Elf NPCs [Level 7]
Elf Battle Cleric [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +8; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 20
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the elf cleric’s next turn.
- ○ [M] Awe Strike (standard) ✦ Fear, Weapon
- +10 vs. Will; 1d10 + 5 damage, and the target is immobilized until the end of the elf cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The elf cleric or one creature touched by the elf cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the 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 +11, Religion +8
Str 17 (+6); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 10 (+3); Cha 13 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Devoted Cleric [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +9; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 16, Will 21
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +9 vs. Reflex; 1d8 + 6 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] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +9 vs. Will; 2d8 + 6 radiant damage, and the target takes a -2 penalty to attack rolls until the end of the elf
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +9 vs. AC; 1d10 + 6 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 Serious Wounds (standard) ✦ Healing
- The elf cleric or one creature touched by the elf cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ 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 +12, Religion +8
Str 13 (+4); Dex 13 (+4); Wis 19 (+7);
Con 12 (+4); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Greatweapon Fighter [Level 7 Soldier]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +7; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 20, Reflex 17, Will 17
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 3 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the elf fighter. A target that
cannot end adjacent to the elf fighter is not pulled. The elf fighter then makes a close attack targeting each adjacent enemy:
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d12 + 5 damage (crit 41 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- □ Defensive Training (minor) ✦ Stance
- The elf fighter gains a +2 power bonus to the elf fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the elf fighter uses another stance power.
- ○ 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 +11, Intimidate +8
Str 17 (+6); Dex 15 (+5); Wis 14 (+5);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Elf Guardian Fighter [Level 7 Soldier]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +7; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 24; Fortitude 20, Reflex 20, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+11 vs. AC; 1d8 + 5 damage, and the target is pushed 1 square if it is the 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] Iron Bulwark (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage. Hit or Miss: The elf fighter gains a +2 power bonus to AC until the end of the elf fighter’s
next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Elven Accuracy (free)
- The elf fighter can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Unbreakable (immediate reaction)
- When the elf fighter is hit by an attack.
Reduce the damage from the attack by 6.
- 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 +10, Intimidate +8
Str 17 (+6); Dex 17 (+6); Wis 14 (+5);
Con 13 (+4); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Avenging Paladin [Level 7 Soldier]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +7; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 18
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d10 + 5 radiant damage. If the elf paladin has marked the target, the elf paladin gains a +2 bonus to the damage
roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +11 vs. AC; 2d10 + 5 thunder damage, and the target is knocked prone. If the target is marked by the elf paladin, the attack
can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The elf paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The elf paladin and each adjacent ally add +2 to damage rolls until the end of the encounter.
- ○ 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 +10, Religion +8
Str 17 (+6); Dex 13 (+4); Wis 15 (+5);
Con 12 (+4); Int 10 (+3); Cha 15 (+5)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Elf Protecting Paladin [Level 7 Soldier]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +7; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 25; Fortitude 18, Reflex 19, Will 19
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and the elf paladin gains 2 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +8 vs. Will; 2d10 + 5 damage, and the target is pulled 2 squares.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +8 vs. Reflex; 2d6 + 5 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The elf paladin takes half that ally’s damage until the end of the encounter or until the
elf paladin ends the effect as a free action. No power or effect can reduce the damage the elf paladin takes from this power.
- ○ 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 +11, Religion +8
Str 15 (+5); Dex 13 (+4); Wis 15 (+5);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Archer Ranger [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +7; Senses Perception +12; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 18, Reflex 20, Will 17
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +10/+10 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +11 vs. AC (twice); 1d10 + 2 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +11 vs. AC; 2d10 + 6 damage (first shot) and 1d10 + 6 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 3d10 + 6 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the elf ranger.
The elf ranger can shift 2 squares.
- 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 +12, Stealth +11
Str 15 (+5); Dex 19 (+7); Wis 15 (+5);
Con 12 (+4); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Elf Two-Blade Ranger [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +12; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 21; Fortitude 19, Reflex 19, Will 17
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +11 vs. AC; 2d8 + 5 damage.
Longsword (off
hand): +11 vs. AC; 1d8 + 5 damage.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The elf ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 damage.
Hit or Miss: After
attacking the primary target, the elf ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +11 vs. AC; 1d8 + 5 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the elf ranger can use this power to allow 2 allies to
avoid being surprised.
