Eladrin NPCs [Level 7]
Eladrin Battle Cleric [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +5; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 20
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 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] Awe Strike (standard) ✦ Fear, Weapon
- +10 vs. Will; 1d10 + 5 damage, and the target is immobilized until the end of the eladrin cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The eladrin cleric or one creature touched by the eladrin cleric regains hit points as if spending two healing surges.
- ○ 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 2d6 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 +10, Insight +10, Religion +9
Str 17 (+6); Dex 13 (+4); Wis 15 (+5);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Eladrin Devoted Cleric [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 16, Will 21
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +8 vs. Will; 2d8 + 5 radiant damage, and the target takes a -2 penalty to attack rolls until the end of the eladrin
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +8 vs. AC; 1d10 + 5 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 Serious Wounds (standard) ✦ Healing
- The eladrin cleric or one creature touched by the eladrin cleric regains hit points as if spending two healing surges.
- ○ 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 2d6 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 +11, History +11, Religion +9
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Eladrin Greatweapon Fighter [Level 7 Soldier]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +4; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 20, Reflex 17, Will 17
Saving Throws +5 against charm effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 3 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the eladrin fighter. A target
that cannot end adjacent to the eladrin fighter is not pulled. The eladrin fighter then makes a close attack targeting each
adjacent enemy: +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d12 + 5 damage (crit 41 + 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.
- □ Defensive Training (minor) ✦ Stance
- The eladrin fighter gains a +2 power bonus to the eladrin fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the eladrin fighter uses another stance power.
- 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 +11, Endurance +10, Intimidate +8
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 15 (+5); Int 12 (+4); Cha 11 (+3)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Eladrin Guardian Fighter [Level 7 Soldier]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +4; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 24; Fortitude 20, Reflex 20, Will 17
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+11 vs. AC; 1d8 + 5 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] Iron Bulwark (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage. Hit or Miss: The eladrin fighter gains a +2 power bonus to AC until the end of the eladrin
fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +11 vs. AC; 2d8 + 5 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.
- ○ Unbreakable (immediate reaction)
- When the eladrin fighter is hit by an attack.
Reduce the damage from the attack by 6.
- 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 +9, Intimidate +8, Streetwise +8
Str 17 (+6); Dex 17 (+6); Wis 12 (+4);
Con 13 (+4); Int 12 (+4); Cha 11 (+3)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Eladrin Avenging Paladin [Level 7 Soldier]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 19
Saving Throws +5 against charm effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d10 + 5 radiant damage. If the eladrin paladin has marked the target, the eladrin paladin gains a +1 bonus to
the damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +11 vs. AC; 2d10 + 5 thunder damage, and the target is knocked prone. If the target is marked by the eladrin paladin, the
attack can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The eladrin paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
- ○ 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.
- □ Wrath of the Gods (minor)
- The eladrin paladin and each adjacent ally add +2 to damage rolls until the end of the encounter.
Skills Endurance +7, Intimidate +10, Religion +9
Str 17 (+6); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Eladrin Protecting Paladin [Level 7 Soldier]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 25; Fortitude 18, Reflex 19, Will 20
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and the eladrin paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +8 vs. Will; 2d10 + 5 damage, and the target is pulled 1 square.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +8 vs. Reflex; 2d6 + 5 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The eladrin paladin takes half that ally’s damage until the end of the encounter or until
the eladrin paladin ends the effect as a free action. No power or effect can reduce the damage the eladrin paladin takes from
this power.
Skills Endurance +5, Intimidate +11, Religion +9
Str 15 (+5); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 17 (+6)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Eladrin Archer Ranger [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +7; Senses Perception +9; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 18, Reflex 20, Will 17
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +10/+10 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +11 vs. AC (twice); 1d10 + 2 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +11 vs. AC; 2d10 + 6 damage (first shot) and 1d10 + 6 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 3d10 + 6 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the eladrin ranger.
