Elf NPCs [Level 1]
Elf Battle Cleric [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +5; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 11, Will 15
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the elf cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the target is dazed until the end of the elf cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +5 vs. AC; 2d10 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- ○○ Healing Word (minor) ✦ Healing
- The elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Elven Accuracy (free)
- The elf cleric can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The elf cleric gains a +1 bonus to the elf cleric’s next attack roll or saving throw before the end of the elf cleric’s next
turn.
- Wild Step
- The elf cleric ignores difficult terrain when shifting.
Skills Heal +8, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 16 (+3);
Con 12 (+1); Int 10 (+0); Cha 13 (+1)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Devoted Cleric [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +6; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 11, Will 16
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 1d8 + 4 radiant damage, and one ally the elf cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +4 vs. Reflex; 1d8 + 4 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the elf cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 3d8 + 4 radiant damage, and the target gains vulnerability 5 to all the elf cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- ○○ Healing Word (minor) ✦ Healing
- The elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Elven Accuracy (free)
- The elf cleric can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The elf cleric gains a +1 bonus to the elf cleric’s next attack roll or saving throw before the end of the elf cleric’s next
turn.
- Wild Step
- The elf cleric ignores difficult terrain when shifting.
Skills Heal +9, Religion +5
Str 13 (+1); Dex 13 (+1); Wis 18 (+4);
Con 12 (+1); Int 10 (+0); Cha 14 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Greatweapon Fighter [Level 1 Soldier]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +4; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 15, Reflex 12, Will 12
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +5 vs. AC; 2d12 + 3 damage (crit 27 + 1d12), and the target is slowed and cannot shift until end of the elf fighter’s next
turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: The power is not expended.
- ○ Elven Accuracy (free)
- The elf fighter can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf fighter ignores difficult terrain when shifting.
- Combat Challenge
- Every time the elf fighter attacks an enemy, the elf fighter can mark that target, whether the attack hits or misses. The
mark lasts until the end of the elf fighter’s next turn. If the marked creature makes an attack that doesn’t include the elf
fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the elf
fighter and shifts or makes an attack that does not include the elf fighter, the elf fighter can make a melee basic attack
against that enemy as an immediate interrupt.
Skills Athletics +8, Intimidate +5
Str 16 (+3); Dex 15 (+2); Wis 14 (+2);
Con 14 (+2); Int 10 (+0); Cha 11 (+0)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Elf Guardian Fighter [Level 1 Soldier]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +4; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 19; Fortitude 15, Reflex 15, Will 12
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+6 vs. AC; 1d8 + 3 damage, and the target is pushed 1 square if it is the elf fighter’s size, smaller than the elf fighter,
or one size category larger. The elf fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +6 vs. AC; 2d8 + 3 damage, and the elf fighter can spend a healing surge. Miss: The power is not expended.
- ○ Elven Accuracy (free)
- The elf fighter can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf fighter ignores difficult terrain when shifting.
- Combat Challenge
- Every time the elf fighter attacks an enemy, the elf fighter can mark that target, whether the attack hits or misses. The
mark lasts until the end of the elf fighter’s next turn. If the marked creature makes an attack that doesn’t include the elf
fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the elf
fighter and shifts or makes an attack that does not include the elf fighter, the elf fighter can make a melee basic attack
against that enemy as an immediate interrupt.
Skills Heal +7, Intimidate +5
Str 16 (+3); Dex 16 (+3); Wis 14 (+2);
Con 13 (+1); Int 10 (+0); Cha 11 (+0)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Avenging Paladin [Level 1 Soldier]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +4; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 18; Fortitude 14, Reflex 12, Will 13
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 radiant damage. If the elf paladin has marked the target, the elf paladin gains a +2 bonus to the damage
roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +6 vs. AC; 2d10 + 5 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +6 vs. AC; 3d10 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- ● Divine Challenge (minor) ✦ Radiant
- The elf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the elf 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 elf 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 elf paladin challenges another target. Divine Challenge can only be used once per round.
- □□ Lay on Hands (minor) ✦ Healing
- The elf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the elf paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Elven Accuracy (free)
- The elf paladin can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf paladin ignores difficult terrain when shifting.