- 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 +12, Perception +12
Str 17 (+6); Dex 17 (+6); Wis 15 (+5);
Con 12 (+4); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Elf Brawny Rogue [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +7; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 21, Will 16
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +12 vs. Reflex; 1d6 + 6 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +12 vs. Fortitude; 1d6 + 6 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the elf rogue’s
next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +12 vs. Fortitude; 2d6 + 6 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the elf rogue is marked, end that condition. The elf rogue can shift a number of squares equal to 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 +12, Thievery +12
Str 15 (+5); Dex 19 (+7); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 13 (+4)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Elf Trickster Rogue [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +7; Senses Perception +11; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 21, Will 17
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
The elf rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 2d6 + 6 damage.
Miss: Make a secondary attack against the target.
Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +12 vs. Fortitude; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. Fortitude; 2d6 +
6 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Chameleon (immediate interrupt)
- When the elf rogue is hidden and loses cover or concealment against an opponent.
The elf rogue makes a Stealth check. Until the end of the elf rogue’s next turn, the elf rogue remains hidden from a creature
with a clear line of sight to the elf rogue if that creature does not beat the elf rogue’s check result with its Perception
check. If at the end of the elf rogue’s next turn, the elf rogue is not behind cover or concealment against a creature, that
creature automatically notices the elf rogue.
- ○ 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 +12, Thievery +12
Str 13 (+4); Dex 19 (+7); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Elf Fey-Pact Warlock [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +7; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 19; Fortitude 16, Reflex 18, Will 19
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the elf warlock is invisible to the target until the start of the elf
warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +8 vs. Will; 1d10 + 5 psychic damage, and the elf warlock and all allies in range are invisible to the target until
the end of the elf warlock’s next turn. Hit or Miss: The elf warlock gains a +2 power bonus to Stealth checks until
the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 2d6 + 5 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the elf warlock’s choice (save ends).
- ● Warlock’s Curse (minor)
- The elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the elf
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The elf warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The elf warlock can immediately teleport 3 squares.
- ○ Elven Accuracy (free)
- The elf warlock can reroll an attack roll. Use the second roll, even if it’s lower.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Wild Step
- The elf warlock ignores difficult terrain when shifting.
Skills Arcana +10, Bluff +11
Str 10 (+3); Dex 13 (+4); Wis 14 (+5);
Con 13 (+4); Int 15 (+5); Cha 17 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Elf Infernal-Pact Warlock [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 17
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +8 vs. Reflex; 1d6 + 5 fire damage. If the elf warlock takes damage before the end of the elf warlock’s next turn,
the target takes an extra 1d6 + 5 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +8 vs. Fortitude; 2d6 + 5 thunder damage, and the target is pushed 3 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take ongoing 5 fire damage (save
ends).
- ● 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The elf warlock’s skin changes into living steel. The elf warlock gains a +2 power bonus to AC and Fortitude defense but take
a –2 penalty to speed until the end of the encounter. The elf warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The elf warlock gains 7 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 +10, Intimidate +9
Str 10 (+3); Dex 14 (+5); Wis 13 (+4);
Con 17 (+6); Int 15 (+5); Cha 13 (+4)
Equipment leather armor, mace
-1 Level / +1 Level
Elf Star-Pact Warlock [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 18
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the elf warlock on its next turn, it takes
an extra 1d6 + 5 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +7 vs. Will; 2d6 + 4 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the elf warlock’s next turn, blocking line of
sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +8 vs. Fortitude; 1d6 + 5 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Wild Step
- The elf warlock ignores difficult terrain when shifting.
Skills Arcana +9, Insight +9
Str 10 (+3); Dex 14 (+5); Wis 13 (+4);
Con 17 (+6); Int 13 (+4); Cha 15 (+5)
Equipment leather armor, sickle
-1 Level / +1 Level
Elf Inspiring Warlord [Level 7 Soldier (Leader)]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 18
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 vs. Fortitude; 3 damage, and choose one ally adjacent to either the 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] Sunder Armor (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. Until the end of the elf warlord’s next turn, any attack roll against the target can score a
critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
2 hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The elf warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The elf warlord and each ally within 5 squares regain 12 hit points.
- ○ 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 5 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 +9, History +9
Str 17 (+6); Dex 13 (+4); Wis 12 (+4);
Con 12 (+4); Int 13 (+4); Cha 15 (+5)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Elf Tactical Warlord [Level 7 Soldier (Leader)]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 18, Will 17
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage. Before the elf warlord attacks, one ally adjacent to either the elf warlord or the target may
shift 1 square as a free action.
