Eladrin NPCs [Level 25]
Eladrin Battle Cleric [Level 25 Controller (Leader)]
Medium fey humanoid [XP 7000]
Initiative +14; Senses Perception +17; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 37, Reflex 33, Will 39
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the eladrin cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +31 vs. AC; 4d10 + 15 damage. The next attack roll the eladrin cleric makes against the target gains a +2 power bonus.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +29 vs. AC; 6d10 + 15 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ Purify (standard)
- Every effect that a save can end is removed from the eladrin cleric and each ally within 10 squares.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin cleric can teleport up to 5 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The eladrin cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The 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 +22, Insight +22, Religion +19
Str 23 (+18); Dex 15 (+14); Wis 21 (+17);
Con 14 (+14); Int 14 (+14); Cha 15 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Eladrin Devoted Cleric [Level 25 Controller (Leader)]
Medium fey humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 33, Reflex 33, Will 40
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +27 vs. Reflex; 2d8 + 15 radiant damage, and one ally the eladrin cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +27 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The eladrin cleric and
each ally in the burst gain a +5 power bonus to AC until the end of the eladrin cleric’s next turn and can spend a healing
surge. Add +5 to the hit points regained.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +27 vs. Fortitude; 4d10 + 15 psychic damage, and the target is stunned until the end of the
eladrin cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The eladrin cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit
points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t
take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the eladrin cleric within 5 squares
of its previous location.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin cleric can teleport up to 5 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The eladrin cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The 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 +23, History +21, Religion +19
Str 15 (+14); Dex 15 (+14); Wis 23 (+18);
Con 14 (+14); Int 14 (+14); Cha 21 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Eladrin Greatweapon Fighter [Level 25 Soldier]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +14; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 39, Reflex 34, Will 34
Saving Throws +5 against charm effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 20 damage (crit 68 + 3d12).
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +29 vs. AC; 6d12 + 15 damage (crit 87 + 3d12), and all of the eladrin fighter’s enemies that the eladrin fighter can see are
marked until the end of the eladrin fighter’s next turn. Miss: The power is not expended.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin fighter can teleport up to 5 squares.
- □ No Surrender (no action) ✦ Healing
- When the eladrin fighter’s hit points drop to 0 or lower.
The eladrin fighter regains hit points up to one-half the eladrin fighter’s maximum hit points. However, the eladrin fighter
takes a –2 penalty to attack rolls until the end of the encounter.
- 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 +23, Endurance +22, Intimidate +18
Str 23 (+18); Dex 17 (+15); Wis 14 (+14);
Con 21 (+17); Int 14 (+14); Cha 13 (+13)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Eladrin Guardian Fighter [Level 25 Soldier]
Medium fey humanoid [XP 7000]
Initiative +18; Senses Perception +14; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 39, Reflex 39, Will 34
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+30 vs. AC; 2d8 + 15 damage, and the target is pushed 1 square if it is the 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] Fangs of Steel (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 21 damage, and make a secondary attack against one creature adjacent to the primary target and within the
eladrin fighter’s melee reach. Secondary Attack: +30 vs. AC; 2d8 + 21 damage.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin fighter can teleport up to 5 squares.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The eladrin fighter gains an action point that the eladrin fighter must spend during the eladrin fighter’s current turn.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the eladrin fighter uses a fighter power, the eladrin fighter can score a critical hit on a roll of 19–20, and the
eladrin fighter gains a +6 power bonus to damage rolls. Any enemy that starts its turn adjacent to the eladrin fighter takes
1d8 + 9 damage damage and ongoing 10 damage (save ends), as long as the eladrin fighter is able to make opportunity attacks. 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 Heal +19, Intimidate +18, Streetwise +18
Str 23 (+18); Dex 23 (+18); Wis 14 (+14);
Con 15 (+14); Int 14 (+14); Cha 13 (+13)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Eladrin Avenging Paladin [Level 25 Soldier]
Medium fey humanoid [XP 7000]
Initiative +14; Senses Perception +14; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 38
Saving Throws +5 against charm effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +30 vs. AC; 2d10 + 15 radiant damage. If the eladrin paladin has marked the target, the eladrin paladin gains a +2 bonus to
the damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +30 vs. AC; 3d10 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the eladrin paladin other than the primary target. Secondary Attack: +30 vs. AC; 1d10 + 15 thunder damage, and the
target is knocked prone.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 15 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the eladrin paladin when it attacks (save ends). The eladrin paladin gains a +2 bonus to the opportunity attack roll and deals
an extra 1d10 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 14 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.
