Elf NPCs [Level 4]

Elf Battle Cleric [Level 4 Controller (Leader)]

Medium fey humanoid [XP 175]

Initiative +3; Senses Perception +7; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 16, Reflex 14, Will 18
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target until the end of the elf cleric’s next turn.
○ [M] Split the Sky (standard) ✦ Thunder, Weapon
+8 vs. Fortitude; 1d10 + 4 thunder damage, and the target is pushed 2 squares and knock it prone.
□ [M] Avenging Flame (standard) ✦ Fire, Weapon
+8 vs. AC; 2d10 + 4 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
Bless (standard)
The elf cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
○○ 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 +10, Religion +7
Str 17 (+5); Dex 13 (+3); Wis 17 (+5);
Con 12 (+3); Int 10 (+2); Cha 13 (+3)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Elf Devoted Cleric [Level 4 Controller (Leader)]

Medium fey humanoid [XP 175]

Initiative +3; Senses Perception +8; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 14, Reflex 14, Will 19
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +7 vs. Reflex; 1d8 + 5 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.
○ [R] Daunting Light (standard) ✦ Radiant
Ranged 10; +7 vs. Reflex; 2d10 + 5 radiant damage. Hit or Miss: One ally the elf cleric can see gains combat advantage against the target until the end of the elf cleric’s next turn.
□ [R] Cascade of Light (standard) ✦ Radiant
Ranged 10; +7 vs. Will; 3d8 + 5 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.
Cure Light Wounds (standard) ✦ Healing
The elf cleric or one creature touched by the elf cleric regains hit points as if spending a healing surge.
○○ 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 +11, Religion +7
Str 13 (+3); Dex 13 (+3); Wis 19 (+6);
Con 12 (+3); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Elf Greatweapon Fighter [Level 4 Soldier]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +6; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 20; Fortitude 18, Reflex 15, Will 15
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +8 vs. AC; 1d6 + 4 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 3 damage.
○ [M] Crushing Blow (standard) ✦ Weapon
+8 vs. AC; 2d12 + 6 damage (crit 30 + 1d12).
□ [M] Brute Strike (standard) ✦ Reliable, Weapon
+8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: The power is not expended.
Unstoppable (minor) ✦ Healing
The elf fighter gains 2d6 + 2 temporary hit points.
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 +10, Intimidate +7
Str 17 (+5); Dex 15 (+4); Wis 14 (+4);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Elf Guardian Fighter [Level 4 Soldier]

Medium fey humanoid [XP 175]

Initiative +5; Senses Perception +6; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 15
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+9 vs. AC; 1d8 + 4 damage, and the target is pushed 1 square if it is the 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] Dance of Steel (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and the target is immobilized until the end of the elf fighter’s next turn.
□ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
+9 vs. AC; 2d8 + 4 damage, and the elf fighter can spend a healing surge. Miss: The power is not expended.
Get Over Here (move)
The elf fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the elf fighter.
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 +9, Intimidate +7
Str 17 (+5); Dex 17 (+5); Wis 14 (+4);
Con 13 (+3); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Elf Avenging Paladin [Level 4 Soldier]

Medium fey humanoid [XP 175]

Initiative +3; Senses Perception +6; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 21; Fortitude 17, Reflex 15, Will 16
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+9 vs. AC; 1d10 + 4 radiant damage. If the elf paladin has marked the target, the elf paladin gains a +2 bonus to the damage roll.
○ [M] Arcing Smite (standard) ✦ Weapon
+9 vs. AC against one or two targets; 1d10 + 4 damage, and the target is marked until the end of the elf paladin’s next turn.
□ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
+9 vs. AC; 3d10 + 4 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
Sacred Circle (standard) ✦ Zone
Close burst 3. The burst creates a zone that, until the end of the encounter, gives the elf paladin and allies within it a +1 power bonus to AC.
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 +9, Religion +7
Str 17 (+5); Dex 13 (+3); Wis 15 (+4);
Con 12 (+3); Int 10 (+2); Cha 15 (+4)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Elf Protecting Paladin [Level 4 Soldier]

Medium fey humanoid [XP 175]

Initiative +3; Senses Perception +6; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 23; Fortitude 16, Reflex 17, Will 17
Speed 6

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage, and the elf paladin gains 2 temporary hit points.
○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
+9 vs. Will; 2d8 + 4 damage. If the elf paladin is bloodied, the elf paladin regains 7 hit points. Bloodied allies within 5 squares of the elf paladin also regain 7 hit points.
□ [R] Radiant Delirium (standard) ✦ Radiant
Ranged 5; +6 vs. Reflex; 3d8 + 4 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.
Martyr’s Blessing (immediate interrupt)
When an adjacent ally is hit by a melee or a ranged attack.
The elf paladin is hit by the attack instead.
Wild Step
The elf paladin ignores difficult terrain when shifting.