Skills Intimidate +7, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 15 (+2);
Con 12 (+1); Int 10 (+0); Cha 14 (+2)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Elf Protecting Paladin [Level 1 Soldier]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +4; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 20; Fortitude 13, Reflex 14, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the elf paladin gains 2 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage. Hit or Miss: Until the end of the elf paladin’s next turn, one ally within 5 squares of
the elf paladin gains a +2 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 3d8 + 3 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the elf paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The elf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the elf 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 elf 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 elf paladin challenges another target. Divine Challenge can only be used once per round.
- □□ Lay on Hands (minor) ✦ Healing
- The elf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the elf paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Elven Accuracy (free)
- The elf paladin can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf paladin ignores difficult terrain when shifting.
Skills Intimidate +8, Religion +5
Str 14 (+2); Dex 13 (+1); Wis 15 (+2);
Con 12 (+1); Int 10 (+0); Cha 16 (+3)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Archer Ranger [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +4; Senses Perception +9; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 12
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +5/+5 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The elf ranger can shift 3 squares either before or after the attack.
Longsword: +5 vs. AC; 2d8 + 2 damage.
Longbow: Ranged 20/40; +6 vs. AC; 2d10 + 4 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +6 vs. AC; 2d10 + 4 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The elf ranger can designate the nearest visible enemy as the elf ranger’s quarry. Once per round when hitting this quarry,
the elf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the elf ranger
designates a different target as the quarry. The elf ranger can only designate one enemy as quarry at a time.
- ○ Elven Accuracy (free)
- The elf ranger can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf ranger ignores difficult terrain when shifting.
- Archer Fighting Style
- The elf ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The elf ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +9, Stealth +8
Str 14 (+2); Dex 18 (+4); Wis 15 (+2);
Con 12 (+1); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Elf Two-Blade Ranger [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +9; low-light
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 12
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +6/+6 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +6 vs. AC; 1d8 + 3 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +6 vs. AC; 2d8 + 3 damage.
Longsword (off hand):
+6 vs. AC; 2d8 + 3 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The elf ranger can designate the nearest visible enemy as the elf ranger’s quarry. Once per round when hitting this quarry,
the elf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the elf ranger
designates a different target as the quarry. The elf ranger can only designate one enemy as quarry at a time.
- ○ Elven Accuracy (free)
- The elf ranger can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf ranger ignores difficult terrain when shifting.
- Two-Blade Fighting Style
- The elf ranger can wield a one-handed weapon in the elf ranger’s off hand as if it were an off-hand weapon. In addition, the
elf ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The elf ranger gains an additional +5 hit points.
Skills Nature +9, Perception +9
Str 16 (+3); Dex 16 (+3); Wis 15 (+2);
Con 12 (+1); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Elf Brawny Rogue [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +4; Senses Perception +3; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 11
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 4 damage.
Hit:
The target is slowed and grants combat advantage to the elf rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the elf rogue until the end of the elf rogue’s next turn.
- ○ Elven Accuracy (free)
- The elf rogue can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf rogue ignores difficult terrain when shifting.
- First Strike
- At the start of an encounter, the elf rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the elf rogue’s weapon damage die increases by one size. When wielding a dagger, the elf rogue gains
a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the elf rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the elf rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +9
Str 14 (+2); Dex 18 (+4); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 13 (+1)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Elf Trickster Rogue [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +4; Senses Perception +8; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 16, Will 12
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +4 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
The elf rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 4 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the elf rogue hits the
target the elf rogue slides it 1 square.
- ○ Elven Accuracy (free)
- The elf rogue can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf rogue ignores difficult terrain when shifting.
- First Strike
- At the start of an encounter, the elf rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the elf rogue’s weapon damage die increases by one size. When wielding a dagger, the elf rogue gains
a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the elf rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the elf rogue deals an extra 2d6 damage.
Skills Stealth +9, Thievery +9
Str 13 (+1); Dex 18 (+4); Wis 13 (+1);
Con 12 (+1); Int 10 (+0); Cha 14 (+2)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Elf Fey-Pact Warlock [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +4; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 14; Fortitude 11, Reflex 13, Will 14
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the elf warlock is invisible to the target until the start of the elf
warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –4 penalty to attack rolls until the end of the elf
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ● Warlock’s Curse (minor)
- The elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the elf
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 elf warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The elf warlock can immediately teleport 3 squares.
- ○ Elven Accuracy (free)
- The elf warlock can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf warlock ignores difficult terrain when shifting.
