the eladrin paladin is bloodied, the eladrin paladin regains 6 hit points. Bloodied allies within 5 squares of the eladrin paladin also regain 6 hit points.
□ [C] Hallowed Circle (standard) ✦ Zone
Close burst 3; targets enemies; +6 vs. Reflex; 2d6 + 4 damage. Hit or Miss: The burst creates a zone of bright light that lasts until the end of the encounter. The eladrin paladin and the eladrin paladin’s allies gain a +1 power bonus to all defenses while within the zone.
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 +4, Intimidate +10, Religion +8
Str 15 (+4); Dex 13 (+3); Wis 13 (+3);
Con 12 (+3); Int 12 (+3); Cha 17 (+5)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Eladrin Archer Ranger [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +6; Senses Perception +8; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 20; Fortitude 16, Reflex 18, Will 15
Saving Throws +5 against charm effects
Speed 6

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +9 vs. AC; 1d10 + 5 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage (off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 1 damage.
□ [R] Splintering Shot (standard) ✦ Weapon
Ranged 20/40; +9 vs. AC; 3d10 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
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.
○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
When the eladrin ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +8 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +9 vs. AC; 1d10 + 5 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
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 +8, Perception +8, Stealth +10
Str 15 (+4); Dex 19 (+6); Wis 13 (+3);
Con 12 (+3); Int 12 (+3); Cha 11 (+2)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Eladrin Two-Blade Ranger [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +8; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 15
Saving Throws +5 against charm effects
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage (off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
○ [M/R] Cut and Run (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage (off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 4 damage.
After the first or the second attack, the eladrin ranger can shift 2 squares.
□ [M] Two-Wolf Pounce (standard) ✦ Weapon
The eladrin ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main): +9 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +9 vs. AC; 1d8 + 4 damage.
Hit or Miss: After attacking the primary target, the eladrin ranger can shift 2 squares and make a secondary attack against a different creature. Secondary Attack: +9 vs. AC; 1d8 + 4 damage (off-hand).
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 +8, Perception +8, Stealth +9
Str 17 (+5); Dex 17 (+5); Wis 13 (+3);
Con 12 (+3); Int 12 (+3); Cha 11 (+2)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Eladrin Brawny Rogue [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +6; Senses Perception +2; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 19, Will 15
Saving Throws +5 against charm effects
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +10 vs. AC; 1d6 + 5 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+10 vs. Reflex; 1d6 + 5 damage.
○ [M] Setup Strike (standard) ✦ Weapon
+10 vs. AC; 2d6 + 5 damage, and the target grants combat advantage to the eladrin rogue until the end of the eladrin rogue’s next turn.
□ [M] Deep Cut (standard) ✦ Weapon
+10 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
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 +11, Stealth +11, Thievery +11
Str 15 (+4); Dex 19 (+6); Wis 11 (+2);
Con 12 (+3); Int 12 (+3); Cha 13 (+3)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Eladrin Trickster Rogue [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +6; Senses Perception +7; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 14, Reflex 19, Will 16
Saving Throws +5 against charm effects
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+7 vs. AC; 1d6 + 2 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +10 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
The eladrin rogue can move 2 squares before the attack.
○ [M/R] Trickster’s Blade (standard) ✦ Weapon
Short Sword: +10 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 2d6 + 5 damage.
Hit: Add +2 to the eladrin rogue’s AC until the start of the eladrin rogue’s next turn.
□ [M/R] Walking Wounded (standard) ✦ Weapon
Short Sword: +10 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. Fortitude; 2d6 + 5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone.
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 +7, Stealth +11, Thievery +11
Str 13 (+3); Dex 19 (+6); Wis 11 (+2);
Con 12 (+3); Int 12 (+3); Cha 15 (+4)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Eladrin Fey-Pact Warlock [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +3; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 14, Reflex 17, Will 18
Saving Throws +5 against charm effects
Speed 6

