Elf NPCs [Level 8]

Elf Battle Cleric [Level 8 Controller (Leader)]

Medium fey humanoid [XP 350]

Initiative +5; Senses Perception +10; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 20, Reflex 17, Will 22
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+12 vs. AC; 1d10 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+12 vs. AC; 1d10 + 6 damage, and one ally within 5 squares gains a +4 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
+12 vs. Will; 1d10 + 6 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 +13, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 18 (+8);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Elf Devoted Cleric [Level 8 Controller (Leader)]

Medium fey humanoid [XP 350]

Initiative +5; Senses Perception +11; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 17, Reflex 17, Will 23
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+9 vs. AC; 1d10 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 3 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +11 vs. Reflex; 1d8 + 7 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; +11 vs. Will; 2d8 + 7 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the elf cleric’s next turn.
□ [R] Spiritual Weapon (standard) ✦ Conjuration
Ranged 10; +11 vs. AC; 1d10 + 7 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 +14, Religion +9
Str 13 (+5); Dex 13 (+5); Wis 20 (+9);
Con 12 (+5); Int 10 (+4); Cha 16 (+7)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Elf Greatweapon Fighter [Level 8 Soldier]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +8; low-light
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 23; Fortitude 22, Reflex 18, Will 18
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+12 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +12 vs. AC; 1d6 + 6 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+12 vs. AC; 1d12 + 6 damage (crit 18 + 1d12). Miss: 4 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: +12 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
□ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
+12 vs. AC; 3d12 + 6 damage (crit 42 + 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 +13, Intimidate +9
Str 18 (+8); Dex 15 (+6); Wis 14 (+6);
Con 16 (+7); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Elf Guardian Fighter [Level 8 Soldier]

Medium fey humanoid [XP 350]

Initiative +8; Senses Perception +8; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 25; Fortitude 22, Reflex 22, Will 18
Speed 6

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+13 vs. AC; 1d8 + 6 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
+13 vs. AC; 2d8 + 6 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
+13 vs. AC; 2d8 + 6 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 +11, Intimidate +9
Str 18 (+8); Dex 18 (+8); Wis 14 (+6);
Con 13 (+5); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Elf Avenging Paladin [Level 8 Soldier]

Medium fey humanoid [XP 350]

Initiative +5; Senses Perception +8; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 21, Reflex 18, Will 20
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+13 vs. AC; 1d10 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+13 vs. AC; 1d10 + 6 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
+13 vs. AC; 2d10 + 6 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.
+13 vs. AC; 4d10 + 6 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 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.
Wrath of the Gods (minor)
The elf paladin and each adjacent ally add +3 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 +12, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 15 (+6);
Con 12 (+5); Int 10 (+4); Cha 16 (+7)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Elf Protecting Paladin [Level 8 Soldier]

Medium fey humanoid [XP 350]

Initiative +5; Senses Perception +8; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 26; Fortitude 20, Reflex 20, Will 21
Speed 6

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 5 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage, and the elf paladin gains 2 temporary hit points.
○ [R] Beckon Foe (standard)
Ranged 5; +10 vs. Will; 2d10 + 6 damage, and the target is pulled 2 squares.
□ [C] Hallowed Circle (standard) ✦ Zone
Close burst 3; targets enemies; +10 vs. Reflex; 2d6 + 6 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 7 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 +13, Religion +9
Str 16 (+7); Dex 13 (+5); Wis 15 (+6);
Con 12 (+5); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Elf Archer Ranger [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +9; Senses Perception +13; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 18
Speed 7

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 5 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+12 vs. AC; 1d6 + 5 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +13 vs. AC; 1d10 + 7 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +12/+12 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage (off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 2 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +13 vs. AC; 2d10 + 7 damage (first shot) and 1d10 + 7 damage (second shot).
□ [R] Splintering Shot (standard) ✦ Weapon
Ranged 20/40; +13 vs. AC; 3d10 + 7 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 +13, Stealth +13
Str 16 (+7); Dex 20 (+9); Wis 15 (+6);
Con 12 (+5); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Elf Two-Blade Ranger [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +8; Senses Perception +13; low-light
HP 89; Bloodied 44
Healing Surges (+22 hp) ○
AC 23; Fortitude 21, Reflex 21, Will 18
Speed 7