Skills Arcana +7, Bluff +8
Str 10 (+0); Dex 13 (+1); Wis 14 (+2);
Con 13 (+1); Int 14 (+2); Cha 16 (+3)
Equipment leather armor, spear
-1 Level / +1 Level
Elf Infernal-Pact Warlock [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 13, Will 12
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d6 + 3 fire damage. If the elf warlock takes damage before the end of the elf warlock’s next turn,
the target takes an extra 1d6 + 3 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +3 vs. Will; 2d8 + 3 necrotic damage, and the elf warlock gains 7 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 3d10 + 3 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the elf
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 elf warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The elf warlock gains 1 temporary hit points.
- ○ Elven Accuracy (free)
- The elf warlock can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf warlock ignores difficult terrain when shifting.
Skills Arcana +7, Intimidate +6
Str 10 (+0); Dex 14 (+2); Wis 13 (+1);
Con 16 (+3); Int 14 (+2); Cha 13 (+1)
Equipment leather armor, mace
-1 Level / +1 Level
Elf Star-Pact Warlock [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 13, Will 13
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +2 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the elf warlock on its next turn, it takes
an extra 1d6 + 3 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +2 vs. Will; 2d8 + 2 psychic damage, and the target takes a –2 penalty to Will defense until the end of the elf
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +2 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the elf warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ● Warlock’s Curse (minor)
- The elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the elf
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 elf 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 elf warlock gains a +1 bonus to a single d20 roll the elf warlock makes during the elf warlock’s next turn. This bonus
is cumulative; if three cursed enemies drop, the bonus increases to +3.
- ○ Elven Accuracy (free)
- The elf warlock can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf warlock ignores difficult terrain when shifting.
Skills Arcana +6, Insight +6
Str 10 (+0); Dex 14 (+2); Wis 13 (+1);
Con 16 (+3); Int 13 (+1); Cha 14 (+2)
Equipment leather armor, sickle
-1 Level / +1 Level
Elf Inspiring Warlord [Level 1 Soldier (Leader)]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +3; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 11, Will 13
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +5 vs. Fortitude; 3 damage, and choose one ally adjacent to either the elf warlord or the target. On his or her next attack
against the target, this ally gains a +2 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +5 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the elf warlord or the target gains a +3 power bonus to AC against
the target’s attacks until the end of the elf warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +5 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the elf warlord gains a +1 power bonus to all defenses until the
end of the encounter. Hit or Miss: Allies within 5 squares of the elf warlord gains 7 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The elf warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Elven Accuracy (free)
- The elf warlord can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf warlord ignores difficult terrain when shifting.
- Inspiring Presence
- When an ally who can see the elf warlord spends an action point to take an extra action, that ally also regains 2 lost hit
points.
- Combat Leader
- The elf warlord and each ally within 10 squares who can see and hear the elf warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +6
Str 16 (+3); Dex 13 (+1); Wis 12 (+1);
Con 12 (+1); Int 13 (+1); Cha 14 (+2)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Elf Tactical Warlord [Level 1 Soldier (Leader)]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +3; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 13, Will 12
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage. Before the elf warlord attacks, one ally adjacent to either the elf warlord or the target may shift
1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and one ally within 5 squares gains a +3 power bonus to attack rolls against the target until the
end of the elf warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +6 vs. AC; 3d8 + 3 damage, and the elf warlord and allies within 5 squares gain a +3 power bonus to attack rolls against the
target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○○ Inspiring Word (minor) ✦ Healing
- The elf warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Elven Accuracy (free)
- The elf warlord can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf warlord ignores difficult terrain when shifting.
- Tactical Presence
- When an ally the elf warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack
roll.
- Combat Leader
- The elf warlord and each ally within 10 squares who can see and hear the elf warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +7
Str 16 (+3); Dex 13 (+1); Wis 12 (+1);
Con 12 (+1); Int 14 (+2); Cha 13 (+1)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Elf Control Wizard [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +5; low-light
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 11, Reflex 13, Will 15
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the elf wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the elf wizard’s next turn. The elf wizard can end this effect as a minor action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +3 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Elven Accuracy (free)
- The elf wizard can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Orb of Imposition (free)
- The elf wizard can choose one creature suffering from one of the elf wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -3 penalty to its saving throws against that effect. Alternatively, the elf wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the elf wizard’s current turn, so that it lasts instead
until the end of the elf wizard’s next turn.