- □ Cleansing Burst (minor)
- The eladrin paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
Skills Endurance +17, Intimidate +22, Religion +19
Str 23 (+18); Dex 15 (+14); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 21 (+17)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Eladrin Protecting Paladin [Level 25 Soldier]
Medium fey humanoid [XP 7000]
Initiative +14; Senses Perception +14; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 37, Reflex 36, Will 39
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage, and the eladrin paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 2 squares.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +27 vs. Will; 6d6 + 15 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the eladrin paladin’s next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin paladin can teleport up to 5 squares.
- ● Divine Challenge (minor) ✦ Radiant
- The eladrin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the eladrin
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 15 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.
- □ United in Faith (minor) ✦ Healing
- The eladrin paladin and each ally within 5 squares can spend a healing surge.
Skills Endurance +15, Intimidate +23, Religion +19
Str 21 (+17); Dex 15 (+14); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 23 (+18)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Eladrin Archer Ranger [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +19; Senses Perception +19; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 34
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +30 vs. AC; 2d10 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +30 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +30 vs. Fortitude; 4d10 + 16 damage, and the target is pushed 4 squares.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +30 vs. AC; 3d10 + 16 damage. Miss: Half damage.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the eladrin ranger’s turn, enemies treat the eladrin ranger as invisible if the eladrin ranger has cover or
concealment from them. An enemy still knows the square occupied by the eladrin ranger if it saw the eladrin ranger in that
square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ○ 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 3d6 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.
- 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 +19, Perception +19, Stealth +23
Str 21 (+17); Dex 25 (+19); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 13 (+13)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Eladrin Two-Blade Ranger [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +18; Senses Perception +19; low-light
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 38, Reflex 38, Will 34
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +29 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +30 vs. AC; 2d8 + 15 damage.
Longsword
(off hand): +30 vs. AC; 2d8 + 15 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the eladrin ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the eladrin ranger and misses before the start of the eladrin ranger’s next
turn, make a melee basic attack against it with both the eladrin ranger’s main weapon and the eladrin ranger’s off-hand weapon
as an immediate reaction.
- □ [M/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 15 damage (main)/2d8 + 15 damage (off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 15 damage.
Miss: Half damage per attack. Hit
or Miss: After making these attacks, the eladrin ranger can shift 2 squares.
- ○ 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the eladrin ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +15 hit points.
Skills Nature +19, Perception +19, Stealth +22
Str 23 (+18); Dex 23 (+18); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 13 (+13)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Eladrin Brawny Rogue [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +19; Senses Perception +13; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 36, Reflex 40, Will 34
Saving Throws +5 against charm effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +31 vs. Reflex; 2d6 + 16 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +31 vs. Will; 6d6 + 16 damage, and the eladrin rogue becomes invisible. The eladrin rogue shifts into any square adjacent
to the target and reappear at the start of the eladrin rogue’s next turn. The eladrin rogue has combat advantage against the
target until the end of the eladrin rogue’s next turn. Miss: Half damage, the eladrin rogue can shift 1 square to another
square adjacent to the target, and the eladrin rogue has combat advantage against the target until the end of the eladrin
rogue’s next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin rogue can teleport up to 5 squares.
- ○ Dazzling Acrobatics (move)
- The eladrin rogue can shift twice the eladrin rogue’s speed. The eladrin rogue can climb at full speed as part of this move.
If an enemy attacks the eladrin rogue while the eladrin rogue shifts, the eladrin rogue gains a +4 bonus to AC against that
attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the eladrin rogue.
Targets the creature the eladrin rogue’s ally damaged; +31 vs. AC; 2d6 + 16 damage.
- 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 5d6 damage.
Skills Acrobatics +24, Stealth +24, Thievery +24
Str 21 (+17); Dex 25 (+19); Wis 13 (+13);
Con 14 (+14); Int 14 (+14); Cha 15 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Eladrin Trickster Rogue [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +19; Senses Perception +18; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 33, Reflex 40, Will 37
Saving Throws +5 against charm effects
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
The eladrin rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 4d6 + 16 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the eladrin rogue.
The eladrin rogue chooses the target of its attack.
- □ [M/R] Hamstring (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 4d6 + 16 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin rogue can teleport up to 5 squares.
- □ Hide from the Light (minor)
- The eladrin rogue must already be hidden to use this power. The eladrin rogue is invisible until the end of the encounter
or until the eladrin rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic
attack or an at-will attack.
- 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 5d6 damage.