● [m] Longsword (standard) ✦ Weapon
+6 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the eladrin warlock is invisible to the target until the start of the eladrin warlock’s next turn.
○ [C] Otherwind Stride (standard) ✦ Teleportation
Close burst 1; +6 vs. Fortitude; 1d8 + 4 damage, and the target is immobilized until the end of the eladrin warlock’s next turn. Hit or Miss: The eladrin warlock teleports 8 squares.
□ [R] Crown of Madness (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 2d6 + 4 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of the eladrin warlock’s choice (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 +12, Bluff +10, Insight +8
Str 10 (+2); Dex 13 (+3); Wis 12 (+3);
Con 13 (+3); Int 17 (+5); Cha 17 (+5)
Equipment leather armor, longsword

-1 Level / +1 Level

Eladrin Infernal-Pact Warlock [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +2; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 18; Fortitude 16, Reflex 17, Will 16
Saving Throws +5 against charm effects
Speed 6

● [m] Longsword (standard) ✦ Weapon
+6 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +6 vs. Reflex; 1d6 + 4 fire damage. If the eladrin warlock takes damage before the end of the eladrin warlock’s next turn, the target takes an extra 1d6 + 4 fire damage.
○ [R] Fiery Bolt (standard) ✦ Fire
Ranged 10; +6 vs. Reflex; 3d6 + 4 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
□ [A] Avernian Eruption (standard) ✦ Fire
Area burst 1 within 10; +6 vs. Reflex; 2d10 + 4 fire damage. Hit or Miss: The targets take 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 5 temporary hit points.

Skills Arcana +12, History +12, Intimidate +8
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 17 (+5); Int 17 (+5); Cha 13 (+3)
Equipment leather armor, longsword

-1 Level / +1 Level

Eladrin Star-Pact Warlock [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +2; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 17; Fortitude 16, Reflex 16, Will 17
Saving Throws +5 against charm effects
Speed 6

● [m] Longsword (standard) ✦ Weapon
+6 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +6 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the eladrin warlock on its next turn, it takes an extra 1d6 + 4 damage.
○ [R] Frigid Darkness (standard) ✦ Cold, Fear
Ranged 10; +6 vs. Fortitude; 2d8 + 4 cold damage, and the target grants combat advantage to the eladrin warlock and any allies until the end of the eladrin warlock’s next turn. Hit or Miss: The target takes a -2 penalty to AC until the end of the eladrin warlock’s next turn.
□ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
Area burst 1 within 10. The burst creates a zone of darkness until the end of the eladrin warlock’s next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 + 1 necrotic damage. Sustain Minor: Make a secondary attack against each creature within the zone. Secondary Attack: +6 vs. Fortitude; 1d6 + 4 necrotic damage.
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 +11, Insight +7, Religion +9
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 17 (+5); Int 15 (+4); Cha 15 (+4)
Equipment leather armor, longsword

-1 Level / +1 Level

Eladrin Inspiring Warlord [Level 5 Soldier (Leader)]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +2; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 15, Will 17
Saving Throws +5 against charm effects
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Furious Smash (standard) ✦ Weapon
+8 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] Warlord’s Strike (standard) ✦ Weapon
+8 vs. AC; 2d10 + 4 damage, and all of the eladrin warlord’s allies gain a +3 bonus to damage rolls against the target until the end of the eladrin warlord’s next turn.
□ [M] Stand the Fallen (standard) ✦ Healing, Weapon
+8 vs. AC; 3d10 + 4 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional 2 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 4 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 +7, History +11, Intimidate +9
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 12 (+3); Int 15 (+4); Cha 15 (+4)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Eladrin Tactical Warlord [Level 5 Soldier (Leader)]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +2; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 20; Fortitude 17, Reflex 17, Will 16
Saving Throws +5 against charm effects
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 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] Steel Monsoon (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and 3 allies within 5 squares of the eladrin warlord can shift 1 square.
□ [M] Villain’s Nightmare (standard) ✦ Weapon
+9 vs. Reflex; 3d8 + 4 damage. Hit or Miss: Until the end of the encounter, when the eladrin warlord is adjacent to the target and it walks or runs, the eladrin warlord can cancel that movement as an immediate interrupt.
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 +7, History +12, Intimidate +8
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 12 (+3); Int 17 (+5); Cha 13 (+3)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Eladrin Control Wizard [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +4; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 17; Fortitude 14, Reflex 17, Will 18
Saving Throws +5 against charm effects
Speed 6