- Wild Step
- The elf wizard ignores difficult terrain when shifting.
Skills Arcana +8, Insight +8
Str 10 (+0); Dex 15 (+2); Wis 16 (+3);
Con 12 (+1); Int 16 (+3); Cha 11 (+0)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Elf War Wizard [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +4; low-light
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 11, Reflex 13, Will 14
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +3 vs. Reflex; 2d6 + 3 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +3 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +3 vs. Reflex; 1d8 + 3 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Elven Accuracy (free)
- The elf wizard can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Wand of Accuracy (free)
- The elf wizard gains a +3 bonus to a single attack roll.
- Wild Step
- The elf wizard ignores difficult terrain when shifting.
Skills Arcana +8, History +8
Str 10 (+0); Dex 16 (+3); Wis 15 (+2);
Con 12 (+1); Int 16 (+3); Cha 11 (+0)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Elf Isolating Avenger [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +6; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 15
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 4 damage, and the elf avenger shifts 1 square, sliding the target 1 square into the space the elf avenger
occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d10 + 4 damage, and until the end of the elf avenger’s next turn, any enemy that ends its turn adjacent to the
elf avenger or that hits or misses the elf avenger takes 7 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +7 vs. AC; 2d10 + 4 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the elf avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the elf avenger can see in within 10 squares. When the elf avenger makes a melee attack against the target
and the target is the only enemy adjacent to the elf avenger, the elf 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 elf avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the elf avenger makes an attack roll against the elf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ○ Elven Accuracy (free)
- The elf avenger can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf avenger ignores difficult terrain when shifting.
- Censure of Retribution
- When any enemy other than the elf avenger’s oath of enmity target hits the elf avenger, the elf avenger gains a +2 bonus to
damage rolls against the elf avenger’s oath of enmity target until the end of the elf avenger’s next turn. This bonus is cumulative.
- Armor of Faith
- The favor of the elf avenger’s deity wards the elf avenger from harm. While the elf avenger is neither wearing heavy armor
nor using a shield, the elf avenger gains a +3 bonus to AC.
Skills Athletics +6, Religion +7
Str 13 (+1); Dex 13 (+1); Wis 18 (+4);
Con 12 (+1); Int 14 (+2); Cha 10 (+0)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Elf Pursuing Avenger [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +6; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 15
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 4 damage, and if the target doesn’t end its next turn adjacent to the elf avenger, the elf avenger can shift
4 squares as a free action. The elf avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +7 vs. AC; 2d10 + 4 damage. Before the attack, the elf avenger shifts 4 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +7 vs. AC; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the elf avenger at the start of the elf avenger’s turn, the elf avenger can teleport to a space
within 3 squares of it as a minor action. This effect ends if the elf avenger ends the elf avenger’s turn more than 3 squares
away from the target.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the elf avenger can see in within 10 squares. When the elf avenger makes a melee attack against the target
and the target is the only enemy adjacent to the elf avenger, the elf 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 elf avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the elf avenger makes an attack roll against the elf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ○ Elven Accuracy (free)
- The elf avenger can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf avenger ignores difficult terrain when shifting.
- Censure of Pursuit
- If the elf avenger’s oath of enmity target moves away from the elf avenger willingly, the elf avenger gains a +5 bonus to
damage rolls against the target until the end of the elf avenger’s next turn.
- Armor of Faith
- The favor of the elf avenger’s deity wards the elf avenger from harm. While the elf avenger is neither wearing heavy armor
nor using a shield, the elf avenger gains a +3 bonus to AC.
Skills Religion +5, Stealth +8
Str 13 (+1); Dex 16 (+3); Wis 18 (+4);
Con 12 (+1); Int 11 (+0); Cha 10 (+0)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Elf Rageblood Barbarian [Level 1 Brute]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +8; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 11
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d8 + 3 damage (crit 23 + 1d12). Hit or Miss: Until the start of the elf barbarian’s next turn, any
attacker gains a +2 bonus to attack rolls against the elf barbarian. If the elf barbarian is raging, attackers do not gain
this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +5 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Hit or Miss: Until the start of the elf barbarian’s next turn, any attacker
gains a +4 bonus to attack rolls against the elf barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: Half damage. Hit or Miss: The elf barbarian enters the rage
of the bloodhunt. Until the rage ends, the elf barbarian gains a +2 bonus to melee damage rolls if either the elf barbarian
or the elf barbarian’s target is bloodied.