The eladrin ranger can shift 1 square.
- 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 +9, Perception +9, Stealth +11
Str 15 (+5); Dex 19 (+7); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 11 (+3)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Eladrin Two-Blade Ranger [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +9; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 21; Fortitude 19, Reflex 19, Will 17
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +11 vs. AC; 2d8 + 5 damage.
Longsword (off
hand): +11 vs. AC; 1d8 + 5 damage.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The eladrin ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 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: +11 vs. AC; 1d8 + 5 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the eladrin ranger can use this power to allow one ally
to avoid being surprised.
- 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 +9, Perception +9, Stealth +10
Str 17 (+6); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 11 (+3)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Eladrin Brawny Rogue [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +7; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 21, Will 17
Saving Throws +5 against charm effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +12 vs. Reflex; 1d6 + 6 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +12 vs. Fortitude; 1d6 + 6 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the eladrin
rogue’s next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +12 vs. Fortitude; 2d6 + 6 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.
- ○ Ignoble Escape (move)
- If the eladrin rogue is marked, end that condition. The eladrin rogue can shift a number of squares equal to 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 +12, Stealth +12, Thievery +12
Str 15 (+5); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Eladrin Trickster Rogue [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +7; Senses Perception +8; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 21, Will 18
Saving Throws +5 against charm effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
The eladrin rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 2d6 + 6 damage.
Miss: Make a secondary attack against the target.
Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +12 vs. Fortitude; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. Fortitude; 2d6 +
6 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.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin rogue can teleport up to 5 squares.
- ● Chameleon (immediate interrupt)
- When the eladrin rogue is hidden and loses cover or concealment against an opponent.
The eladrin rogue makes a Stealth check. Until the end of the eladrin rogue’s next turn, the eladrin rogue remains hidden
from a creature with a clear line of sight to the eladrin rogue if that creature does not beat the eladrin rogue’s check result
with its Perception check. If at the end of the eladrin rogue’s next turn, the eladrin rogue is not behind cover or concealment
against a creature, that creature automatically notices the eladrin rogue.
- 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 +8, Stealth +12, Thievery +12
Str 13 (+4); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Eladrin Fey-Pact Warlock [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 19, Will 20
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the eladrin warlock is invisible to the target until the start of the
eladrin warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +8 vs. Will; 1d10 + 5 psychic damage, and the eladrin warlock and all allies in range are invisible to the target
until the end of the eladrin warlock’s next turn. Hit or Miss: The eladrin warlock gains a +3 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 2d6 + 5 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.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Skills Arcana +13, Bluff +11, Insight +9
Str 10 (+3); Dex 13 (+4); Wis 12 (+4);
Con 13 (+4); Int 17 (+6); Cha 17 (+6)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Infernal-Pact Warlock [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 20; Fortitude 18, Reflex 19, Will 18
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +8 vs. Reflex; 1d6 + 5 fire damage. If the eladrin warlock takes damage before the end of the eladrin warlock’s
next turn, the target takes an extra 1d6 + 5 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +8 vs. Fortitude; 2d6 + 5 thunder damage, and the target is pushed 4 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 2d10 + 5 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The eladrin warlock’s skin changes into living steel. The eladrin warlock gains a +2 power bonus to AC and Fortitude defense
but take a –2 penalty to speed until the end of the encounter. The eladrin warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The eladrin warlock gains 7 temporary hit points.
Skills Arcana +13, History +13, Intimidate +9
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 17 (+6); Cha 13 (+4)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Star-Pact Warlock [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 19
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the eladrin warlock on its next turn, it
takes an extra 1d6 + 5 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +7 vs. Will; 2d6 + 4 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -2 penalty to both rolls.
- □ [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 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +8 vs. Fortitude; 1d6 + 5 necrotic damage.