● [m] Longsword (standard) ✦ Weapon
+6 vs. AC; 1d8 + 1 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +7 vs. Fortitude; 1d6 + 5 cold damage, and the target is slowed until the end of the eladrin wizard’s next turn.
○ [C] Color Spray (standard) ✦ Radiant
Close blast 5; +7 vs. Will; 1d6 + 5 radiant damage, and the target is dazed until the end of the eladrin wizard’s next turn.
□ [A] Stinking Cloud (standard) ✦ Poison, Zone
Area burst 2 within 20; +7 vs. Fortitude; 1d10 + 5 poison damage. Hit or Miss: The burst creates a zone of poisonous vapor that blocks line of sight until the end of the eladrin wizard’s next turn. Creatures that enter the zone or start their turns there take 1d10 + 5 poison damage. As a move action, the eladrin wizard can move the zone up to 6 squares. Sustain Minor: The zone persists.
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 +13, Insight +9, Nature +9
Str 10 (+2); Dex 15 (+4); Wis 15 (+4);
Con 12 (+3); Int 19 (+6); Cha 11 (+2)
Equipment cloth armor, longsword, orb

-1 Level / +1 Level

Eladrin War Wizard [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +3; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 17; Fortitude 14, Reflex 17, Will 17
Saving Throws +5 against charm effects
Speed 6

● [m] Longsword (standard) ✦ Weapon
+6 vs. AC; 1d8 + 1 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +7 vs. Reflex; 1d6 + 5 fire damage.
○ [A] Shock Sphere (standard) ✦ Lightning
Area burst 2 within 10; +7 vs. Reflex; 2d6 + 5 lightning damage.
□ [A] Fireball (standard) ✦ Fire
Area burst 3 within 20; +7 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
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 +13, Dungeoneering +8, History +13
Str 10 (+2); Dex 17 (+5); Wis 13 (+3);
Con 12 (+3); Int 19 (+6); Cha 11 (+2)
Equipment cloth armor, longsword, wand