- ○ Elven Accuracy (free)
- The elf barbarian can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Swift Charge (free)
- When the elf barbarian’s attack reduces an enemy to 0 hit points.
The elf barbarian charges an enemy.
- Wild Step
- The elf barbarian ignores difficult terrain when shifting.
- Rageblood Vigor
- Whenever the elf barbarian’s attack reduces an enemy to 0 hit points, the elf barbarian gains 2 temporary hit points.
- Barbarian Agility
- While the elf barbarian is not wearing heavy armor, the elf barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +8
Str 16 (+3); Dex 14 (+2); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Thaneborn Barbarian [Level 1 Brute]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +8; low-light
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 12
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). When charging, the elf barbarian can use this power in place of a melee
basic attack. If the elf barbarian is raging, the elf barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). If the elf barbarian targets two creatures,
the elf barbarian can shift 2 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d12 + 3 damage (crit 15 + 1d12), and the elf barbarian knocks the
target prone. Miss: Half damage. Hit or Miss: The elf barbarian enters the rage of the macetail behemoth. Until
the rage ends, whenever the elf barbarian hits, the elf barbarian gains 3 temporary hit points.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the elf 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 elf barbarian’s next turn.
- ○ Elven Accuracy (free)
- The elf barbarian can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf barbarian ignores difficult terrain when shifting.
- Thaneborn Triumph
- Whenever the elf barbarian bloodies an enemy, the next attack by the elf barbarian or an ally against that enemy gains a +2
bonus to the attack roll.
- Barbarian Agility
- While the elf barbarian is not wearing heavy armor, the elf barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +8
Str 16 (+3); Dex 14 (+2); Wis 13 (+1);
Con 13 (+1); Int 10 (+0); Cha 14 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Cunning Bard [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +8; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 14, Will 14
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the elf
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +3 vs. Will; 1d6 + 3 damage, and the elf bard slides the target 3 squares. During the slide, the elf bard or one
of the elf bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack
roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +3 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The elf bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The elf bard can also slide the target 1 square.
- ○ Elven Accuracy (free)
- The elf bard can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf bard ignores difficult terrain when shifting.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the elf bard, the elf bard can slide that ally 1 square
as a free action.
- Skill Versatility
- The elf bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Bluff +8
Str 12 (+1); Dex 13 (+1); Wis 12 (+1);
Con 13 (+1); Int 14 (+2); Cha 16 (+3)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Elf Valorous Bard [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +1; Senses Perception +8; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 12, Reflex 13, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the target takes a –2 penalty to the defense of the elf bard’s choice until the end of the
elf bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +3 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 2 squares. Hit or Miss:
The elf bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and the target grants combat advantage to the elf bard and the elf bard’s allies (save ends). Miss:
Half damage. Hit or Miss: Until the end of the encounter, whenever the elf bard hits an enemy, that enemy grants combat
advantage to the elf bard and the elf bard’s allies until the end of the elf bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The elf bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The elf bard can also slide the target 1 square.
- ○ Elven Accuracy (free)
- The elf bard can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf bard ignores difficult terrain when shifting.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the elf bard reduces an enemy to 0 hit points or bloodies an enemy, the
elf bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The elf bard gains a +1 bonus to untrained skill checks.
Skills Arcana +6, Athletics +5
Str 12 (+1); Dex 13 (+1); Wis 12 (+1);
Con 14 (+2); Int 13 (+1); Cha 16 (+3)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Elf Guardian Druid [Level 1 Controller]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +6; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 15
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the elf druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +4 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +4 vs. Fortitude; 1d6 + 6 cold damage, and the target is immobilized until the end of the elf druid’s next turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the elf druid’s choice within 5 squares
of the target regains 7 hit points. Aftereffect: One creature of the elf druid’s choice within 5 squares of the target
regains 2 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The elf druid changes from the elf druid’s humanoid form to beast form or vice versa. When the elf druid changes from beast
form back to the elf druid’s humanoid form, the elf druid shifts 1 square. While the elf druid is in beast form, the elf druid
can’t use attack, utility, or feat powers that lack the beast form keyword, although the elf druid can sustain such powers.
The elf druid can use this power once per round.
- ○ Elven Accuracy (free)
- The elf druid can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf druid ignores difficult terrain when shifting.