- ○ 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.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Skills Arcana +12, Insight +8, Religion +10
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 15 (+5); Cha 15 (+5)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Inspiring Warlord [Level 7 Soldier (Leader)]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 19
Saving Throws +5 against charm effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 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] Sunder Armor (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. Until the end of the eladrin warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 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 2d6 hit points. This power
can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The eladrin warlord and each ally within 5 squares regain 12 hit points.
- Inspiring Presence
- When an ally who can see the eladrin warlord spends an action point to take an extra action, that ally also regains 5 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 +8, History +12, Intimidate +10
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 15 (+5); Cha 15 (+5)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Eladrin Tactical Warlord [Level 7 Soldier (Leader)]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 18
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Surprise Attack (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and an ally within 5 squares of the eladrin warlord makes a basic attack with combat advantage
as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +11 vs. Reflex; 3d8 + 5 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.
- ○○ Inspiring Word (minor) ✦ Healing
- The eladrin warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +13, Intimidate +9
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 17 (+6); Cha 13 (+4)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Eladrin Control Wizard [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 20
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +9 vs. Fortitude; 1d6 + 6 cold damage, and the target is slowed until the end of the eladrin wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +9 vs. Fortitude; 2d10 + 6 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +9 vs. Fortitude; 1d10 + 6 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 + 6 poison damage. As a move action, the eladrin wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The eladrin wizard or one creature with 5 squares becomes invisible until the end of the eladrin wizard’s next turn. If the
target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the eladrin wizard
can sustain the effect.
- ○ 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.
Skills Arcana +14, Insight +10, Nature +10
Str 10 (+3); Dex 15 (+5); Wis 15 (+5);
Con 12 (+4); Int 19 (+7); Cha 11 (+3)
Equipment cloth armor, longsword, orb
-1 Level / +1 Level
Eladrin War Wizard [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +4; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 19
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +9 vs. Reflex; 1d6 + 6 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +9 vs. Reflex; 2d6 + 6 lightning damage. Also make a secondary attack against two creatures within 10 squares of
the primary target. Secondary Attack: +9 vs. Reflex; 1d6 + 6 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +9 vs. Reflex; 3d6 + 6 fire damage. Miss: Half damage.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin wizard can teleport up to 5 squares.
- □ Dimension Door (move) ✦ Teleportation
- The eladrin wizard teleports 10 squares.
- ○ Wand of Accuracy (free)
- The eladrin wizard gains a +3 bonus to a single attack roll.
Skills Arcana +14, Dungeoneering +9, History +14
Str 10 (+3); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 19 (+7); Cha 11 (+3)
Equipment cloth armor, longsword, wand
-1 Level / +1 Level
Eladrin Isolating Avenger [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 20
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage, and the eladrin avenger shifts 1 square, sliding the target 1 square into the space the eladrin
avenger occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +11 vs. AC; 1d10 + 5 damage, and the eladrin avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +11 vs. AC; 2d10 + 5 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.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the eladrin avenger.
If the eladrin avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical
hit’s damage.
- 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 +9, Intimidate +8, Religion +11
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 17 (+6); Cha 10 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Eladrin Pursuing Avenger [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 20
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 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] Inexorable Pursuit (standard) ✦ Weapon
- +11 vs. AC; 2d10 + 5 damage. Before the attack, the eladrin avenger gains phasing until the end of the eladrin avenger’s turn,
and the eladrin avenger shifts 5 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +8 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.
- ○ Aspect of Agility (move)
- The eladrin avenger shifts 5 squares, and the eladrin avenger gains a +2 bonus to AC and Reflex until the end of the eladrin
avenger’s next turn.
- ○ [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 +11, Religion +9, Stealth +11
Str 13 (+4); Dex 17 (+6); Wis 17 (+6);
Con 12 (+4); Int 13 (+4); Cha 10 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Eladrin Rageblood Barbarian [Level 7 Brute]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +8; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 17
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 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] Tide of Blood (standard) ✦ Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). The attack deals 1 extra damage for each enemy within 2 squares of the eladrin
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d12 + 5 fire damage (crit 29 + 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.