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +12 vs. AC; 1d10 + 6 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +13/+13 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage (off-hand).
Longbow: Ranged 20/40; +12 vs. AC (twice); 1d10 + 2 damage.
○ [M] Claws of the Griffon (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword (main): +13 vs. AC; 2d8 + 6 damage.
Longsword (off hand): +13 vs. AC; 1d8 + 6 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): +13 vs. AC; 2d8 + 6 damage.
Longsword (off hand): +13 vs. AC; 1d8 + 6 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: +13 vs. AC; 1d8 + 6 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 +13, Perception +13
Str 18 (+8); Dex 18 (+8); Wis 15 (+6);
Con 12 (+5); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Elf Brawny Rogue [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +9; Senses Perception +7; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 19, Reflex 23, Will 17
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+12 vs. AC; 1d6 + 5 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +14 vs. AC; 1d6 + 7 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+14 vs. Reflex; 1d6 + 7 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+14 vs. Fortitude; 1d6 + 7 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
+14 vs. Fortitude; 2d6 + 7 damage, and ongoing 8 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 +14, Thievery +14
Str 16 (+7); Dex 20 (+9); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 13 (+5)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Elf Trickster Rogue [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +9; Senses Perception +12; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 17, Reflex 23, Will 19
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+10 vs. AC; 1d6 + 3 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
The elf rogue can move 2 squares before the attack.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +14 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
□ [M/R] Walking Wounded (standard) ✦ Weapon
Short Sword: +14 vs. Fortitude; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. Fortitude; 2d6 + 7 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 +14, Thievery +14
Str 13 (+5); Dex 20 (+9); Wis 13 (+5);
Con 12 (+5); Int 10 (+4); Cha 16 (+7)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Elf Fey-Pact Warlock [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +5; Senses Perception +8; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 17, Reflex 20, Will 21
Speed 7

● [m] Spear (standard) ✦ Weapon
+8 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +10 vs. Reflex; 1d10 + 6 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +10 vs. Will; 1d6 + 6 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; +10 vs. Will; 1d10 + 6 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 +3 power bonus to Stealth checks until the end of the encounter.
□ [R] Crown of Madness (standard) ✦ Charm, Psychic
Ranged 10; +10 vs. Will; 2d6 + 6 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 +12, Bluff +13
Str 10 (+4); Dex 13 (+5); Wis 14 (+6);
Con 13 (+5); Int 16 (+7); Cha 18 (+8)
Equipment leather armor, spear

-1 Level / +1 Level

Elf Infernal-Pact Warlock [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +7; low-light
HP 90; Bloodied 45
Healing Surges (+22 hp) ○
AC 21; Fortitude 20, Reflex 20, Will 18
Speed 7

● [m] Mace (standard) ✦ Weapon
+8 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +10 vs. Reflex; 1d10 + 6 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +10 vs. Reflex; 1d6 + 6 fire damage. If the elf warlock takes damage before the end of the elf warlock’s next turn, the target takes an extra 1d6 + 6 fire damage.
○ [C] Howl of Doom (standard) ✦ Fear, Thunder
Close blast 3; +10 vs. Fortitude; 2d6 + 6 thunder damage, and the target is pushed 4 squares.
□ [A] Avernian Eruption (standard) ✦ Fire
Area burst 1 within 10; +10 vs. Reflex; 2d10 + 6 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 8 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 +12, Intimidate +10
Str 10 (+4); Dex 14 (+6); Wis 13 (+5);
Con 18 (+8); Int 16 (+7); Cha 13 (+5)
Equipment leather armor, mace

-1 Level / +1 Level

Elf Star-Pact Warlock [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +7; low-light
HP 90; Bloodied 45
Healing Surges (+22 hp) ○
AC 20; Fortitude 20, Reflex 19, Will 20
Speed 7

● [m] Sickle (standard) ✦ Weapon
+8 vs. AC; 1d6 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +10 vs. Reflex; 1d10 + 6 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +10 vs. Fortitude; 1d6 + 6 radiant damage. If the target moves nearer to the elf warlock on its next turn, it takes an extra 1d6 + 6 damage.
○ [R] Sign of Ill Omen (standard)
Ranged 10; +9 vs. Will; 2d6 + 5 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: +10 vs. Fortitude; 1d6 + 6 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 +10, Insight +10
Str 10 (+4); Dex 14 (+6); Wis 13 (+5);
Con 18 (+8); Int 13 (+5); Cha 16 (+7)
Equipment leather armor, sickle

-1 Level / +1 Level

Elf Inspiring Warlord [Level 8 Soldier (Leader)]

Medium fey humanoid [XP 350]

Initiative +7; Senses Perception +7; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 21, Reflex 17, Will 20
Speed 6