Skills Intimidate +10, Religion +7
Str 15 (+4); Dex 13 (+3); Wis 15 (+4);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Elf Archer Ranger [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +6; Senses Perception +11; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 20; Fortitude 16, Reflex 18, Will 15
Speed 7

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +9 vs. AC; 1d10 + 5 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage (off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 1 damage.
□ [R] Split the Tree (standard) ✦ Weapon
Ranged 20/40; targets two creatures within 3 squares of each other; +9 vs. AC; 2d10 + 5 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.
○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
When the elf ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +8 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +9 vs. AC; 1d10 + 5 damage.
Hit: The target takes a -5 penalty to its attack roll for the triggering attack.
Elven Accuracy (free)
The elf ranger can reroll an attack roll. Use the second roll, even if it’s lower.
Yield Ground (immediate reaction)
When an enemy damages the elf ranger with a melee attack.
The elf ranger can shift 2 squares. The elf ranger gains a +2 power bonus to all defenses until the end of the elf ranger’s next turn.
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 +11, Stealth +10
Str 15 (+4); Dex 19 (+6); Wis 15 (+4);
Con 12 (+3); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Elf Two-Blade Ranger [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +5; Senses Perception +11; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 15
Speed 7

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage (off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
○ [M/R] Cut and Run (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage (off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 4 damage.
After the first or the second attack, the elf ranger can shift 3 squares.
□ [M] Jaws of the Wolf (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +9 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +9 vs. AC; 2d8 + 4 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.
Unbalancing Parry (immediate reaction) ✦ Weapon
When an adjacent enemy misses the elf ranger with a melee attack.
The elf ranger slides the enemy into a square adjacent to the elf ranger and gain combat advantage against it until the end of the elf ranger’s next turn.
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 +11, Perception +11
Str 17 (+5); Dex 17 (+5); Wis 15 (+4);
Con 12 (+3); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Elf Brawny Rogue [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +6; Senses Perception +5; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 15, Reflex 19, Will 14
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +10 vs. AC; 1d6 + 5 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+10 vs. Reflex; 1d6 + 5 damage.
○ [M] Setup Strike (standard) ✦ Weapon
+10 vs. AC; 2d6 + 5 damage, and the target grants combat advantage to the elf rogue until the end of the elf rogue’s next turn.
□ [M/R] Easy Target (standard) ✦ Weapon
Short Sword: +10 vs. AC; 2d6 + 5 damage.
Shuriken: Ranged 6/12; +10 vs. AC; 2d6 + 5 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.
Tumble (move)
The elf rogue can shift a number of squares equal to one-half the elf rogue’s speed.
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 +11, Thievery +11
Str 15 (+4); Dex 19 (+6); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 13 (+3)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Elf Trickster Rogue [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +6; Senses Perception +10; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 14, Reflex 19, Will 15
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+7 vs. AC; 1d6 + 2 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +10 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
The elf rogue can move 2 squares before the attack.
○ [M/R] Trickster’s Blade (standard) ✦ Weapon
Short Sword: +10 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 2d6 + 5 damage.
Hit: Add +2 to the elf rogue’s AC until the start of the elf rogue’s next turn.
□ [M/R] Trick Strike (standard) ✦ Weapon
Short Sword: +10 vs. AC; 3d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 3d6 + 5 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.
Fleeting Ghost (move)
The elf rogue can move at full speed and make a Stealth check without the normal penalty from movement.
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 +11, Thievery +11
Str 13 (+3); Dex 19 (+6); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Elf Fey-Pact Warlock [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +3; Senses Perception +6; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 17; Fortitude 14, Reflex 16, Will 17
Speed 7