Skills Perception +18, Stealth +24, Thievery +24
Str 15 (+14); Dex 25 (+19); Wis 13 (+13);
Con 14 (+14); Int 14 (+14); Cha 21 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Eladrin Fey-Pact Warlock [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +14; Senses Perception +14; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 33, Reflex 38, Will 39
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 15 psychic damage, and the eladrin warlock is invisible to the target until the start of the
eladrin warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +27 vs. Fortitude; 3d8 + 15 poison damage, and the target is immobilized and takes a –7 penalty to AC and Reflex
defense until the end of the eladrin warlock’s next turn.
- □ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +27 vs. Will; 4d10 + 15 psychic damage. Until the end of the encounter, every time the eladrin warlock takes damage,
the eladrin warlock makes a +27 vs. Will attack against the target; if the attack hits, the eladrin warlock takes half damage
and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the eladrin warlock is adjacent
to the target, the images of the eladrin warlock both begin to flow together, such that anyone who attacks one has a 50% chance
of accidentally hitting the other instead.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlock can teleport up to 5 squares.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The eladrin warlock becomes invisible until the start of the eladrin warlock’s next turn and teleports 20 squares. The eladrin
warlock leaves behind an illusory image of the eladrin warlock that persists as long as the eladrin warlock is invisible.
This image stands in place, takes no actions, and uses the eladrin warlock’s defenses if it is attacked. If the illusion is
touched or takes any damage, it dissolves into a pile of dead leaves. If the eladrin warlock makes an attack, the eladrin
warlock becomes visible. Sustain Standard: The eladrin warlock remains invisible as long as the eladrin warlock doesn’t
make an attack.
- ● 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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The 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 +25, Bluff +23, Insight +19
Str 12 (+13); Dex 15 (+14); Wis 14 (+14);
Con 15 (+14); Int 23 (+18); Cha 23 (+18)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Infernal-Pact Warlock [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +13; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 37, Reflex 38, Will 35
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +27 vs. Reflex; 2d6 + 15 fire damage. If the eladrin warlock takes damage before the end of the eladrin warlock’s
next turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +27 vs. Reflex; 4d8 + 15 damage, and the target is pushed 9 squares.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +27 vs. Reflex; 5d10 + 15 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the eladrin warlock cannot
gain line of sight or line of effect to the target. Miss: Half damage, and the target is immobilized (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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The eladrin warlock can only curse one target per turn.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The eladrin warlock grows wings and gains a fly speed equal to the eladrin warlock’s speed until the end of the encounter
or for 5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The eladrin warlock gains 25 temporary hit points.
Skills Arcana +25, History +25, Intimidate +19
Str 12 (+13); Dex 16 (+15); Wis 13 (+13);
Con 23 (+18); Int 23 (+18); Cha 15 (+14)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Star-Pact Warlock [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +13; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 36; Fortitude 37, Reflex 35, Will 38
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +27 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the eladrin warlock on its next turn,
it takes an extra 2d6 + 15 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 14 damage, and the eladrin warlock can swap places with the target. After swapping places
with the target, the eladrin warlock can teleport 3 squares..
- □ [R] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +27 vs. Will; 5d10 + 15 fire and psychic damage, and the target is stunned until the end of the eladrin warlock’s
next turn. Miss: Half damage, and the target is dazed until the end of the eladrin warlock’s next turn.
- ○ 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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The eladrin warlock can only curse one target per turn.
- ○ Entropic Ward (minor)
- Until the end of the eladrin warlock’s next turn, anyone who attacks the eladrin warlock must roll two dice and take the lower
result. Each time an attack misses due to this effect, the eladrin warlock gains a cumulative +1 power bonus to the eladrin
warlock’s next attack roll.
- ● 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 +22, Insight +18, Religion +20
Str 12 (+13); Dex 16 (+15); Wis 13 (+13);
Con 23 (+18); Int 17 (+15); Cha 21 (+17)
Equipment leather armor, longsword
-1 Level / +1 Level
Eladrin Inspiring Warlord [Level 25 Soldier (Leader)]
Medium fey humanoid [XP 7000]
Initiative +16; Senses Perception +13; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 38, Reflex 34, Will 38
Saving Throws +5 against charm effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +29 vs. Fortitude; 6 damage, and choose one ally adjacent to either the eladrin warlord or the target. On his or her next
attack against the target, this ally gains a +5 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +29 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the eladrin warlord’s next turn. Until the end of
the encounter, the eladrin warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +29 vs. AC; 6d10 + 15 damage, and the eladrin warlord and all of the eladrin warlord’s allies within 10 squares of the eladrin
warlord makes saving throws against any single effect that a save can end. Miss: Each of the eladrin warlord’s allies
within 10 squares of the eladrin warlord makes a saving throw against any effect that the target caused and that a save can
end.