- ○ [M] Surprise Attack (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and an ally within 5 squares of the elf warlord makes a basic attack with combat advantage as
a free action against a target of his or her choice. The ally gains a +2 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +11 vs. Reflex; 3d8 + 5 damage. Hit or Miss: Until the end of the encounter, when the elf warlord is adjacent to the
target and it walks or runs, the elf warlord can cancel that movement as an immediate interrupt.
- ○○ Inspiring Word (minor) ✦ Healing
- The elf warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ Elven Accuracy (free)
- The elf warlord can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +9, History +10
Str 17 (+6); Dex 13 (+4); Wis 12 (+4);
Con 12 (+4); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Elf Control Wizard [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +8; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 20
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 cold damage, and the target is slowed until the end of the elf wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +8 vs. Fortitude; 2d10 + 5 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +8 vs. Fortitude; 1d10 + 5 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 + 5 poison damage. As a move action, the elf wizard can move the zone up to 6 squares. Sustain Minor:
The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The elf wizard or one creature with 5 squares becomes invisible until the end of the elf wizard’s next turn. If the target
attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the elf wizard can sustain
the effect.
- ○ Elven Accuracy (free)
- The elf wizard can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Orb of Imposition (free)
- The elf wizard can choose one creature suffering from one of the elf wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -3 penalty to its saving throws against that effect. Alternatively, the elf wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the elf wizard’s current turn, so that it lasts instead
until the end of the elf wizard’s next turn.
- Wild Step
- The elf wizard ignores difficult terrain when shifting.
Skills Arcana +11, Insight +11
Str 10 (+3); Dex 15 (+5); Wis 17 (+6);
Con 12 (+4); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Elf War Wizard [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +7; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 19
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 2d6 + 5 lightning damage. Also make a secondary attack against two creatures within 10 squares of
the primary target. Secondary Attack: +8 vs. Reflex; 1d6 + 5 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The elf wizard teleports 10 squares.
- ○ Elven Accuracy (free)
- The elf wizard can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Wand of Accuracy (free)
- The elf wizard gains a +3 bonus to a single attack roll.
- Wild Step
- The elf wizard ignores difficult terrain when shifting.
Skills Arcana +11, History +11
Str 10 (+3); Dex 17 (+6); Wis 15 (+5);
Con 12 (+4); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Elf Isolating Avenger [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +9; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 20
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 damage, and the elf avenger shifts 1 square, sliding the target 1 square into the space the elf avenger
occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +12 vs. AC; 1d10 + 6 damage, and the elf avenger teleports each enemy within 2 squares of the target 3 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +12 vs. AC; 2d10 + 6 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.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the elf avenger.
If the elf avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s
damage.
- 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 +9, Religion +10
Str 13 (+4); Dex 13 (+4); Wis 19 (+7);
Con 12 (+4); Int 15 (+5); Cha 10 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Elf Pursuing Avenger [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +9; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 20
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 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] Inexorable Pursuit (standard) ✦ Weapon
- +12 vs. AC; 2d10 + 6 damage. Before the attack, the elf avenger gains phasing until the end of the elf avenger’s turn, and
the elf avenger shifts 5 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +9 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).
- ○ Aspect of Agility (move)
- The elf avenger shifts 5 squares, and the elf avenger gains a +2 bonus to AC and Reflex 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.
- ○ [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 +8, Stealth +11
Str 13 (+4); Dex 17 (+6); Wis 19 (+7);
Con 12 (+4); Int 11 (+3); Cha 10 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Elf Rageblood Barbarian [Level 7 Brute]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +11; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 16
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 1d12). Hit or Miss: Until the start of the 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] Tide of Blood (standard) ✦ Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). The attack deals 1 extra damage for each enemy within 2 squares of the elf
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d12 + 5 fire damage (crit 29 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The 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.
- ○ 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.
- □ Combat Surge (free)
- When the elf barbarian misses with an attack.
Must be raging.
The elf barbarian rerolls the attack.
- 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 +10, Perception +11
Str 17 (+6); Dex 14 (+5); Wis 13 (+4);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Thaneborn Barbarian [Level 7 Brute]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +11; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 17
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 1d12). When charging, the 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] 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.
+10 vs. AC; 3d12 + 5 cold damage (crit 41 + 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.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the elf barbarian hits or misses the elf barbarian.