● [m] Spear (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the elf warlock is invisible to the target until the start of the elf warlock’s next turn.
○ [C] Otherwind Stride (standard) ✦ Teleportation
Close burst 1; +6 vs. Fortitude; 1d8 + 4 damage, and the target is immobilized until the end of the elf warlock’s next turn. Hit or Miss: The elf warlock teleports 7 squares.
□ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 3d8 + 4 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide the target 1 square (save ends).
Ethereal Stride (move) ✦ Teleportation
The elf warlock can teleport 3 squares, and the elf warlock gains a +2 power bonus to all defenses until the end of the elf warlock’s next turn.
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 +9, Bluff +10
Str 10 (+2); Dex 13 (+3); Wis 14 (+4);
Con 13 (+3); Int 15 (+4); Cha 17 (+5)
Equipment leather armor, spear

-1 Level / +1 Level

Elf Infernal-Pact Warlock [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +5; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 17; Fortitude 16, Reflex 16, Will 15
Speed 7

● [m] Mace (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +6 vs. Reflex; 1d6 + 4 fire damage. If the elf warlock takes damage before the end of the elf warlock’s next turn, the target takes an extra 1d6 + 4 fire damage.
○ [R] Fiery Bolt (standard) ✦ Fire
Ranged 10; +6 vs. Reflex; 3d6 + 4 fire damage, and creatures adjacent to the target take 1d6 + 6 fire damage.
□ [R] Flames of Phlegethos (standard) ✦ Fire
Ranged 10; +6 vs. Reflex; 3d10 + 4 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.
Fiendish Resilience (minor)
The elf warlock gains 6 temporary hit points.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The elf warlock gains 4 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 +9, Intimidate +8
Str 10 (+2); Dex 14 (+4); Wis 13 (+3);
Con 17 (+5); Int 15 (+4); Cha 13 (+3)
Equipment leather armor, mace

-1 Level / +1 Level

Elf Star-Pact Warlock [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +5; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 17; Fortitude 16, Reflex 16, Will 16
Speed 7

● [m] Sickle (standard) ✦ Weapon
+5 vs. AC; 1d6 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +6 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the elf warlock on its next turn, it takes an extra 1d6 + 4 damage.
○ [R] Frigid Darkness (standard) ✦ Cold, Fear
Ranged 10; +6 vs. Fortitude; 2d8 + 4 cold damage, and the target grants combat advantage to the elf warlock and any allies until the end of the elf warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of the elf warlock’s next turn.
□ [R] Dread Star (standard) ✦ Fear, Radiant
Ranged 10; +5 vs. Will; 3d6 + 3 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).
Ethereal Stride (move) ✦ Teleportation
The elf warlock can teleport 3 squares, and the elf warlock gains a +2 power bonus to all defenses until the end of the elf warlock’s next turn.
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 +8, Insight +8
Str 10 (+2); Dex 14 (+4); Wis 13 (+3);
Con 17 (+5); Int 13 (+3); Cha 15 (+4)
Equipment leather armor, sickle

-1 Level / +1 Level

Elf Inspiring Warlord [Level 4 Soldier (Leader)]

Medium fey humanoid [XP 175]

Initiative +5; Senses Perception +5; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 14, Will 16
Speed 6

● [m] Halberd (standard) ✦ Weapon
Reach 1; +8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Furious Smash (standard) ✦ Weapon
+8 vs. Fortitude; 3 damage, and choose one ally adjacent to either the 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] Warlord’s Strike (standard) ✦ Weapon
+8 vs. AC; 2d10 + 4 damage, and all of the elf warlord’s allies gain a +3 bonus to damage rolls against the target until the end of the elf warlord’s next turn.
□ [M] Bastion of Defense (standard) ✦ Weapon
+8 vs. AC; 3d10 + 4 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.
Shake It Off (minor)
The elf warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
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 4 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 +8, History +8
Str 17 (+5); Dex 13 (+3); Wis 12 (+3);
Con 12 (+3); Int 13 (+3); Cha 15 (+4)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Elf Tactical Warlord [Level 4 Soldier (Leader)]

Medium fey humanoid [XP 175]

Initiative +5; Senses Perception +5; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 16, Will 15
Speed 7