- □ Heart of the Titan (standard)
- The eladrin warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5.
Until the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls
and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlord can teleport up to 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The eladrin warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- Inspiring Presence
- When an ally who can see the eladrin warlord spends an action point to take an extra action, that ally also regains 17 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 +18, History +22, Intimidate +22
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 14 (+14); Int 17 (+15); Cha 21 (+17)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Eladrin Tactical Warlord [Level 25 Soldier (Leader)]
Medium fey humanoid [XP 7000]
Initiative +16; Senses Perception +13; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 38, Reflex 38, Will 35
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage. Before the eladrin warlord attacks, one ally adjacent to either the eladrin warlord or the target
may shift 1 square as a free action.
- ○ [M] Sudden Assault (standard) ✦ Weapon
- +30 vs. AC; 1d8 + 15 damage, and an ally of the eladrin warlord’s choice within 5 squares of the eladrin warlord takes a standard
action. The eladrin warlord’s ally gains a +6 power bonus to attack rolls against targets adjacent to the eladrin warlord
for attacks made with this extra standard action.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +29 vs. AC; 6d6 + 15 damage. Until the end of the encounter, the eladrin warlord’s allies add +6 to attack rolls
and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +6 bonus to the attack roll and the damage.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the eladrin warlord slides each target 6 squares.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warlord can teleport up to 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The eladrin warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- Tactical Presence
- When an ally the eladrin warlord can see spends an action point to make an extra attack, the ally gains a +6 bonus to the
attack roll.
- Combat Leader
- The 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 +18, History +25, Intimidate +19
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 14 (+14); Int 23 (+18); Cha 15 (+14)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Eladrin Control Wizard [Level 25 Artillery]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +17; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 39
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +28 vs. Fortitude; 2d6 + 16 cold damage, and the target is slowed until the end of the eladrin wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +28 vs. Fortitude; 4d6 + 16 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the eladrin wizard’s next turn, or the eladrin wizard can dismiss it as a minor action.
- □ [A] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +28 vs. Reflex; 4d6 + 16 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin wizard can teleport up to 5 squares.
- □ Time Stop (minor)
- The eladrin wizard gains two extra standard actions, which the eladrin wizard can’t use to attack other creatures.
- ○ 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 -5 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 +26, Insight +22, Nature +22
Str 12 (+13); Dex 17 (+15); Wis 21 (+17);
Con 14 (+14); Int 25 (+19); Cha 13 (+13)
Equipment cloth armor, longsword, orb
-1 Level / +1 Level
Eladrin War Wizard [Level 25 Artillery]
Medium fey humanoid [XP 7000]
Initiative +18; Senses Perception +14; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 36
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +28 vs. Reflex; 2d6 + 16 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +28 vs. Reflex; 4d6 + 16 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +28
vs. Reflex; 2d6 + 16 lightning damage. Tertiary Attack: +28 vs. Reflex; 1d6 + 16 lightning damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +28 vs. Fortitude, Reflex, Will. The eladrin wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 3d6 +
16 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 16 fire damage, and ongoing 15 fire
damage (save ends).
Will: The target is stunned (save ends).
A target might be subject to any, all,
or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing
effect separately.
- □ Mass Fly (standard)
- The eladrin wizard and each ally within 5 squares gain a speed of fly 8 until the end of the eladrin wizard’s next turn. Sustain
Minor: The eladrin wizard can sustain this power until the end of the encounter or for 5 minutes. If the eladrin wizard
does not sustain this power, all targets float to the ground without taking falling damage.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin wizard can teleport up to 5 squares.
- ○ Wand of Accuracy (free)
- The eladrin wizard gains a +6 bonus to a single attack roll.
Skills Arcana +26, Dungeoneering +19, History +26
Str 12 (+13); Dex 23 (+18); Wis 15 (+14);
Con 14 (+14); Int 25 (+19); Cha 13 (+13)
Equipment cloth armor, longsword, wand
-1 Level / +1 Level
Eladrin Isolating Avenger [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 39
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage, and the eladrin avenger shifts 1 square, sliding the target 1 square into the space the eladrin
avenger occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +30 vs. AC; 3d10 + 15 damage, and until the end of the eladrin avenger’s next turn, the eladrin avenger and the target are
immobilized. In addition, no other creature has line of sight or line of effect to either the target or the eladrin avenger,
both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends
on either the target or the eladrin avenger before the end of the eladrin avenger’s next turn. Hit or Miss: Until the
end of the eladrin avenger’s next turn, the eladrin avenger gains a +6 bonus to all defenses against the target’s attacks.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +30 vs. Fortitude; 6d10 + 15 damage, and the target takes 10 damage at the start of its turn if the eladrin avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the eladrin
avenger is within 5 squares of it (save ends).