-1 Level / +1 Level

Eladrin Isolating Avenger [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 18
Saving Throws +5 against charm effects
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage, and the eladrin avenger shifts 1 square, sliding the target 1 square into the space the eladrin avenger occupied.
○ [M] Halo of Fire (standard) ✦ Fire, Weapon
+9 vs. AC; 2d10 + 4 fire damage, and until the end of the eladrin avenger’s next turn, any enemy that ends its turn adjacent to the target takes 8 fire damage.
□ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
+9 vs. AC; 2d10 + 4 damage, and the eladrin avenger is invisible to the target (save ends). Aftereffect: The eladrin avenger is invisible to the target until the end of the eladrin avenger’s next turn. Miss: Half damage, and the eladrin avenger is invisible to the target until the end of the eladrin avenger’s next turn.
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 +8, Intimidate +7, Religion +10
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 12 (+3); Int 17 (+5); Cha 10 (+2)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Eladrin Pursuing Avenger [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 18
Saving Throws +5 against charm effects
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +8 vs. AC; 1d8 + 4 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 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] Sequestering Strike (standard) ✦ Teleportation, Weapon
+9 vs. AC; 2d10 + 4 damage, and the eladrin avenger teleports the target 4 squares. The eladrin avenger then teleports to a space adjacent to the target.
□ [R] Oath of Consuming Light (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the eladrin avenger hits the target with a divine power, the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the eladrin avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the eladrin avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
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 +10, Religion +8, Stealth +10
Str 13 (+3); Dex 17 (+5); Wis 17 (+5);
Con 12 (+3); Int 13 (+3); Cha 10 (+2)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Eladrin Rageblood Barbarian [Level 5 Brute]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +7; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 15
Saving Throws +5 against charm effects
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 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] Blade Sweep (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and each enemy adjacent to the eladrin barbarian takes 2 damage.
□ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
+8 vs. AC; 2d12 + 4 fire damage (crit 28 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or Miss: The eladrin barbarian enters the rage of the silver phoenix. Until the rage ends, the eladrin barbarian gains regeneration 3. In addition, the first time the eladrin barbarian drops to 0 hit points or fewer, the eladrin barbarian can spend a healing surge as an immediate interrupt.
Fey Step (move) ✦ Teleportation
The eladrin barbarian can teleport up to 5 squares.
Primal Vitality (minor)
The eladrin barbarian gains 4 temporary hit points. If the eladrin barbarian is raging, the eladrin barbarian instead gains 6 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 +9, Endurance +8, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 15 (+4); Int 12 (+3); Cha 13 (+3)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Eladrin Thaneborn Barbarian [Level 5 Brute]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +7; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 16
Saving Throws +5 against charm effects
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 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] Daring Charge (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). When charging, the eladrin barbarian can use this power in place of a melee basic attack. If the eladrin barbarian charges, the eladrin barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity attack made against the eladrin barbarian while the eladrin barbarian charges. The eladrin barbarian gains a +2 bonus to AC against any opportunity attack the eladrin barbarian provokes during the eladrin barbarian’s charge.
□ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
Before the attack, the target can make a melee basic attack against the eladrin barbarian as a free action. If it does so, the eladrin barbarian’s attack deals 1d12 damage extra cold damage.
+8 vs. AC; 3d12 + 4 cold damage (crit 40 + 1d12). Miss: Half damage. Hit or Miss: The eladrin barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that hits the eladrin barbarian with a melee attack takes 5 cold damage.
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 +9, Intimidate +9, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 13 (+3); Int 12 (+3); Cha 15 (+4)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Eladrin Cunning Bard [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +7; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 20; Fortitude 14, Reflex 18, Will 18
Saving Throws +5 against charm effects
Speed 6

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the eladrin bard’s next turn.
○ [M] Cunning Ferocity (standard) ✦ Weapon
+9 vs. Reflex; 1d8 + 4 damage, and each ally within 5 squares of the eladrin bard gains a +4 bonus to damage rolls against the target until the end of the eladrin bard’s next turn.
□ [R] Song of Discord (standard) ✦ Charm
Ranged 10; +6 vs. Will; the target is dominated until the end of the eladrin bard’s next turn. Hit or Miss: The target makes a basic attack against an enemy of the eladrin bard’s choice as a free action.
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 +12, Bluff +10, Perception +7
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 13 (+3); Int 17 (+5); Cha 17 (+5)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Eladrin Valorous Bard [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +3; Senses Perception +7; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 15, Reflex 17, Will 18
Saving Throws +5 against charm effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 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.
○ [M] Charger’s Call (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and each ally within 5 squares of the eladrin bard gains a +3 bonus to attack rolls while charging until the end of the eladrin bard’s next turn.
□ [C] Satire of Bravery (standard) ✦ Psychic
Close blast 3; targets enemies; +6 vs. Will; 2d6 + 4 psychic damage, and the target is affected by the eladrin bard’s satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the eladrin bard than where it started its turn, the target takes 1d6 + 4 psychic damage and is dazed until the end of its next turn. Miss: Half damage. Hit or Miss: The eladrin bard pushes the target 3 squares.
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 +11, Athletics +7, Perception +7
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Eladrin Guardian Druid [Level 5 Controller]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +5; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 18
Saving Throws +5 against charm effects
Speed 6

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+6 vs. Reflex; 1d8 + 4 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; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
○ [C] Tundra Wind (standard) ✦ Cold
Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 2 squares and is knocked prone.
□ [A] Wall of Thorns (standard) ✦ Conjuration
Area wall 8 within 10. The eladrin druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must be on a solid surface, and it lasts until the end of the eladrin druid’s next turn. The wall provides cover. A creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 4 damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
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 +10, Insight +10, Nature +10
Str 12 (+3); Dex 15 (+4); Wis 17 (+5);
Con 15 (+4); Int 13 (+3); Cha 10 (+2)
Equipment hide armor, scythe

