Elf NPCs [Level 5]
Elf Battle Cleric [Level 5 Controller (Leader)]
Medium fey humanoid [XP 200]
Initiative +3; Senses Perception +7; low-light
HP 60; Bloodied 30
Healing Surges (+15 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.
- □ 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.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the elf cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an
extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s
next turn.
- ○ 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 5 Controller (Leader)]
Medium fey humanoid [XP 200]
Initiative +3; Senses Perception +8; low-light
HP 60; Bloodied 30
Healing Surges (+15 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] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +7 vs. AC; 1d10 + 5 damage. The elf cleric conjures a weapon that appears in the target’s square and attacks. Hit
or Miss: The elf cleric’s allies gain combat advantage against the target. The elf cleric can move the weapon up to 10
squares to another enemy’s square as a move action. The weapon lasts until the end of the elf cleric’s next turn. Sustain
Minor: Repeat the attack. The elf cleric’s allies continue to gain combat advantage against the weapon’s target.
- □ 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 5 Soldier]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +6; low-light
HP 63; Bloodied 31
Healing Surges (+15 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] Dizzying Blow (standard) ✦ Reliable, Weapon
- +8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- □ 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 5 Soldier]
Medium fey humanoid [XP 200]
Initiative +5; Senses Perception +6; low-light
HP 61; Bloodied 30
Healing Surges (+15 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] Crack the Shell (standard) ✦ Reliable, Weapon
- +9 vs. AC; 2d8 + 4 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ 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 5 Soldier]
Medium fey humanoid [XP 200]
Initiative +3; Senses Perception +6; low-light
HP 60; Bloodied 30
Healing Surges (+15 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] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The elf paladin must spend a healing surge without regaining any hit points.
+9 vs. AC; 4d10 + 4 radiant damage. Miss: Half damage.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the 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 5 Soldier]
Medium fey humanoid [XP 200]
Initiative +3; Senses Perception +6; low-light
HP 60; Bloodied 30
Healing Surges (+15 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.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +6 vs. Reflex; 2d6 + 4 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The elf paladin and the elf paladin’s allies gain a +1 power bonus to all defenses
while within the zone.
- ● 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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +6; Senses Perception +11; low-light
HP 60; Bloodied 30
Healing Surges (+15 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] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 3d10 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +5; Senses Perception +11; low-light
HP 65; Bloodied 32
Healing Surges (+16 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] Two-Wolf Pounce (standard) ✦ Weapon
- The elf ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+9 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +9 vs. AC; 1d8 + 4 damage.
Hit or Miss: After
attacking the primary target, the elf ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +9 vs. AC; 1d8 + 4 damage (off-hand).
- ● 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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +6; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 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] Deep Cut (standard) ✦ Weapon
- +10 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ 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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +6; Senses Perception +10; low-light
HP 60; Bloodied 30
Healing Surges (+15 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] Walking Wounded (standard) ✦ Weapon
- Short Sword: +10 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. Fortitude; 2d6 +
5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Fleeting Ghost (move)
- The 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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +3; Senses Perception +6; low-light
HP 61; Bloodied 30
Healing Surges (+15 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] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 2d6 + 4 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the elf warlock’s choice (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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 65; Bloodied 32
Healing Surges (+16 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.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +6 vs. Reflex; 2d10 + 4 fire damage. Hit or Miss: The targets take ongoing 5 fire damage (save
ends).
- ● 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 5 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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 65; Bloodied 32
Healing Surges (+16 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.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the elf warlock’s next turn, blocking line of
sight. Creatures that enter the zone or start their turns there take 2d10 + 1 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +6 vs. Fortitude; 1d6 + 4 necrotic damage.
- ○ 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 5 Soldier (Leader)]
Medium fey humanoid [XP 200]
Initiative +5; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 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] Stand the Fallen (standard) ✦ Healing, Weapon
- +8 vs. AC; 3d10 + 4 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
2 hit points.
- ○○ 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 5 Soldier (Leader)]
Medium fey humanoid [XP 200]
Initiative +5; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 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] Villain’s Nightmare (standard) ✦ Weapon
- +9 vs. Reflex; 3d8 + 4 damage. Hit or Miss: Until the end of the encounter, when the elf warlord is adjacent to the
target and it walks or runs, the elf warlord can cancel that movement as an immediate interrupt.
- ○ 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 5 Artillery]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +7; low-light
HP 48; Bloodied 24
Healing Surges (+12 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] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +6 vs. Fortitude; 1d10 + 4 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the elf wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 4 poison damage. As a move action, the elf wizard can move the zone up to 6 squares. Sustain Minor:
The zone persists.
- ○ 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 5 Artillery]
Medium fey humanoid [XP 200]
Initiative +5; Senses Perception +6; low-light
HP 48; Bloodied 24
Healing Surges (+12 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.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +6 vs. Reflex; 3d6 + 4 fire damage. Miss: Half damage.