- Primal Guardian
- While the elf druid is not wearing heavy armor, the elf druid can use the elf druid’s Constitution modifier in place of the
elf druid’s Dexterity or Intelligence modifier to determine the elf druid’s AC.
Skills Heal +9, Nature +11
Str 12 (+1); Dex 15 (+2); Wis 18 (+4);
Con 14 (+2); Int 11 (+0); Cha 10 (+0)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Predator Druid [Level 1 Controller]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +11; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 11, Reflex 14, Will 15
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +4 vs. Reflex; 1d8 + 4 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +4 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the elf druid’s next turn. Any enemy that enters the zone or starts its turn there takes 4 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +4 vs. Reflex; 1d10 + 4 damage. If at least one of the attacks hits, the elf druid can shift
3 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +4 vs. Reflex; 1d6 + 4 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the elf druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The elf druid changes from the elf druid’s humanoid form to beast form or vice versa. When the elf druid changes from beast
form back to the elf druid’s humanoid form, the elf druid shifts 1 square. While the elf druid is in beast form, the elf druid
can’t use attack, utility, or feat powers that lack the beast form keyword, although the elf druid can sustain such powers.
The elf druid can use this power once per round.
- ○ Elven Accuracy (free)
- The elf druid can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf druid ignores difficult terrain when shifting.
- Primal Predator
- While the elf druid is not wearing heavy armor, the elf druid gains a +1 bonus to the elf druid’s speed.
Skills Nature +11, Perception +11
Str 12 (+1); Dex 16 (+3); Wis 18 (+4);
Con 13 (+1); Int 11 (+0); Cha 10 (+0)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Preserving Invoker [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +6; low-light
HP 25; Bloodied 12
Healing Surges (+6 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 15
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +4 vs. Reflex; 1d8 + 4 radiant damage, and the elf invoker slides the target 1 square. The elf invoker can use
this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 4 radiant damage. Hit or Miss: Each ally in the burst
gains a +3 power bonus to AC until the end of the elf invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +4 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the elf invoker’s next turn.
- ○ Elven Accuracy (free)
- The elf invoker can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the elf invoker hits the elf invoker’s ally.
The elf invoker gains a +2 bonus to the elf invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the elf invoker’s next turn.
- Wild Step
- The elf invoker ignores difficult terrain when shifting.
- Covenant of Preservation
- When the elf invoker uses a divine encounter or daily attack power on the elf invoker’s turn, the elf invoker can slide an
ally within 10 squares of the elf invoker 1 square.
Skills Arcana +7, Religion +7
Str 10 (+0); Dex 14 (+2); Wis 18 (+4);
Con 13 (+1); Int 14 (+2); Cha 11 (+0)
Equipment hide armor, morningstar
-1 Level / +1 Level
Elf Wrathful Invoker [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +6; low-light
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 16; Fortitude 13, Reflex 13, Will 15
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +4 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The elf invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +4 vs. Fortitude; 1d6 + 4 thunder damage, or 2d6 + 4 thunder damage if the
elf invoker targets only one creature. In addition, the target is dazed until the end of the elf invoker’s next turn and is
pushed 2 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d10 + 4 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the elf invoker hits the elf invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- ○ Elven Accuracy (free)
- The elf invoker can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf invoker ignores difficult terrain when shifting.
- Covenant of Wrath
- When the elf invoker uses a divine encounter or daily attack power on the elf invoker’s turn, the elf invoker gains a bonus
to the damage roll equal to 1 for each enemy the elf invoker attacks with the power.
Skills Endurance +6, Religion +6
Str 10 (+0); Dex 14 (+2); Wis 18 (+4);
Con 14 (+2); Int 13 (+1); Cha 11 (+0)
Equipment chainmail, morningstar
-1 Level / +1 Level
Elf Bear Shaman [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +11; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 13, Reflex 12, Will 15
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Will; 1d8 + 4 damage, and each ally adjacent to the elf shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +4 vs. Fortitude; 1d6 + 4 thunder damage, and until the end of the elf shaman’s next turn, the elf shaman and the
elf shaman’s allies gain 2 resistance to all damage while adjacent to the elf shaman’s spirit companion. In addition, the
elf shaman or one ally within 5 squares of the elf shaman gains 2 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +4 vs. Fortitude; 1d8 + 4 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the elf shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character
can end this effect on himself or herself to regain 10 hit points.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The elf shaman conjures the elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the elf shaman falls unconscious or until the elf shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the elf shaman takes a move action, the elf shaman can also move the spirit
a number of squares equal to the elf 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 10 damage to the spirit, the spirit disappears, and the elf
shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The elf shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the elf
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the elf shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the elf shaman’s spirit
companion regains 4 hit points.