-1 Level / +1 Level

Eladrin Predator Druid [Level 5 Controller]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +10; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 14, Reflex 17, Will 18
Saving Throws +5 against charm effects
Speed 7

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+6 vs. Reflex; 1d8 + 4 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; +6 vs. Reflex; 1d6 + 1 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] Predator’s Flurry (standard) ✦ Beast Form
+6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the eladrin druid’s next turn. Hit or Miss: The eladrin druid shifts 3 squares and then make a secondary attack against one creature other than the primary target. Secondary Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the eladrin druid’s next turn.
□ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed 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 +7, Nature +10, Perception +10
Str 12 (+3); Dex 17 (+5); Wis 17 (+5);
Con 13 (+3); Int 13 (+3); Cha 10 (+2)
Equipment hide armor, scythe

-1 Level / +1 Level

Eladrin Preserving Invoker [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +5; low-light
HP 49; Bloodied 24
Healing Surges (+12 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 18
Saving Throws +5 against charm effects
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 1d8 + 4 radiant damage, and the eladrin invoker slides the target 1 square. The eladrin invoker can use this power as a ranged basic attack.
○ [R] Offering of Justice (standard) ✦ Radiant
Ranged 10; if the target attacks the eladrin invoker or the eladrin invoker’s allies before the end of its next turn, the target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the eladrin invoker or the eladrin invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
□ [A] Searing Orb (standard) ✦ Radiant
Area burst 1 within 10; +6 vs. Fortitude; 1d8 + 4 radiant damage, and the target is blinded (save ends). The target is also dazed until the end of the eladrin invoker’s next turn. Miss: Half damage, and the target is blinded 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 +12, History +12, Religion +10
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 13 (+3); Int 17 (+5); Cha 11 (+2)
Equipment hide armor, morningstar

-1 Level / +1 Level

Eladrin Wrathful Invoker [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +5; low-light
HP 51; Bloodied 25
Healing Surges (+12 hp) ○
AC 19; Fortitude 16, Reflex 16, Will 18
Saving Throws +5 against charm effects
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +6 vs. Fortitude; 1d10 + 4 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.
○ [A] Chains of Carceri (standard)
Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the eladrin invoker’s next turn.
□ [C] Icon of Terror (standard) ✦ Fear, Psychic
Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the target is pushed 1 square.
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 +8, Insight +10, Religion +9
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 11 (+2)
Equipment chainmail, morningstar

-1 Level / +1 Level

Eladrin Bear Shaman [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +10; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 18
Saving Throws +5 against charm effects
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the eladrin shaman’s spirit companion gains 2 temporary hit points.
○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the eladrin shaman’s spirit companion can spend a healing surge and regains 2 additional hit points.
□ [R] War Chieftain’s Blessing (standard)
Ranged 10; +6 vs. Will; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the eladrin shaman and the eladrin shaman’s allies gain a +2 bonus to attack rolls against the target.
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 12 damage to the spirit, the spirit disappears, and the eladrin shaman takes 7 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; +6 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 +9, Nature +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 10 (+2)
Equipment leather armor, longspear

-1 Level / +1 Level

Eladrin Panther Shaman [Level 5 Controller (Leader)]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +10; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 18
Saving Throws +5 against charm effects
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 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] Lightning Panther Spirit (standard) ✦ Lightning
Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the eladrin shaman’s next turn, any ally adjacent to the eladrin shaman’s spirit companion can shift as a minor action. In addition, until the end of the eladrin shaman’s next turn, any ally ignores difficult terrain in the eladrin shaman’s spirit companion’s space and in squares adjacent to it.
□ [C] Earthrage Spirit (standard)
Close blast 5; targets enemies; +6 vs. Reflex; 2d6 + 4 damage, and the eladrin shaman knocks the target prone. Miss: Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
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 12 damage to the spirit, the spirit disappears, and the eladrin shaman takes 7 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; +6 vs. Reflex; 1d10 + 4 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 +7, Nature +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 13 (+3); Int 17 (+5); Cha 10 (+2)
Equipment leather armor, longspear