● [m] Halberd (standard) ✦ Weapon
Reach 1; +12 vs. AC; 1d10 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Furious Smash (standard) ✦ Weapon
+12 vs. Fortitude; 4 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 +3 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
+12 vs. AC; 2d10 + 6 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
+12 vs. AC; 3d10 + 6 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional 3 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 13 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 7 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 +10, History +10
Str 18 (+8); Dex 13 (+5); Wis 12 (+5);
Con 12 (+5); Int 13 (+5); Cha 16 (+7)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Elf Tactical Warlord [Level 8 Soldier (Leader)]

Medium fey humanoid [XP 350]

Initiative +7; Senses Perception +7; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 21, Reflex 20, Will 18
Speed 7

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 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
+13 vs. AC; 1d8 + 6 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 +3 bonus to the attack roll.
□ [M] Villain’s Nightmare (standard) ✦ Weapon
+13 vs. Reflex; 3d8 + 6 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 +3 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 +3 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 +10, History +12
Str 18 (+8); Dex 13 (+5); Wis 12 (+5);
Con 12 (+5); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Elf Control Wizard [Level 8 Artillery]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +10; low-light
HP 66; Bloodied 33
Healing Surges (+16 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 22
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+8 vs. AC; 1d8 + 2 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +10 vs. Fortitude; 1d6 + 6 cold damage, and the target is slowed until the end of the elf wizard’s next turn.
○ [R] Spectral Ram (standard) ✦ Force
Ranged 10; +10 vs. Fortitude; 2d10 + 6 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; +10 vs. Fortitude; 1d10 + 6 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 + 6 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 -4 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 +13, Insight +13
Str 10 (+4); Dex 15 (+6); Wis 18 (+8);
Con 12 (+5); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Elf War Wizard [Level 8 Artillery]

Medium fey humanoid [XP 350]

Initiative +8; Senses Perception +8; low-light
HP 66; Bloodied 33
Healing Surges (+16 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 20
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+8 vs. AC; 1d8 + 2 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +10 vs. Reflex; 1d6 + 6 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +10 vs. Reflex; 2d6 + 6 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +10 vs. Reflex; 1d6 + 6 lightning damage.
□ [A] Fireball (standard) ✦ Fire
Area burst 3 within 20; +10 vs. Reflex; 3d6 + 6 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 +4 bonus to a single attack roll.
Wild Step
The elf wizard ignores difficult terrain when shifting.

Skills Arcana +13, History +13
Str 10 (+4); Dex 18 (+8); Wis 15 (+6);
Con 12 (+5); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Elf Isolating Avenger [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +5; Senses Perception +11; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 18, Reflex 20, Will 22
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+10 vs. AC; 1d10 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 3 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 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
+14 vs. AC; 1d10 + 7 damage, and the elf avenger teleports each enemy within 2 squares of the target 4 squares.
□ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
+14 vs. AC; 2d10 + 7 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 +3 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 +10, Religion +12
Str 13 (+5); Dex 13 (+5); Wis 20 (+9);
Con 12 (+5); Int 16 (+7); Cha 10 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Elf Pursuing Avenger [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +8; Senses Perception +11; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 18, Reflex 21, Will 22
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+10 vs. AC; 1d10 + 3 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +12 vs. AC; 1d8 + 6 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage, and if the target doesn’t end its next turn adjacent to the elf avenger, the elf avenger can shift 5 squares as a free action. The elf avenger must end that shift closer to the target.
○ [M] Inexorable Pursuit (standard) ✦ Weapon
+14 vs. AC; 2d10 + 7 damage. Before the attack, the elf avenger gains phasing until the end of the elf avenger’s turn, and the elf avenger shifts 6 squares.
□ [R] Oath of Consuming Light (standard) ✦ Radiant
Ranged 10; +11 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 +6 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 +9, Stealth +13
Str 13 (+5); Dex 18 (+8); Wis 20 (+9);
Con 12 (+5); Int 11 (+4); Cha 10 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Elf Rageblood Barbarian [Level 8 Brute]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +12; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 22; Fortitude 22, Reflex 19, Will 17
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+12 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+12 vs. AC; 1d12 + 1d8 + 6 damage (crit 26 + 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
+12 vs. AC; 2d12 + 6 damage (crit 30 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the elf barbarian.
□ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
+12 vs. AC; 2d12 + 6 fire damage (crit 30 + 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 3 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 +12, Perception +12
Str 18 (+8); Dex 14 (+6); Wis 13 (+5);
Con 16 (+7); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Elf Thaneborn Barbarian [Level 8 Brute]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +12; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 22; Fortitude 22, Reflex 19, Will 19
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+12 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+12 vs. AC; 1d12 + 1d6 + 6 damage (crit 24 + 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.
+12 vs. AC; 3d12 + 6 cold damage (crit 42 + 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 6 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; +15 vs. AC; 3d12 + 6 damage (crit 42 + 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 +3 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 +12, Perception +12
Str 18 (+8); Dex 14 (+6); Wis 13 (+5);
Con 13 (+5); Int 10 (+4); Cha 16 (+7)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Elf Cunning Bard [Level 8 Controller (Leader)]