- ○ 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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the eladrin avenger to 0 hit points or fewer and doesn’t kill you.
The eladrin avenger is dying but doesn’t fall unconscious. Until the end of the eladrin avenger’s next turn, the eladrin avenger
doesn’t take any damage after the triggering attack, and the eladrin avenger gains a +4 bonus to attack rolls. At the end
of the eladrin avenger’s next turn, the eladrin avenger falls unconscious if the eladrin avenger is still dying.
- 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 +6 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 +19, Intimidate +18, Religion +23
Str 15 (+14); Dex 15 (+14); Wis 23 (+18);
Con 14 (+14); Int 23 (+18); Cha 12 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Eladrin Pursuing Avenger [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +18; Senses Perception +18; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 39
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +29 vs. AC; 2d8 + 15 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the eladrin avenger, the eladrin avenger
can shift 7 squares as a free action. The eladrin avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +30 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the eladrin avenger at the start of the eladrin
avenger’s next turn, the eladrin avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that
turn, the eladrin avenger can teleport to a space adjacent to the target as a move action, doing 11 radiant damage to the
target.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +27 vs. Will; 6d8 + 15 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the eladrin avenger can teleport to a space adjacent to the target as a minor
action. The eladrin avenger doesn’t need line of sight to the destination space. Aftereffect: The eladrin avenger can
teleport to a space adjacent to the target as a free action once. The eladrin avenger doesn’t need line of sight to the destination
space.
- ○ 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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the eladrin avenger gains phasing, and the eladrin avenger takes half damage from opportunity
attacks.
- ○ [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
+12 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 +23, Religion +19, Stealth +23
Str 15 (+14); Dex 23 (+18); Wis 23 (+18);
Con 14 (+14); Int 15 (+14); Cha 12 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Eladrin Rageblood Barbarian [Level 25 Brute]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +18; low-light
HP 281; Bloodied 140
Healing Surges (+70 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 34
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 3d12). Hit or Miss: Until the start of the 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] Fatal Strike (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 20 damage (crit 68 + 3d12), and the target cannot regain hit points until the start of the eladrin barbarian’s
next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +29 vs. AC; 7d12 + 15 damage (crit 99 + 3d12), and the target is pushed 5 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The eladrin barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the eladrin barbarian hits with an attack, the eladrin barbarian gains 12 temporary hit points. If that attack already grants
temporary hit points to the eladrin barbarian, add +2 to the number of temporary hit points the eladrin barbarian gains.
- ○ 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.
- □ Primal Vigor (immediate interrupt)
- When the eladrin barbarian is hit by an attack.
Until the end of the eladrin barbarian’s next turn, the eladrin barbarian gains resist 17 to all damage.
- Rageblood Vigor
- Whenever the eladrin barbarian’s attack reduces an enemy to 0 hit points, the eladrin barbarian gains 15 temporary hit points.
- Barbarian Agility
- While the eladrin barbarian is not wearing heavy armor, the eladrin barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Endurance +21, Perception +18
Str 23 (+18); Dex 16 (+15); Wis 13 (+13);
Con 21 (+17); Int 14 (+14); Cha 15 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Eladrin Thaneborn Barbarian [Level 25 Brute]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +18; low-light
HP 275; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 37
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 3d12). When charging, the 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +29 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and each enemy adjacent to the eladrin barbarian takes a –5 penalty to attack
rolls until the end of the eladrin barbarian’s next turn.
- □ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +29 vs. AC; 7d12 + 15 thunder damage (crit 99 + 3d12), and the eladrin barbarian knocks the target prone. Miss: Half
damage. Hit or Miss: The eladrin barbarian enters the rage of the stone tempest. Until the rage ends, the eladrin barbarian
can score a critical hit on a roll of 18–20.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin barbarian can teleport up to 5 squares.
- □ Untouched (minor)
- The eladrin barbarian makes a saving throw against each effect on the eladrin barbarian that a save can end. The eladrin barbarian
gains a +2 bonus to each saving throw.
- ○ [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 +5 bonus to the attack roll.