Targets the triggering enemy; +12 vs. AC; 3d12 + 5 damage (crit 41 + 1d12).
- ○ Elven Accuracy (free)
- The elf barbarian can reroll an attack roll. Use the second roll, even if it’s lower.
- □ Instinctive Charge (no action)
- When the elf barbarian rolls initiative at the beginning of an encounter.
The elf barbarian gains a +5 power bonus to the elf barbarian’s initiative. The elf barbarian also gains a +2 power bonus
to the elf barbarian’s first attack roll during the encounter.
- 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 +10, Perception +11
Str 17 (+6); Dex 14 (+5); Wis 13 (+4);
Con 13 (+4); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Cunning Bard [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +11; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 19, Will 19
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the elf
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +8 vs. Will; 2d8 + 5 thunder damage, and the target takes a –6 penalty to opportunity attack rolls until the end
of the elf bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +8 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 1d6 + 3 hit points. This power
can only be used once per round. The elf bard can also slide the target 1 square.
- ○ Elven Accuracy (free)
- The elf bard can reroll an attack roll. Use the second roll, even if it’s lower.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the elf bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
- 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 +10, Bluff +11
Str 12 (+4); Dex 13 (+4); Wis 12 (+4);
Con 13 (+4); Int 15 (+5); Cha 17 (+6)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Elf Valorous Bard [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +4; Senses Perception +11; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 17, Reflex 18, Will 19
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and the target takes a –2 penalty to the defense of the elf bard’s choice until the end of the
elf bard’s next turn.
- ○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage, and the elf bard slides an ally who is adjacent to the target to another space adjacent to it.
Until the end of the elf bard’s next turn, the ally also gains a +2 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +8 vs. Will; 2d6 + 5 psychic damage, and the target is affected by the 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 + 5 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 1d6 + 3 hit points. This power
can only be used once per round. The elf bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The elf bard transfers one effect on the target that a save can end to the elf bard or to
another ally with 5 squares. The new subject of the effect gains a +2 power bonus to saving throws against that effect.
- ○ 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 +9, Athletics +8
Str 12 (+4); Dex 13 (+4); Wis 12 (+4);
Con 15 (+5); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Elf Guardian Druid [Level 7 Controller]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +9; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 20
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +9 vs. Reflex; 1d8 + 6 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; +9 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage, and the elf druid pulls each creature within 3 squares of the target 1 square.
If the elf druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 2 damage.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The 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 + 6 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.
- ○ Camouflage Cloak (minor)
- The elf druid or one ally within 5 squares becomes invisible until moving or 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 +12, Nature +14
Str 12 (+4); Dex 15 (+5); Wis 19 (+7);
Con 15 (+5); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Predator Druid [Level 7 Controller]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +14; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 19, Will 20
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +9 vs. Reflex; 1d8 + 6 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; +9 vs. Reflex; 1d6 + 2 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] Latch On (standard) ✦ Beast Form
- +9 vs. Reflex; 2d10 + 6 damage, and the elf druid grabs the target. The target takes a -3 penalty to checks to escape the
grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +9 vs. Will; 2d6 + 6 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.
- □ Stalker’s Eyes (minor)
- The elf druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- ○ 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 +14, Perception +14
Str 12 (+4); Dex 17 (+6); Wis 19 (+7);
Con 13 (+4); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Preserving Invoker [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +9; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 20
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +9 vs. Reflex; 1d8 + 6 radiant damage, and the elf invoker slides the target 1 square. The elf invoker can use
this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +9 vs. Fortitude; 2d8 + 6 thunder damage, and the target is pushed 3 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +9 vs. Fortitude; 1d8 + 6 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.
- □ Astral Step (move) ✦ Teleportation
- The elf invoker and each ally within 5 squares teleports 5 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 +10, Religion +10
Str 10 (+3); Dex 14 (+5); Wis 19 (+7);
Con 13 (+4); Int 15 (+5); Cha 11 (+3)
Equipment hide armor, morningstar
-1 Level / +1 Level
Elf Wrathful Invoker [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +9; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 18, Reflex 18, Will 20
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +9 vs. Fortitude; 1d10 + 6 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] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +14 vs. Will; 2d6 + 6 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +9 vs. Will; 2d6 + 6 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the elf invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +9, Religion +9
Str 10 (+3); Dex 14 (+5); Wis 19 (+7);
Con 15 (+5); Int 13 (+4); Cha 11 (+3)
Equipment chainmail, morningstar
-1 Level / +1 Level
Elf Bear Shaman [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +14; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 20
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +9 vs. Will; 1d8 + 6 damage, and each ally adjacent to the elf shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +9 vs. Fortitude; 1d10 + 6 cold damage, and before the end of the elf shaman’s next turn, as an immediate interrupt,
the elf shaman can grant an ally adjacent to the elf shaman’s spirit companion a +5 bonus to AC against an attack that hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +9 vs. Will; 2d10 + 6 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.