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage. Before the elf warlord attacks, one ally adjacent to either the elf warlord or the target may shift 1 square as a free action.
○ [M] Steel Monsoon (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and 2 allies within 5 squares of the elf warlord can shift 1 square.
□ [M] Lead the Attack (standard) ✦ Weapon
+9 vs. AC; 3d8 + 4 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.
Knight’s Move (move)
One ally within 10 squares takes a move action as a free action.
○○ 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 +8, History +9
Str 17 (+5); Dex 13 (+3); Wis 12 (+3);
Con 12 (+3); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Elf Control Wizard [Level 4 Artillery]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +7; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 18
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the elf wizard’s next turn.
○ [C] Color Spray (standard) ✦ Radiant
Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the elf wizard’s next turn.
□ [A] Sleep (standard) ✦ Sleep
Area burst 2 within 20; +6 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.
Shield (immediate interrupt) ✦ Force
When the elf wizard is hit by an attack.
The elf wizard gains a +4 power bonus to AC and Reflex defense until the end of the elf wizard’s next turn.
Wild Step
The elf wizard ignores difficult terrain when shifting.

Skills Arcana +10, Insight +10
Str 10 (+2); Dex 15 (+4); Wis 17 (+5);
Con 12 (+3); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Elf War Wizard [Level 4 Artillery]

Medium fey humanoid [XP 175]

Initiative +5; Senses Perception +6; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 17
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
○ [A] Shock Sphere (standard) ✦ Lightning
Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
□ [R] Acid Arrow (standard) ✦ Acid
Ranged 20; +6 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +6 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
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.
Shield (immediate interrupt) ✦ Force
When the elf wizard is hit by an attack.
The elf wizard gains a +4 power bonus to AC and Reflex defense until the end of the elf wizard’s next turn.
Wild Step
The elf wizard ignores difficult terrain when shifting.

Skills Arcana +10, History +10
Str 10 (+2); Dex 17 (+5); Wis 15 (+4);
Con 12 (+3); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Elf Isolating Avenger [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +3; Senses Perception +8; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 18
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage, and the elf avenger shifts 1 square, sliding the target 1 square into the space the elf avenger occupied.
○ [M] Halo of Fire (standard) ✦ Fire, Weapon
+10 vs. AC; 2d10 + 5 fire damage, and until the end of the elf avenger’s next turn, any enemy that ends its turn adjacent to the target takes 7 fire damage.
□ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
+10 vs. AC; 2d10 + 5 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.
Refocus Enmity (minor)
Choose one creature the elf avenger can see within 10 squares. The target becomes the target of the elf avenger’s oath of enmity, replacing the current target.
○ [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 +8, Religion +9
Str 13 (+3); Dex 13 (+3); Wis 19 (+6);
Con 12 (+3); Int 15 (+4); Cha 10 (+2)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Elf Pursuing Avenger [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +5; Senses Perception +8; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 18
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +8 vs. AC; 1d8 + 4 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 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] Sequestering Strike (standard) ✦ Teleportation, Weapon
+10 vs. AC; 2d10 + 5 damage, and the elf avenger teleports the target 4 squares. The elf avenger then teleports to a space adjacent to the target.
□ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
+10 vs. AC; 2d10 + 5 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.
Distracting Flare (move)
The elf avenger becomes invisible and moves the elf avenger’s speed. The elf avenger is invisible until the end of the movement.
○ [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 +7, Stealth +10
Str 13 (+3); Dex 17 (+5); Wis 19 (+6);
Con 12 (+3); Int 11 (+2); Cha 10 (+2)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Elf Rageblood Barbarian [Level 4 Brute]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +10; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 14
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 1d12). Hit or Miss: Until the start of the 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] Blade Sweep (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and each enemy adjacent to the elf barbarian takes 2 damage.
□ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
+8 vs. AC; 3d12 + 4 damage (crit 40 + 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.
Primal Vitality (minor)
The elf barbarian gains 4 temporary hit points. If the elf barbarian is raging, the elf barbarian instead gains 6 temporary hit points.
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 +9, Perception +10
Str 17 (+5); Dex 14 (+4); Wis 13 (+3);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Elf Thaneborn Barbarian [Level 4 Brute]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +10; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 15
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 1d12). When charging, the 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] Daring Charge (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). When charging, the elf barbarian can use this power in place of a melee basic attack. If the elf barbarian charges, the elf barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity attack made against the elf barbarian while the elf barbarian charges. The elf barbarian gains a +2 bonus to AC against any opportunity attack the elf barbarian provokes during the elf barbarian’s charge.
□ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
Close burst 1; targets visible enemies; +8 vs. Reflex; 1d12 + 4 damage (crit 16 + 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.
Combat Sprint (move)
The elf barbarian moves the elf barbarian’s speed + 4. The elf barbarian gains a +4 bonus to all defenses against any opportunity attack the elf barbarian provoke with this movement.
○ [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 +9, Perception +10
Str 17 (+5); Dex 14 (+4); Wis 13 (+3);
Con 13 (+3); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Elf Cunning Bard [Level 4 Controller (Leader)]