- ○ 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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +3; Senses Perception +8; low-light
HP 60; Bloodied 30
Healing Surges (+15 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] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +10 vs. AC; 2d10 + 5 damage, and the elf avenger is invisible to the target (save ends). Aftereffect: The elf avenger
is invisible to the target until the end of the elf avenger’s next turn. Miss: Half damage, and the elf avenger is
invisible to the target until the end of the elf avenger’s next turn.
- ○ [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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +5; Senses Perception +8; low-light
HP 60; Bloodied 30
Healing Surges (+15 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.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +7 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the elf avenger hits the target with a divine power, the
target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the elf avenger hits the target with a divine
power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the elf avenger hits the
target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ 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 5 Brute]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +10; low-light
HP 75; Bloodied 37
Healing Surges (+18 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] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +8 vs. AC; 2d12 + 4 fire damage (crit 28 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The elf barbarian enters the rage of the silver phoenix. Until the rage ends, the elf barbarian gains regeneration
3. In addition, the first time the elf barbarian drops to 0 hit points or fewer, the elf barbarian can spend a healing surge
as an immediate interrupt.
- □ 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 5 Brute]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +10; low-light
HP 73; Bloodied 36
Healing Surges (+18 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.
- □ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the elf barbarian as a free action. If it does so, the
elf barbarian’s attack deals 1d12 damage extra cold damage.
+8 vs. AC; 3d12 + 4 cold damage (crit 40 + 1d12). Miss:
Half damage. Hit or Miss: The elf barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that
hits the elf barbarian with a melee attack takes 5 cold damage.
- ○ 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 5 Controller (Leader)]
Medium fey humanoid [XP 200]
Initiative +3; Senses Perception +10; low-light
HP 61; Bloodied 30
Healing Surges (+15 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] Song of Discord (standard) ✦ Charm
- Ranged 10; +6 vs. Will; the target is dominated until the end of the elf bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the elf bard’s choice as a free action.
- ○○ 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 5 Controller (Leader)]
Medium fey humanoid [XP 200]
Initiative +3; Senses Perception +10; low-light
HP 63; Bloodied 31
Healing Surges (+15 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.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +6 vs. Will; 2d6 + 4 psychic damage, and the target is affected by the elf bard’s satire of
bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the elf bard than where
it started its turn, the target takes 1d6 + 4 psychic damage and is dazed until the end of its next turn. Miss: Half
damage. Hit or Miss: The elf bard pushes the target 3 squares.
- ○○ 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 5 Controller]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +8; low-light
HP 63; Bloodied 31
Healing Surges (+15 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] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The elf druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must
be on a solid surface, and it lasts until the end of the elf druid’s next turn. The wall provides cover. A creature’s line
of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra
squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 5 damage and
ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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 5 Controller]
Medium fey humanoid [XP 200]
Initiative +5; Senses Perception +13; low-light
HP 61; Bloodied 30
Healing Surges (+15 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] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +7 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed until the end of the 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 5 Artillery]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +8; low-light
HP 49; Bloodied 24
Healing Surges (+12 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.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the elf invoker’s next turn. Miss: Half damage, and the target is blinded 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 5 Artillery]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +8; low-light
HP 51; Bloodied 25
Healing Surges (+12 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.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +7 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [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 5 Controller (Leader)]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +13; low-light
HP 63; Bloodied 31
Healing Surges (+15 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.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +7 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
elf shaman and the elf shaman’s allies gain a +2 bonus to attack rolls against the target.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● 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 5 Controller (Leader)]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +13; low-light
HP 61; Bloodied 30
Healing Surges (+15 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] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +7 vs. Reflex; 2d6 + 5 damage, and the elf shaman knocks the target prone. Miss: Half
damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● 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 5 Artillery]
Medium fey humanoid [XP 200]
Initiative +5; Senses Perception +5; low-light
HP 48; Bloodied 24
Healing Surges (+12 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] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +6 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ 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 5 Skirmisher]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 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] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +6 vs. Fortitude; 2d6 + 6 thunder damage. Hit or Miss: The elf sorcerer jumps a number of squares equal
to the elf sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack against
each creature in the burst. Secondary Attack: +6 vs. Fortitude; 2d6 + 3 thunder damage, and the elf sorcerer pushes
the secondary target 1 square.
- ○ 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 5 Brute]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +11; low-light
HP 75; Bloodied 37
Healing Surges (+18 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.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the elf warden teleports 5 squares. +8 vs. Reflex; 2d10 + 4 thunder damage, and the target is dazed (save
ends). Miss: Half damage, and the target is dazed until the end of the elf warden’s next turn.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The elf warden and the elf warden’s
allies have cover while within the zone.
- ● [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 5 Brute]
Medium fey humanoid [XP 200]
Initiative +4; Senses Perception +12; low-light
HP 73; Bloodied 36
Healing Surges (+18 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.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the elf warden can see; +8 vs. Reflex; 1d12 + 4 poison damage (crit 16 + 1d12), and the target
takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
- ○ Eyes of the Hawk (minor)
- The elf warden makes a Perception check with a +10 power bonus.
- ● [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.