- Barbarian Agility
- While the eladrin barbarian is not wearing heavy armor, the eladrin barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Intimidate +22, Perception +18
Str 23 (+18); Dex 16 (+15); Wis 13 (+13);
Con 15 (+14); Int 14 (+14); Cha 21 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Eladrin Cunning Bard [Level 25 Controller (Leader)]
Medium fey humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 33, Reflex 39, Will 39
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 15 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the eladrin
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +27 vs. Reflex; 3d8 + 15 force damage. Each ally within 10 squares of the eladrin bard, as the last action of his
or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the
eladrin bard’s next turn, an ally who teleports using this power also gains a +6 power bonus to all defenses.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +27 vs. Will; the eladrin bard slides the target 5 squares, the target makes a basic attack
as a free action against a creature of the eladrin bard’s choice, and the target is then stunned until the end of the eladrin
bard’s next turn. Miss: The target is dazed until the end of the eladrin bard’s next turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin bard can teleport up to 5 squares.
- ○○○ Majestic Word (minor) ✦ Healing
- The eladrin bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This
power can only be used once per round. The eladrin bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 11 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 +25, Bluff +23, Perception +18
Str 14 (+14); Dex 15 (+14); Wis 12 (+13);
Con 15 (+14); Int 23 (+18); Cha 23 (+18)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Eladrin Valorous Bard [Level 25 Controller (Leader)]
Medium fey humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 36, Reflex 36, Will 39
Saving Throws +5 against charm effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 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] Weal and Woe (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 15 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +5
power bonus to his or her next attack roll against the target.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the eladrin bard. The target deals half damage to any of the eladrin bard’s allies except the chosen ally (save
ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin bard can teleport up to 5 squares.
- ○○○ Majestic Word (minor) ✦ Healing
- The eladrin bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This
power can only be used once per round. The eladrin bard can also slide the target 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the eladrin bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 10 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 +22, Athletics +18, Perception +18
Str 14 (+14); Dex 15 (+14); Wis 12 (+13);
Con 21 (+17); Int 17 (+15); Cha 23 (+18)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Eladrin Guardian Druid [Level 25 Controller]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +18; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 36, Reflex 35, Will 39
Saving Throws +5 against charm effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 15 damage, and the target is slowed until the end of the 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; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +27 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the eladrin druid’s
next turn. Hit or Miss: Until the end of the eladrin druid’s next turn, any creature that enters the area of the burst
or starts its turn there takes 5 lightning damage.
- □ [A] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +27 vs. Fortitude; 4d6 + 15 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the eladrin druid’s next turn. While the zone persists, the eladrin druid can make the following secondary attack,
using a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +27 vs. Reflex; the
target cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor:
The zone persists.
- □ Unyielding Roots (standard) ✦ Healing
- The eladrin druid and each ally with 5 squares grows revitalizing roots. Until the end of the eladrin druid’s next turn, each
target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he
or she regains 5 hit points. Sustain Minor: The effect persists.
- ○ 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.
- 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 +23, Insight +23, Nature +23
Str 14 (+14); Dex 17 (+15); Wis 23 (+18);
Con 21 (+17); Int 15 (+14); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Eladrin Predator Druid [Level 25 Controller]
Medium fey humanoid [XP 7000]
Initiative +18; Senses Perception +23; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 33, Reflex 38, Will 39
Saving Throws +5 against charm effects
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 15 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +27 vs. Reflex; 2d6 + 9 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the eladrin druid’s next turn. Any enemy that enters the zone or starts its turn there takes 6 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +27 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the eladrin druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +27 vs. Reflex; 6d6 + 15 damage. If the attack hits at least once, the eladrin druid
shifts 6 squares. Hit or Miss: Until the end of the encounter, while the eladrin druid is in beast form the eladrin
druid can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the eladrin
druid.
- ○ 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the eladrin druid uses wild shape to change into beast form, the eladrin druid becomes
insubstantial and gain phasing until the end of the eladrin druid’s turn.
- 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 +18, Nature +23, Perception +23
Str 14 (+14); Dex 23 (+18); Wis 23 (+18);
Con 15 (+14); Int 15 (+14); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Eladrin Preserving Invoker [Level 25 Artillery]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +18; low-light
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 39
Saving Throws +5 against charm effects
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +27 vs. Reflex; 2d8 + 15 radiant damage, and the eladrin invoker slides the target 1 square. The eladrin invoker
can use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +27 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the eladrin invoker’s next turn. Until
the end of the eladrin invoker’s next turn, the target also takes a -6 penalty to attack rolls.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +27 vs. Will; 6d6 + 15 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin invoker can teleport up to 5 squares.
- □ Covenant of Vengeance (minor)
- Choose either the eladrin invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the eladrin invoker and the eladrin invoker’s allies
gain a +4 power bonus to attack rolls against that creature until the end of the eladrin invoker’s next turn.