- ● 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 13 damage to the spirit, the spirit disappears, and the elf
shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the elf shaman’s spirit companion doesn’t grant combat advantage.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the elf shaman’s spirit companion without shifting.
Targets triggering enemy; +9 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 +14, Perception +14
Str 11 (+3); Dex 14 (+5); Wis 19 (+7);
Con 15 (+5); Int 13 (+4); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Panther Shaman [Level 7 Controller (Leader)]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +14; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 20
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +9 vs. Fortitude; 1d10 + 6 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +9 vs. Will; 2d10 + 6 damage, and until the end of the elf shaman’s next turn, any ally adjacent to the elf
shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +2 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +9 vs. Reflex; 2d6 + 6 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 13 damage to the spirit, the spirit disappears, and the elf
shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the elf shaman’s spirit companion without shifting.
Targets triggering enemy; +9 vs. Reflex; 1d10 + 6 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 +14, Perception +14
Str 11 (+3); Dex 14 (+5); Wis 19 (+7);
Con 13 (+4); Int 15 (+5); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Chaos Sorcerer [Level 7 Artillery]
Medium fey humanoid [XP 300]
Initiative +6; Senses Perception +6; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 20
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +8 vs. Will; 1d10 + 8 psychic damage and if the 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:
+8 vs. Will; 1d6 + 5 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +8 vs. Reflex; 2d6 + 8 lightning damage. Hit or Miss: The elf sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 3d10 + 8 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ Elven Accuracy (free)
- The elf sorcerer can reroll an attack roll. Use the second roll, even if it’s lower.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the elf sorcerer is hit by an area or a close attack.
The elf sorcerer teleports 5 squares.
- 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 +8, Bluff +11
Str 13 (+4); Dex 17 (+6); Wis 12 (+4);
Con 12 (+4); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, dagger
-1 Level / +1 Level
Elf Dragon Sorcerer [Level 7 Skirmisher]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 20
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d8 + 7 fire damage. The next enemy that hits the elf sorcerer with a melee attack before the
end of the elf sorcerer’s next turn takes 2 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +8 vs. Fortitude; 2d8 + 7 cold damage, and the elf sorcerer knocks the target prone. The target
also takes a –2 penalty to Fortitude until the end of the elf sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +8 vs. Fortitude; 2d6 + 7 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: +8 vs. Fortitude; 2d6 + 4 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.
- ○ Sudden Scales (immediate interrupt)
- When the elf sorcerer is hit by an attack.
The elf sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +8, Athletics +10
Str 15 (+5); Dex 15 (+5); Wis 12 (+4);
Con 12 (+4); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Elf Earth Warden [Level 7 Brute]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +12; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 18
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage, and the elf warden gains a +1 power bonus to AC until the end of the elf warden’s next turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +10 vs. Fortitude; 2d10 + 5 damage, and the target takes a –3 penalty to melee attack rolls until the end of the elf warden’s
next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the elf warden teleports 5 squares. +10 vs. Reflex; 2d10 + 5 thunder damage, and the target is dazed (save
ends). Miss: Half damage, and the target is dazed until the end of the elf warden’s next turn.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the elf warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the elf warden uses another stance power.
- ● [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 +8, Perception +12
Str 17 (+6); Dex 14 (+5); Wis 15 (+5);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Elf Wild Warden [Level 7 Brute]
Medium fey humanoid [XP 300]
Initiative +5; Senses Perception +13; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 19
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the elf warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and the elf warden slides the target 1 square. The elf warden can slide the
target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature
take 3 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the elf warden can see; +10 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 1d12), and the
target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save
ends).
- ● [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; +10 vs. Fortitude; 1d12 + 5 damage (crit 17 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the elf warden drops to 0 hit points or fewer.
The elf warden regains hit points as if the elf warden had spent a healing surge.
- 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 +10, Perception +13
Str 17 (+6); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.