- ○ Swift Charge (free)
- When the eladrin barbarian’s attack reduces an enemy to 0 hit points.
The eladrin barbarian charges an enemy.
- □ Combat Surge (free)
- When the eladrin barbarian misses with an attack.
Must be raging.
The eladrin barbarian rerolls the attack.
- 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 +10, Endurance +9, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 15 (+5); Int 12 (+4); Cha 13 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Eladrin Thaneborn Barbarian [Level 7 Brute]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +8; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 18
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 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] 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.
+10 vs. AC; 3d12 + 5 cold damage (crit 41 + 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.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the eladrin barbarian hits or misses the eladrin barbarian.
Targets the triggering enemy; +12 vs. AC; 3d12 + 5 damage (crit 41 + 1d12).
- □ Instinctive Charge (no action)
- When the eladrin barbarian rolls initiative at the beginning of an encounter.
The eladrin barbarian gains a +5 power bonus to the eladrin barbarian’s initiative. The eladrin barbarian also gains a +2
power bonus to the eladrin barbarian’s first attack roll during the encounter.
- 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 +10, Intimidate +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 13 (+4); Int 12 (+4); Cha 15 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Eladrin Cunning Bard [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +8; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 16, Reflex 20, Will 20
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the eladrin
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +8 vs. Will; 2d8 + 5 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the eladrin bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +8 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 1d6 + 3 hit points. This
power can only be used once per round. The eladrin bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the eladrin bard.
Each ally within 10 squares missed by the triggering attack regains 6 hit points.
- 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 +13, Bluff +11, Perception +8
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 13 (+4); Int 17 (+6); Cha 17 (+6)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Eladrin Valorous Bard [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +8; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 17, Reflex 19, Will 20
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Scorpion’s Claw Strike (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage, and the eladrin bard slides an ally who is adjacent to the target to another space adjacent to
it. Until the end of the eladrin bard’s next turn, the ally also gains a +2 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +8 vs. Will; 2d6 + 5 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 + 5 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 1d6 + 3 hit points. This
power can only be used once per round. The eladrin bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The eladrin bard transfers one effect on the target that a save can end to the eladrin bard
or to another ally with 5 squares. The new subject of the effect gains a +2 power bonus to saving throws against that effect.
- 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 +12, Athletics +8, Perception +8
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Eladrin Guardian Druid [Level 7 Controller]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 20
Saving Throws +5 against charm effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage, and the eladrin druid pulls each creature within 3 squares of the target 1 square.
If the eladrin druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 2 damage.
- □ [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 + 5
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.
- ○ Camouflage Cloak (minor)
- The eladrin druid or one ally within 5 squares becomes invisible until moving or 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 +11, Insight +11, Nature +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Eladrin Predator Druid [Level 7 Controller]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +11; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 19, Will 20
Saving Throws +5 against charm effects
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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] Latch On (standard) ✦ Beast Form
- +8 vs. Reflex; 2d10 + 5 damage, and the eladrin druid grabs the target. The target takes a -3 penalty to checks to escape
the grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 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.
- □ Stalker’s Eyes (minor)
- The eladrin druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +8, Nature +11, Perception +11
Str 12 (+4); Dex 17 (+6); Wis 17 (+6);
Con 13 (+4); Int 13 (+4); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Eladrin Preserving Invoker [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 20
Saving Throws +5 against charm effects
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 radiant damage, and the eladrin invoker slides the target 1 square. The eladrin invoker
can use this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +8 vs. Fortitude; 2d8 + 5 thunder damage, and the target is pushed 4 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 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.