- ○ 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 +6 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 +25, History +25, Religion +23
Str 12 (+13); Dex 16 (+15); Wis 23 (+18);
Con 15 (+14); Int 23 (+18); Cha 13 (+13)
Equipment hide armor, morningstar
-1 Level / +1 Level
Eladrin Wrathful Invoker [Level 25 Artillery]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +18; low-light
HP 177; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 37; Fortitude 37, Reflex 35, Will 39
Saving Throws +5 against charm effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +27 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The eladrin invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +27 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the eladrin invoker’s
next turn, it takes 15 fire damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +27 vs. Fortitude; 4d8 + 15 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- ○ Fey Step (move) ✦ Teleportation
- The eladrin invoker can teleport up to 5 squares.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the eladrin invoker hits the eladrin invoker.
The triggering enemy takes 2d6+5 radiant damage and is pushed 2 squares.
- 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 +21, Insight +23, Religion +20
Str 12 (+13); Dex 16 (+15); Wis 23 (+18);
Con 21 (+17); Int 17 (+15); Cha 13 (+13)
Equipment chainmail, morningstar
-1 Level / +1 Level
Eladrin Bear Shaman [Level 25 Controller (Leader)]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +23; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 36; Fortitude 37, Reflex 34, Will 39
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Will; 2d8 + 15 damage, and each ally adjacent to the eladrin shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Reflex; 2d10 + 15 damage. Until the end of the eladrin shaman’s next turn, any ally takes half damage
from any source while adjacent to the eladrin shaman’s spirit companion. Each ally adjacent to the eladrin shaman’s spirit
companion gains 6 temporary hit points.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +27 vs. Reflex; 3d6 + 15 lightning damage, and the eladrin shaman teleports the target 10
squares. Miss: Half damage, and the eladrin shaman teleports the target 5 squares. Hit or Miss: The eladrin
shaman teleports each ally in the blast 10 squares.
- ○ 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 22 damage to the spirit,
the spirit disappears, and the eladrin shaman takes 17 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 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the eladrin shaman and the eladrin shaman’s allies are insubstantial.
- ● [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; +27 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the eladrin shaman’s
spirit companion regains 6 hit points.
- Protector Spirit
- Any ally adjacent to the eladrin shaman’s spirit companion regains 5 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 +22, Nature +23, Perception +23
Str 13 (+13); Dex 16 (+15); Wis 23 (+18);
Con 21 (+17); Int 17 (+15); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Eladrin Panther Shaman [Level 25 Controller (Leader)]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +23; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 39
Saving Throws +5 against charm effects
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 2d10 + 15 damage, and until the end of the 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 +3 bonus to the attack roll.
- ○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 4d6 + 15 damage. Until the end of the eladrin shaman’s next turn, when any ally adjacent
to the eladrin shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 6 damage.
- □ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ○ 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 22 damage to the spirit,
the spirit disappears, and the eladrin shaman takes 17 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 5d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the eladrin shaman’s spirit companion without shifting.
Targets triggering enemy; +27 vs. Reflex; 2d10 + 15 damage.
- Stalker Spirit
- Any ally adjacent to the eladrin shaman’s spirit companion gains a +6 bonus to damage rolls against bloodied enemies.
Skills Athletics +18, Nature +23, Perception +23
Str 13 (+13); Dex 16 (+15); Wis 23 (+18);
Con 15 (+14); Int 23 (+18); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Eladrin Chaos Sorcerer [Level 25 Artillery]
Medium fey humanoid [XP 7000]
Initiative +18; Senses Perception +13; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 37; Fortitude 33, Reflex 37, Will 40
Saving Throws +5 against charm effects
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +30 vs. AC; 2d4 + 15 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 2d10 + 25 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:
+27 vs. Will; 1d6 + 19 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +27 vs. Fortitude; 4d6 + 25 cold damage, and the target is weakened until the end of the eladrin sorcerer’s next
turn. If the eladrin sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 19
cold damage.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 4d12 + 25 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the eladrin sorcerer can make a secondary attack against the target if it is within 10 squares of the eladrin
sorcerer (save ends): +27 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise,
its attack is unaffected by this secondary attack. If the eladrin sorcerer rolled an even number on the secondary attack roll,
the eladrin sorcerer chooses the creature that the target attacks.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin sorcerer can teleport up to 5 squares.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the eladrin sorcerer’s next turn, the eladrin sorcerer becomes insubstantial, the eladrin sorcerer gains
a fly speed equal to the eladrin sorcerer’s speed, and the eladrin sorcerer can hover.