Medium fey humanoid [XP 350]

Initiative +5; Senses Perception +12; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 17, Reflex 21, Will 21
Speed 7

● [m] Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +10 vs. Will; 1d6 + 6 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; +10 vs. Will; 2d8 + 6 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end of the elf bard’s next turn.
□ [R] Song of Discord (standard) ✦ Charm
Ranged 10; +10 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 + 4 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 7 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 8 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 +12, Bluff +13
Str 12 (+5); Dex 13 (+5); Wis 12 (+5);
Con 13 (+5); Int 16 (+7); Cha 18 (+8)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Elf Valorous Bard [Level 8 Controller (Leader)]

Medium fey humanoid [XP 350]

Initiative +5; Senses Perception +12; low-light
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 23; Fortitude 19, Reflex 19, Will 21
Speed 6

● [m] Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 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
+13 vs. AC; 2d8 + 6 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 +3 power bonus to AC.
□ [C] Satire of Bravery (standard) ✦ Psychic
Close blast 3; targets enemies; +10 vs. Will; 2d6 + 6 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 + 6 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 + 4 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 +3 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 4 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 +10, Athletics +9
Str 12 (+5); Dex 13 (+5); Wis 12 (+5);
Con 16 (+7); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Elf Guardian Druid [Level 8 Controller]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +11; low-light
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 22
Speed 7

● [m] Scythe (standard) ✦ Weapon
+9 vs. AC; 2d4 + 3 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
○ [R] Swirling Winds (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 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 3 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 + 7 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 +14, Nature +16
Str 12 (+5); Dex 15 (+6); Wis 20 (+9);
Con 16 (+7); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe

-1 Level / +1 Level

Elf Predator Druid [Level 8 Controller]

Medium fey humanoid [XP 350]

Initiative +8; Senses Perception +16; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 23; Fortitude 17, Reflex 21, Will 22
Speed 8

● [m] Scythe (standard) ✦ Weapon
+9 vs. AC; 2d4 + 3 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+11 vs. Reflex; 1d8 + 7 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; +11 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 5 fire damage.
○ [M] Latch On (standard) ✦ Beast Form
+11 vs. Reflex; 2d10 + 7 damage, and the elf druid grabs the target. The target takes a -4 penalty to checks to escape the grab.
□ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
Close blast 5; +11 vs. Will; 2d6 + 7 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 +16, Perception +16
Str 12 (+5); Dex 18 (+8); Wis 20 (+9);
Con 13 (+5); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe

-1 Level / +1 Level

Elf Preserving Invoker [Level 8 Artillery]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +11; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 22; Fortitude 18, Reflex 20, Will 22
Speed 7

● [m] Morningstar (standard) ✦ Weapon
+8 vs. AC; 1d10 + 2 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
□ [A] Searing Orb (standard) ✦ Radiant
Area burst 1 within 10; +11 vs. Fortitude; 1d8 + 7 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 6 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 +3 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 +12, Religion +12
Str 10 (+4); Dex 14 (+6); Wis 20 (+9);
Con 13 (+5); Int 16 (+7); Cha 11 (+4)
Equipment hide armor, morningstar

-1 Level / +1 Level

Elf Wrathful Invoker [Level 8 Artillery]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +11; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 20, Reflex 19, Will 22
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+8 vs. AC; 1d10 + 2 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +3 radiant damage. The elf invoker can use this power as a ranged basic attack.
○ [A] Invoke Obedience (standard) ✦ Psychic
Area burst 1 within 10; +16 vs. Will; 2d6 + 7 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; +11 vs. Will; 2d6 + 7 psychic damage, and the target is pushed 3 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 3 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 +11, Religion +10
Str 10 (+4); Dex 14 (+6); Wis 20 (+9);
Con 16 (+7); Int 13 (+5); Cha 11 (+4)
Equipment chainmail, morningstar