Medium fey humanoid [XP 175]

Initiative +3; Senses Perception +10; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 14, Reflex 17, Will 17
Speed 7

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the elf bard’s next turn.
○ [M] Cunning Ferocity (standard) ✦ Weapon
+9 vs. Reflex; 1d8 + 4 damage, and each ally within 5 squares of the elf bard gains a +3 bonus to damage rolls against the target until the end of the elf bard’s next turn.
□ [R] Stirring Shout (standard) ✦ Healing, Psychic
Ranged 10; +6 vs. Will; 2d6 + 4 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.
Song of Defense (minor) ✦ Zone
Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the elf bard’s next turn. When the elf bard moves, the zone moves with the elf bard, remaining centered on the elf bard. While within the zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
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 +9, Bluff +10
Str 12 (+3); Dex 13 (+3); Wis 12 (+3);
Con 13 (+3); Int 15 (+4); Cha 17 (+5)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Elf Valorous Bard [Level 4 Controller (Leader)]

Medium fey humanoid [XP 175]

Initiative +3; Senses Perception +10; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 20; Fortitude 15, Reflex 16, Will 17
Speed 6

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage, and the target takes a –2 penalty to the defense of the elf bard’s choice until the end of the elf bard’s next turn.
○ [M] Charger’s Call (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and each ally within 5 squares of the elf bard gains a +3 bonus to attack rolls while charging until the end of the elf bard’s next turn.
□ [M] Slayer’s Song (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 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.
Song of Courage (minor) ✦ Zone
Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the elf bard’s next turn. When the elf bard moves, the zone moves with the elf bard, remaining centered on the elf bard. While within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
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 +8, Athletics +7
Str 12 (+3); Dex 13 (+3); Wis 12 (+3);
Con 15 (+4); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Elf Guardian Druid [Level 4 Controller]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +8; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 18
Speed 7

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+7 vs. Reflex; 1d8 + 5 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; +7 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
○ [C] Tundra Wind (standard) ✦ Cold
Close blast 3; +7 vs. Fortitude; 2d6 + 5 cold damage, the target is pushed 2 squares and is knocked prone.
□ [A] Fires of Life (standard) ✦ Fire, Healing
Area burst 1 within 10; targets enemies; +7 vs. Reflex; 1d6 + 5 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.
Barkskin (minor)
The elf druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the elf druid’s next turn.
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 +11, Nature +13
Str 12 (+3); Dex 15 (+4); Wis 19 (+6);
Con 15 (+4); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe

-1 Level / +1 Level

Elf Predator Druid [Level 4 Controller]

Medium fey humanoid [XP 175]

Initiative +5; Senses Perception +13; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 14, Reflex 17, Will 18
Speed 8

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+7 vs. Reflex; 1d8 + 5 damage, and the target slides 1 square. This power can be used as a melee basic attack.
● [R] Flame Seed (standard) ✦ Fire, Zone
Ranged 10; +7 vs. Reflex; 1d6 + 1 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] Predator’s Flurry (standard) ✦ Beast Form
+7 vs. Reflex; 1d6 + 5 damage, and the primary target is dazed until the end of the elf druid’s next turn. Hit or Miss: The elf druid shifts 3 squares and then make a secondary attack against one creature other than the primary target. Secondary Attack: +7 vs. Reflex; 1d6 + 5 damage, and the secondary target is dazed until the end of the elf druid’s next turn.
□ [C] Savage Frenzy (standard) ✦ Beast Form
Close burst 1; targets visible enemies; +7 vs. Reflex; 1d6 + 5 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.
Fleet Pursuit (minor) ✦ Beast Form
Until the end of the encounter, the elf druid gains a +3 power bonus to the elf druid’s speed while the elf druid is in beast form.
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 +13, Perception +13
Str 12 (+3); Dex 17 (+5); Wis 19 (+6);
Con 13 (+3); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe

-1 Level / +1 Level

Elf Preserving Invoker [Level 4 Artillery]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +8; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 18
Speed 7

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +7 vs. Reflex; 1d8 + 5 radiant damage, and the elf invoker slides the target 1 square. The elf invoker can use this power as a ranged basic attack.
○ [R] Offering of Justice (standard) ✦ Radiant
Ranged 10; if the target attacks the elf invoker or the elf invoker’s allies before the end of its next turn, the target takes 2d10 + 5 radiant damage at the end of that turn. If the target doesn’t attack the elf invoker or the elf invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
□ [C] Binding Invocation of Chains (standard)
Close burst 10; targets enemies; +7 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until the end of the elf invoker’s next turn.
Divine Call (minor)
One or two allies within 10 squares are pulled 3 squares.
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 +9, Religion +9
Str 10 (+2); Dex 14 (+4); Wis 19 (+6);
Con 13 (+3); Int 15 (+4); Cha 11 (+2)
Equipment hide armor, morningstar

-1 Level / +1 Level

Elf Wrathful Invoker [Level 4 Artillery]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +8; low-light
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 19; Fortitude 16, Reflex 16, Will 18
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +7 vs. Fortitude; 1d10 + 5 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.
○ [A] Chains of Carceri (standard)
Area burst 1 within 10; +7 vs. Reflex; 2d8 + 5 damage, and the target is slowed until the end of the elf invoker’s next turn.
□ [R] Purging Flame (standard) ✦ Fire
Ranged 10; +7 vs. Reflex; 1d10 + 5 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.
Shroud of Warning (no action)
When the elf invoker and the elf invoker’s allies roll initiative at the beginning of an encounter.
The elf invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
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 +8, Religion +8
Str 10 (+2); Dex 14 (+4); Wis 19 (+6);
Con 15 (+4); Int 13 (+3); Cha 11 (+2)
Equipment chainmail, morningstar

-1 Level / +1 Level

Elf Bear Shaman [Level 4 Controller (Leader)]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +13; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 18
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +7 vs. Will; 1d8 + 5 damage, and each ally adjacent to the elf shaman’s spirit companion gains 2 temporary hit points.
○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
Spirit melee 1; +7 vs. Fortitude; 2d8 + 5 damage, and one ally adjacent to the elf shaman’s spirit companion can spend a healing surge and regains 2 additional hit points.
□ [C] Spirit of the Healing Flood (standard) ✦ Healing
Close burst 5; targets enemies; +7 vs. Fortitude; 1d8 + 5 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.
Spirit of Life (standard) ✦ Healing
One ally within 10 squares regains hit points as if he or she had spent a healing surge.
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 12 damage to the spirit, the spirit disappears, and the elf shaman takes 7 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; +7 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 +13, Perception +13
Str 11 (+2); Dex 14 (+4); Wis 19 (+6);
Con 15 (+4); Int 13 (+3); Cha 10 (+2)
Equipment leather armor, longspear

-1 Level / +1 Level

Elf Panther Shaman [Level 4 Controller (Leader)]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +13; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 18
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +7 vs. Fortitude; 1d10 + 5 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] Lightning Panther Spirit (standard) ✦ Lightning
Ranged 5; +7 vs. Reflex; 1d10 + 5 lightning damage, until the end of the elf shaman’s next turn, any ally adjacent to the elf shaman’s spirit companion can shift as a minor action. In addition, until the end of the elf shaman’s next turn, any ally ignores difficult terrain in the elf shaman’s spirit companion’s space and in squares adjacent to it.
□ [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; +7 vs. Will; 3d6 + 5 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 12 damage to the spirit, the spirit disappears, and the elf shaman takes 7 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.
Spirits of Battle (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter. While within the zone, the elf shaman’s allies gain a +1 bonus to attack rolls.
● [M] Spirit’s Fangs (opportunity) ✦ Spirit
When an enemy leaves a square adjacent to the elf shaman’s spirit companion without shifting.
Targets triggering enemy; +7 vs. Reflex; 1d10 + 5 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 +13, Perception +13
Str 11 (+2); Dex 14 (+4); Wis 19 (+6);
Con 13 (+3); Int 15 (+4); Cha 10 (+2)
Equipment leather armor, longspear