- ○ Elven Accuracy (free)
- The elf shaman can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf shaman ignores difficult terrain when shifting.
- Protector Spirit
- Any ally adjacent to the elf shaman’s spirit companion regains 2 additional hit points when he or she uses second wind or
when the elf shaman uses a healing power on him or her.
Skills Nature +11, Perception +11
Str 11 (+0); Dex 14 (+2); Wis 18 (+4);
Con 14 (+2); Int 13 (+1); Cha 10 (+0)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Panther Shaman [Level 1 Controller (Leader)]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +11; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 12, Will 15
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +4 vs. Fortitude; 1d10 + 4 damage, and until the end of the elf shaman’s next turn, the elf shaman’s spirit
companion can flank with the elf shaman and the elf shaman’s allies. If the target is bloodied, the elf shaman gains a +1
bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +4 vs. Reflex; 1d8 + 4 damage. If the target is bloodied, the elf shaman
gains a +2 bonus to the attack roll. Hit: Until the end of the elf shaman’s next turn, the elf shaman and the elf shaman’s
allies have combat advantage when making melee attacks against any enemy adjacent to the elf shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the elf shaman’s spirit companion; +4 vs. Will; 3d6 + 4
psychic damage, and the elf shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The elf shaman conjures the elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the elf shaman falls unconscious or until the elf shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the elf shaman takes a move action, the elf shaman can also move the spirit
a number of squares equal to the elf 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 10 damage to the spirit, the spirit disappears, and the elf
shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The elf shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the elf
shaman’s spirit companion, other than the target, regains 1d6 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 elf shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 1d10 + 4 damage.
- ○ Elven Accuracy (free)
- The elf shaman can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf shaman ignores difficult terrain when shifting.
- Stalker Spirit
- Any ally adjacent to the elf shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +11, Perception +11
Str 11 (+0); Dex 14 (+2); Wis 18 (+4);
Con 13 (+1); Int 14 (+2); Cha 10 (+0)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Chaos Sorcerer [Level 1 Artillery]
Medium fey humanoid [XP 100]
Initiative +3; Senses Perception +3; low-light
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 11, Reflex 13, Will 15
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +3 vs. Will; 1d10 + 6 psychic damage and if the elf 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:
+3 vs. Will; 1d6 + 3 psychic damage. If the elf sorcerer rolled an even number for the secondary attack roll, repeat the secondary
attack. The elf sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +3 vs. Will; 1d10 + 6 psychic damage, and the target is pushed 3 squares. If
the elf sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 6d6 + 6 radiant damage and if the elf sorcerer rolled an even number on the attack roll, the target
takes a -3 penalty to attack rolls against the elf sorcerer (save ends). Miss: Half damage.
- ○ Elven Accuracy (free)
- The elf sorcerer can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf sorcerer ignores difficult terrain when shifting.
- Chaos Power
- The elf sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the elf sorcerer rolls a natural 20 on an attack roll for an arcane power, the elf sorcerer slides the target 1 square
and knock it prone after applying the attack’s other effects. When the elf sorcerer rolls a natural 1 on an attack roll
for an arcane power, the elf sorcerer must push each creature within 5 squares of the elf sorcerer 1 square.
Skills Arcana +5, Bluff +8
Str 13 (+1); Dex 16 (+3); Wis 12 (+1);
Con 12 (+1); Int 11 (+0); Cha 16 (+3)
Equipment cloth armor, dagger
-1 Level / +1 Level
Elf Dragon Sorcerer [Level 1 Skirmisher]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 12; Fortitude 12, Reflex 12, Will 15
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +3 vs. Reflex; 1d8 + 5 fire damage. The next enemy that hits the elf sorcerer with a melee attack before the
end of the elf sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +3 vs. Reflex; 2d6 + 5 acid damage, and the target can’t gain combat advantage against any creature until the
end of the elf sorcerer’s next turn. The elf sorcerer gains concealment until the end of the elf sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +3 vs. Reflex; 3d8 + 5 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
elf sorcerer’s next turn, whenever an enemy hits the elf sorcerer with a melee attack, the elf sorcerer pushes that enemy
1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Elven Accuracy (free)
- The elf sorcerer can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf sorcerer ignores difficult terrain when shifting.