-1 Level / +1 Level

Elf Bear Shaman [Level 8 Controller (Leader)]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +16; low-light
HP 88; Bloodied 44
Healing Surges (+22 hp) ○
AC 20; Fortitude 20, Reflex 18, Will 22
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +8 vs. AC; 1d10 + 2 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +11 vs. Will; 1d8 + 7 damage, and each ally adjacent to the elf shaman’s spirit companion gains 3 temporary hit points.
○ [R] Winter Wind Spirit (standard) ✦ Cold
Ranged 5; +11 vs. Fortitude; 1d10 + 7 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 +6 bonus to AC against an attack that hits.
□ [R] War Chieftain’s Blessing (standard)
Ranged 10; +11 vs. Will; 2d10 + 7 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 14 damage to the spirit, the spirit disappears, and the elf shaman takes 9 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; +11 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the elf shaman’s spirit companion regains 5 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 3 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 +16, Perception +16
Str 11 (+4); Dex 14 (+6); Wis 20 (+9);
Con 16 (+7); Int 13 (+5); Cha 10 (+4)
Equipment leather armor, longspear

-1 Level / +1 Level

Elf Panther Shaman [Level 8 Controller (Leader)]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +16; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 22
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +8 vs. AC; 1d10 + 2 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +11 vs. Fortitude; 1d10 + 7 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; +11 vs. Will; 2d10 + 7 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 +3 bonus to damage rolls.
□ [C] Earthrage Spirit (standard)
Close blast 5; targets enemies; +11 vs. Reflex; 2d6 + 7 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 14 damage to the spirit, the spirit disappears, and the elf shaman takes 9 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; +11 vs. Reflex; 1d10 + 7 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 +3 bonus to damage rolls against bloodied enemies.

Skills Nature +16, Perception +16
Str 11 (+4); Dex 14 (+6); Wis 20 (+9);
Con 13 (+5); Int 16 (+7); Cha 10 (+4)
Equipment leather armor, longspear

-1 Level / +1 Level

Elf Chaos Sorcerer [Level 8 Artillery]

Medium fey humanoid [XP 350]

Initiative +8; Senses Perception +7; low-light
HP 66; Bloodied 33
Healing Surges (+16 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 22
Speed 7

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +13 vs. AC; 1d4 + 6 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +10 vs. Will; 1d10 + 10 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: +10 vs. Will; 1d6 + 6 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; +10 vs. Reflex; 2d6 + 10 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; +10 vs. Reflex; 3d10 + 10 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 6 squares.
Wild Step
The elf sorcerer ignores difficult terrain when shifting.
Chaos Power
The elf sorcerer gains a +4 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 +9, Bluff +13
Str 13 (+5); Dex 18 (+8); Wis 12 (+5);
Con 12 (+5); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, dagger

-1 Level / +1 Level

Elf Dragon Sorcerer [Level 8 Skirmisher]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +7; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 19; Fortitude 19, Reflex 18, Will 22
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +10 vs. Reflex; 1d8 + 9 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 3 fire damage.
○ [C] Rimestorm (standard) ✦ Cold
Close blast 3; targets enemies; +10 vs. Fortitude; 2d8 + 9 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; +10 vs. Fortitude; 2d6 + 9 thunder damage. Hit or Miss: The elf sorcerer jumps a number of squares equal to the elf sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack against each creature in the burst. Secondary Attack: +10 vs. Fortitude; 2d6 + 5 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 +6 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 +3 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 +9, Athletics +12
Str 16 (+7); Dex 15 (+6); Wis 12 (+5);
Con 12 (+5); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Elf Earth Warden [Level 8 Brute]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +13; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 7

● [m] Battleaxe (standard) ✦ Weapon
+12 vs. AC; 1d10 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+12 vs. AC; 1d10 + 6 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
+12 vs. Fortitude; 2d10 + 6 damage, and the target takes a –4 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. +12 vs. Reflex; 2d10 + 6 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 +3 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 +10, Perception +13
Str 18 (+8); Dex 14 (+6); Wis 15 (+6);
Con 16 (+7); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Elf Wild Warden [Level 8 Brute]

Medium fey humanoid [XP 350]

Initiative +6; Senses Perception +15; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 23; Fortitude 21, Reflex 18, Will 21
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+12 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+12 vs. AC; 1d12 + 6 damage (crit 18 + 1d12), and the target is slowed until the end of the elf warden’s next turn.
○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
+12 vs. AC; 2d12 + 6 damage (crit 30 + 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 4 psychic damage.
□ [C] Hail of Thorns (standard) ✦ Poison, Weapon
Close blast 3; targets creatures the elf warden can see; +12 vs. Reflex; 1d12 + 6 poison damage (crit 18 + 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; +12 vs. Fortitude; 1d12 + 6 damage (crit 18 + 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 -4 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 +12, Perception +15
Str 18 (+8); Dex 14 (+6); Wis 18 (+8);
Con 13 (+5); Int 10 (+4); Cha 11 (+4)
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.