-1 Level / +1 Level

Elf Chaos Sorcerer [Level 4 Artillery]

Medium fey humanoid [XP 175]

Initiative +5; Senses Perception +5; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 18
Speed 7

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +6 vs. Will; 1d10 + 7 psychic damage and if the 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: +6 vs. Will; 1d6 + 4 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.
○ [R] Spectral Claw (standard) ✦ Force
Ranged 10; +6 vs. Fortitude; 1d8 + 7 force damage, and the target is immobilized until the end of the elf sorcerer’s next turn. If the elf sorcerer rolled an even number on the attack roll, the elf sorcerer slides the target 3 squares.
□ [R] Dazzling Ray (standard) ✦ Radiant
Ranged 10; +6 vs. Will; 6d6 + 7 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.
Stretch Spell (minor)
Until the end of the elf sorcerer’s turn, add +3 to the range of the elf sorcerer’s ranged arcane powers.
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 +7, Bluff +10
Str 13 (+3); Dex 17 (+5); Wis 12 (+3);
Con 12 (+3); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, dagger

-1 Level / +1 Level

Elf Dragon Sorcerer [Level 4 Skirmisher]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +5; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 18
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +6 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the elf sorcerer with a melee attack before the end of the elf sorcerer’s next turn takes 2 fire damage.
○ [C] Poisonous Exhalation (standard) ✦ Poison
Close blast 3; +6 vs. Fortitude; 2d8 + 6 poison damage, and the target takes a –2 penalty to Fortitude until the end of the elf sorcerer’s next turn.
□ [C] Lightning Breath (standard) ✦ Lightning
Close blast 3; +6 vs. Reflex; 3d8 + 6 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.
Dragonflame Mantle (immediate interrupt) ✦ Fire
When the elf sorcerer is hit by an attack.
Until the end of the elf sorcerer’s next turn, the elf sorcerer gains a +1 power bonus to all defenses, and any creature that hits the elf sorcerer with a melee attack takes 1d6 + 3 fire damage.
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 +7, Athletics +9
Str 15 (+4); Dex 15 (+4); Wis 12 (+3);
Con 12 (+3); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Elf Earth Warden [Level 4 Brute]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +11; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 17, Reflex 17, Will 16
Speed 7

● [m] Battleaxe (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the elf warden gains a +1 power bonus to AC until the end of the elf warden’s next turn.
○ [M] Earthgrasp Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the elf warden knocks the target prone. The target can’t stand up until the end of the elf warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 4 damage.
Nature’s Abundance (standard) ✦ Zone
Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The elf warden and the elf warden’s allies have cover while within the zone.
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; +8 vs. AC; 1d10 + 4 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 +7, Perception +11
Str 17 (+5); Dex 14 (+4); Wis 15 (+4);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Elf Wild Warden [Level 4 Brute]

Medium fey humanoid [XP 175]

Initiative +4; Senses Perception +12; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 15, Will 17
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the elf warden’s next turn.
○ [M] Predatory Guardian (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). If the target shifts before the start of the elf warden’s next turn, the elf warden shifts 4 squares as an immediate reaction.
Eyes of the Hawk (minor)
The elf warden makes a Perception check with a +10 power bonus.
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; +8 vs. Reflex; 2d12 + 4 damage (crit 28 + 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; +8 vs. Fortitude; 1d12 + 4 damage (crit 16 + 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 +9, Perception +12
Str 17 (+5); Dex 14 (+4); Wis 17 (+5);
Con 13 (+3); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Copyright 2009 by Paul Strack. The contents of this document may be used in accordance with the Open Gaming License, version 1.0a. 100% of the document is open gaming content, as per section 8 of the Open Gaming License.