- Draconic Power
- The elf sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the elf sorcerer is not wearing heavy armor, the elf sorcerer can use the elf sorcerer’s Strength modifier in place
of the elf sorcerer’s Dexterity or Intelligence modifier to determine the elf sorcerer’s AC.
Skills Arcana +5, Athletics +7
Str 14 (+2); Dex 15 (+2); Wis 12 (+1);
Con 12 (+1); Int 11 (+0); Cha 16 (+3)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Elf Earth Warden [Level 1 Brute]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +9; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 17; Fortitude 14, Reflex 14, Will 13
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and the elf warden gains a +1 power bonus to AC until the end of the elf warden’s next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the elf warden pushes the target 2 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +5 vs. Fortitude; 1d6 thunder damage, and the elf warden pushes the secondary target 1 square.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The elf warden assumes the guardian form of the willow sentinel until the end of the encounter. While the elf warden is in
this form, the elf warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude
while adjacent to the elf warden. Once during this encounter, the elf warden can make the following attack while the elf warden
is in this form as an immediate interrupt when an enemy adjacent to the elf warden makes an attack roll against the elf warden’s
ally.
Secondary Attack: Targets the triggering enemy; +5 vs. AC; 1d10 + 3 damage, and the target takes a –4
penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering attack
roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the elf warden that is within 5 squares of the elf warden makes an attack that does not include
the elf warden as a target.
Targets the triggering enemy; The elf warden slides the target 1 square. The target is slowed and cannot shift until the end
of its turn.
- ○ Elven Accuracy (free)
- The elf warden can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf warden ignores difficult terrain when shifting.
- Earthstrength
- When the elf warden uses the elf warden’s second wind, the elf warden gains an additional +2 bonus to AC. The bonus lasts
until the end of the elf warden’s next turn.
- Font of Life
- At the start of the elf warden’s turn, the elf 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 elf warden on the elf warden’s current turn. If the elf
warden fails the saving throw, the elf warden still makes a saving throw against the effect at the end of the elf warden’s
turn.
- Nature’s Wrath
- Once during each of the elf warden’s turns, the elf warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the elf warden’s next turn.
Skills Athletics +5, Perception +9
Str 16 (+3); Dex 14 (+2); Wis 15 (+2);
Con 14 (+2); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Elf Wild Warden [Level 1 Brute]
Medium fey humanoid [XP 100]
Initiative +2; Senses Perception +10; low-light
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 14, Reflex 12, Will 14
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and the target is slowed until the end of the elf warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +5 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The elf warden assumes the guardian form of the relentless panther until the end of the encounter. While the elf warden is
in this form, the elf warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the elf warden.
In addition, the elf warden can shift 2 squares as a move action. Once during this encounter, the elf warden can make the
following attack while the elf warden is in this form as a standard action.
Secondary Attack: Before the attack,
the elf warden shifts the elf warden’s speed; +5 vs. Reflex; 2d12 + 3 damage (crit 27 + 1d12), and ongoing 5 damage (save
ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the elf warden makes an attack that does not include the elf warden as a target.
Targets the triggering enemy; +5 vs. Fortitude; 1d12 + 3 damage (crit 15 + 1d12), and the target grants combat advantage to
the elf warden and the elf warden’s allies until the end of the elf warden’s next turn.
- ○ Elven Accuracy (free)
- The elf warden can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf warden ignores difficult terrain when shifting.
- Wildblood
- When the elf warden uses the elf warden’s second wind, each enemy marked by the elf warden takes an additional -3 penalty
to attack rolls for attacks that don’t include the elf warden as a target, until the end of the elf warden’s next turn.
- Font of Life
- At the start of the elf warden’s turn, the elf 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 elf warden on the elf warden’s current turn. If the elf
warden fails the saving throw, the elf warden still makes a saving throw against the effect at the end of the elf warden’s
turn.
- Nature’s Wrath
- Once during each of the elf warden’s turns, the elf warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the elf warden’s next turn.
Skills Athletics +7, Perception +10
Str 16 (+3); Dex 14 (+2); Wis 16 (+3);
Con 13 (+1); Int 10 (+0); Cha 11 (+0)
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.