- Chaos Power
- The eladrin sorcerer gains a +10 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 +21, Bluff +23, Endurance +19
Str 15 (+14); Dex 23 (+18); Wis 12 (+13);
Con 14 (+14); Int 15 (+14); Cha 23 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Eladrin Dragon Sorcerer [Level 25 Skirmisher]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +13; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 36; Fortitude 36, Reflex 34, Will 40
Saving Throws +5 against charm effects
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d8 + 24 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 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +27 vs. Reflex; 5d6 + 24 acid damage. Until the end of the eladrin sorcerer’s next turn, the target doesn’t
have line of sight to any creature more than 3 squares away from it.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +27 vs. Reflex; 7d6 + 24 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the eladrin sorcerer’s turns, the eladrin sorcerer can slide one enemy within 3 squares of the eladrin
sorcerer 2 squares as a free action.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin sorcerer can teleport up to 5 squares.
- □ Platinum Scales (immediate interrupt)
- When the eladrin sorcerer is hit by an attack.
Until the end of the encounter, the eladrin sorcerer gains a +5 power bonus to all defenses.
- Draconic Power
- The eladrin sorcerer gains a +9 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 +21, Athletics +22, History +21
Str 21 (+17); Dex 17 (+15); Wis 12 (+13);
Con 14 (+14); Int 15 (+14); Cha 23 (+18)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Eladrin Earth Warden [Level 25 Brute]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +19; low-light
HP 281; Bloodied 140
Healing Surges (+70 hp) ○○○
AC 41; Fortitude 38, Reflex 36, Will 35
Saving Throws +5 against charm effects
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and the eladrin warden gains a +1 power bonus to AC until the end of the eladrin warden’s next
turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +29 vs. Reflex; the eladrin warden pulls the target 2 squares to a space that
must be adjacent to the eladrin warden. Make a secondary attack against the target. Secondary Attack: +31 vs. AC; 3d10
+ 15 damage. Special: If either attack hits, the target is also slowed until the start of the eladrin warden’s next
turn.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warden can teleport up to 5 squares.
- □ Panacea (minor)
- The eladrin warden makes a saving throw with a +4 power bonus. The eladrin warden also gains a +4 power bonus to saving throws
until the end of the encounter.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The eladrin warden assumes the guardian form of the jungle lord until the end of the encounter. While the eladrin warden is
in this form, the eladrin warden gains a climb speed equal to the eladrin warden’s speed and a +2 bonus to Reflex. In addition,
whenever the eladrin warden hits a target with a melee attack, the eladrin warden slides the target 2 squares. If that attack
already pulls, pushes, or slides the target, the eladrin warden slides the target 2 squares after that forced movement. Once
during this encounter, the eladrin warden can make the following attack while the eladrin warden is in this form as a standard
action.
Secondary Attack: +29 vs. AC; 4d10 + 15 damage, and the eladrin warden slides the target 1 square. Miss:
Half damage.
- ● [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 +5 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 +20, Nature +19, Perception +19
Str 23 (+18); Dex 16 (+15); Wis 15 (+14);
Con 21 (+17); Int 14 (+14); Cha 13 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Eladrin Wild Warden [Level 25 Brute]
Medium fey humanoid [XP 7000]
Initiative +15; Senses Perception +22; low-light
HP 275; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 38
Saving Throws +5 against charm effects
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the eladrin warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +29 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is dazed until the end of the eladrin warden’s next turn. Until
the end of the eladrin warden’s next turn, the eladrin warden gains a +5 power bonus to attack rolls.
- ○ Fey Step (move) ✦ Teleportation
- The eladrin warden can teleport up to 5 squares.
- □ Renewal (minor) ✦ Healing
- The eladrin warden spends a healing surge. In addition, the eladrin warden regains the use of an encounter attack power the
eladrin warden has already used during this encounter.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The eladrin warden assumes the guardian form of the blood wolf until the end of the encounter. While the eladrin warden is
in this form, the eladrin warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied
targets. In addition, if the eladrin warden has combat advantage against a target that the eladrin warden hits with a melee
attack, the eladrin warden can knock that target prone. Once during this encounter, the eladrin warden can make the following
attack while the eladrin warden is in this form as a standard action.
Secondary Attack: +29 vs. AC; 5d12 + 15
damage (crit 75 + 3d12), and the target grants combat advantage to the eladrin warden (save ends). Miss: Half damage,
and the target grants combat advantage to the eladrin warden until the end of the eladrin warden’s next turn.
- ● [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; +29 vs. Fortitude; 2d12 + 15 damage (crit 39 + 3d12), 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
-5 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 +22, Nature +22, Perception +22
Str 23 (+18); Dex 16 (+15); Wis 21 (+17);
Con 15 (+14); Int 14 (+14); Cha 13 (+13)
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.