- □ Astral Step (move) ✦ Teleportation
- The eladrin invoker and each ally within 5 squares teleports 6 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 +13, History +13, Religion +11
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 17 (+6); Cha 11 (+3)
Equipment hide armor, morningstar
-1 Level / +1 Level
Eladrin Wrathful Invoker [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 18, Reflex 18, Will 20
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +13 vs. Will; 2d6 + 5 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the eladrin invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +9, Insight +11, Religion +10
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 11 (+3)
Equipment chainmail, morningstar
-1 Level / +1 Level
Eladrin Bear Shaman [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +11; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 20
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 damage, and each ally adjacent to the eladrin shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +8 vs. Fortitude; 1d10 + 5 cold damage, and before the end of the eladrin shaman’s next turn, as an immediate interrupt,
the eladrin shaman can grant an ally adjacent to the eladrin shaman’s spirit companion a +5 bonus to AC against an attack
that hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +8 vs. Will; 2d10 + 5 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.
- ○ 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 13 damage to the spirit,
the spirit disappears, and the eladrin shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the eladrin shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +8 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 +10, Nature +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Eladrin Panther Shaman [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +11; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 20
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 2d10 + 5 damage, and until the end of the eladrin shaman’s next turn, any ally adjacent to the
eladrin shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 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 13 damage to the spirit,
the spirit disappears, and the eladrin shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +8 vs. Reflex; 1d10 + 5 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 +8, Nature +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 17 (+6); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Eladrin Chaos Sorcerer [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +3; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 21
Saving Throws +5 against charm effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +8 vs. Will; 1d10 + 8 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:
+8 vs. Will; 1d6 + 5 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +8 vs. Reflex; 2d6 + 8 lightning damage. Hit or Miss: The eladrin sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 3d10 + 8 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.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the eladrin sorcerer is hit by an area or a close attack.
The eladrin sorcerer teleports 5 squares.
- 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 +11, Bluff +11, Endurance +9
Str 13 (+4); Dex 17 (+6); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 17 (+6)
Equipment cloth armor, dagger
-1 Level / +1 Level
Eladrin Dragon Sorcerer [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 21
Saving Throws +5 against charm effects
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d8 + 7 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] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +8 vs. Fortitude; 2d8 + 7 cold damage, and the eladrin sorcerer knocks the target prone. The
target also takes a –2 penalty to Fortitude until the end of the eladrin sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +8 vs. Fortitude; 2d6 + 7 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: +8 vs. Fortitude; 2d6 + 4 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.
- ○ Sudden Scales (immediate interrupt)
- When the eladrin sorcerer is hit by an attack.
The eladrin sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +11, Athletics +10, History +11
Str 15 (+5); Dex 15 (+5); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 17 (+6)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Eladrin Earth Warden [Level 7 Brute]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +9; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 18
Saving Throws +5 against charm effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage, and the eladrin warden gains a +1 power bonus to AC until the end of the eladrin warden’s next
turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +10 vs. Fortitude; 2d10 + 5 damage, and the target takes a –3 penalty to melee attack rolls until the end of the eladrin warden’s
next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the eladrin warden teleports 5 squares. +10 vs. Reflex; 2d10 + 5 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.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warden can teleport up to 5 squares.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the eladrin warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the eladrin warden uses another stance power.
- ● [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 +8, Nature +9, Perception +9
Str 17 (+6); Dex 14 (+5); Wis 13 (+4);
Con 15 (+5); Int 12 (+4); Cha 11 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Eladrin Wild Warden [Level 7 Brute]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +10; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 19, Reflex 17, Will 19
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the eladrin warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and the eladrin warden slides the target 1 square. The eladrin warden can slide
the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature
take 2 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the eladrin warden can see; +10 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 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.
- ● [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; +10 vs. Fortitude; 1d12 + 5 damage (crit 17 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the eladrin warden drops to 0 hit points or fewer.
The eladrin warden regains hit points as if the eladrin warden had spent a healing surge.
- 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 +10, Nature +10, Perception +10
Str 17 (+6); Dex 14 (+5); Wis 15 (+5);
Con 13 (+4); Int 12 (+4); Cha 11 (+3)
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.