-1 Level / +1 Level

Eladrin Chaos Sorcerer [Level 5 Artillery]

Medium fey humanoid [XP 200]

Initiative +5; Senses Perception +2; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 19
Saving Throws +5 against charm effects
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +6 vs. Will; 1d10 + 7 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: +6 vs. Will; 1d6 + 4 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.
○ [R] Spectral Claw (standard) ✦ Force
Ranged 10; +6 vs. Fortitude; 1d8 + 7 force damage, and the target is immobilized until the end of the eladrin sorcerer’s next turn. If the eladrin sorcerer rolled an even number on the attack roll, the eladrin sorcerer slides the target 3 squares.
□ [R] Serpentine Blast (standard) ✦ Lightning
Ranged 10; +6 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but not superior cover or total concealment.
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 +10, Bluff +10, Endurance +8
Str 13 (+3); Dex 17 (+5); Wis 10 (+2);
Con 12 (+3); Int 13 (+3); Cha 17 (+5)
Equipment cloth armor, dagger

-1 Level / +1 Level

Eladrin Dragon Sorcerer [Level 5 Skirmisher]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +2; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 19
Saving Throws +5 against charm effects
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +6 vs. Reflex; 1d8 + 6 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] Poisonous Exhalation (standard) ✦ Poison
Close blast 3; +6 vs. Fortitude; 2d8 + 6 poison damage, and the target takes a –2 penalty to Fortitude until the end of the eladrin sorcerer’s next turn.
□ [C] Thunder Leap (standard) ✦ Thunder
Close burst 1; +6 vs. Fortitude; 2d6 + 6 thunder damage. Hit or Miss: The eladrin sorcerer jumps a number of squares equal to the eladrin sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack against each creature in the burst. Secondary Attack: +6 vs. Fortitude; 2d6 + 3 thunder damage, and the eladrin sorcerer pushes the secondary target 1 square.
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 + 3 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 +10, Athletics +9, History +10
Str 15 (+4); Dex 15 (+4); Wis 10 (+2);
Con 12 (+3); Int 13 (+3); Cha 17 (+5)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Eladrin Earth Warden [Level 5 Brute]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +8; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 20; Fortitude 17, Reflex 17, Will 16
Saving Throws +5 against charm effects
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the eladrin warden gains a +1 power bonus to AC until the end of the eladrin warden’s next turn.
○ [M] Earthgrasp Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the eladrin warden knocks the target prone. The target can’t stand up until the end of the eladrin warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 4 damage.
□ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
Before the attack, the eladrin warden teleports 5 squares. +8 vs. Reflex; 2d10 + 4 thunder damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the eladrin warden’s next turn.
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.
● [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 +7, Nature +8, Perception +8
Str 17 (+5); Dex 14 (+4); Wis 13 (+3);
Con 15 (+4); Int 12 (+3); Cha 11 (+2)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Eladrin Wild Warden [Level 5 Brute]

Medium fey humanoid [XP 200]

Initiative +4; Senses Perception +9; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 18; Fortitude 17, Reflex 15, Will 17
Saving Throws +5 against charm effects
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the eladrin warden’s next turn.
○ [M] Predatory Guardian (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). If the target shifts before the start of the eladrin warden’s next turn, the eladrin warden shifts 3 squares as an immediate reaction.
□ [C] Hail of Thorns (standard) ✦ Poison, Weapon
Close blast 3; targets creatures the eladrin warden can see; +8 vs. Reflex; 1d12 + 4 poison damage (crit 16 + 1d12), and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
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.
● [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; +8 vs. Fortitude; 1d12 + 4 damage (crit 16 + 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 +9, Nature +9, Perception +9
Str 17 (+5); Dex 14 (+4); Wis 15 (+4);
Con 13 (+3); Int 12 (+3); Cha 11 (+2)
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.