Elf NPCs [Level 10]

Elf Battle Cleric [Level 10 Controller (Leader)]

Medium fey humanoid [XP 500]

Initiative +6; Senses Perception +11; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 22, Reflex 19, Will 24
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 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
+14 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the elf cleric’s next turn.
□ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
Close burst 2; targets visible enemies; +14 vs. Fortitude; 2d10 + 7 radiant damage, and the target is pushed 1 square. Hit or Miss: Until the end of the encounter, the elf cleric gains regeneration 5, and the elf cleric and each ally within the burst gain a +2 power bonus to AC.
Mass Cure Light Wounds (standard) ✦ Healing
The elf cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +1 hit points.
○○ 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 +10
Str 18 (+9); Dex 13 (+6); Wis 18 (+9);
Con 12 (+6); Int 10 (+5); Cha 13 (+6)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Elf Devoted Cleric [Level 10 Controller (Leader)]

Medium fey humanoid [XP 500]

Initiative +6; Senses Perception +12; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 19, Reflex 19, Will 25
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Will; 2d8 + 8 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the elf cleric’s next turn.
□ [A] Flame Strike (standard) ✦ Fire
Area burst 2 within 10; targets enemies; +13 vs. Reflex; 2d10 + 8 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and no ongoing fire damage.
Mass Cure Light Wounds (standard) ✦ Healing
The elf cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +3 hit points.
○○ 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 +15, Religion +10
Str 13 (+6); Dex 13 (+6); Wis 20 (+10);
Con 12 (+6); Int 10 (+5); Cha 16 (+8)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Elf Greatweapon Fighter [Level 10 Soldier]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +9; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 24, Reflex 20, Will 20
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d6 + 7 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 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: +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +14 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the elf fighter slides the target 1 square. Miss: Half damage.
Into the Fray (minor)
The elf fighter can move 3 squares, as long as the move ends adjacent to an enemy.
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 +14, Intimidate +10
Str 18 (+9); Dex 15 (+7); Wis 14 (+7);
Con 16 (+8); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Elf Guardian Fighter [Level 10 Soldier]

Medium fey humanoid [XP 500]

Initiative +9; Senses Perception +9; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 27; Fortitude 24, Reflex 24, Will 20
Speed 6

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+15 vs. AC; 1d8 + 7 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
+15 vs. AC; 2d8 + 7 damage. Hit or Miss: The elf fighter gains a +2 power bonus to AC until the end of the elf fighter’s next turn.
□ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
Close burst 1; targets visible enemies; +15 vs. AC; 3d8 + 7 damage, and the target is slowed (save ends). Miss: The power is not expended.
Stalwart Guard (minor) ✦ Stance
Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the elf fighter. 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 Heal +12, Intimidate +10
Str 18 (+9); Dex 18 (+9); Wis 14 (+7);
Con 13 (+6); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Elf Avenging Paladin [Level 10 Soldier]

Medium fey humanoid [XP 500]

Initiative +6; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 23, Reflex 20, Will 22
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+15 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+15 vs. AC; 1d10 + 7 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
+15 vs. AC; 2d10 + 7 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.
□ [C] One Stands Alone (standard) ✦ Radiant
Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +11 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
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.
Cleansing Spirit (minor)
The elf paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
□□ Lay on Hands (minor) ✦ Healing
The elf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the elf paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Elven Accuracy (free)
The elf paladin can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf paladin ignores difficult terrain when shifting.

Skills Intimidate +13, Religion +10
Str 18 (+9); Dex 13 (+6); Wis 15 (+7);
Con 12 (+6); Int 10 (+5); Cha 16 (+8)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Elf Protecting Paladin [Level 10 Soldier]

Medium fey humanoid [XP 500]

Initiative +6; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 28; Fortitude 22, Reflex 22, Will 23
Speed 6

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage, and the elf paladin gains 2 temporary hit points.
○ [R] Beckon Foe (standard)
Ranged 5; +12 vs. Will; 2d10 + 7 damage, and the target is pulled 2 squares.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +12 vs. Fortitude; 1d10 + 7 radiant damage, and the target is pushed 3 squares. Sustain Minor: Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
Turn the Tide (standard)
The elf paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
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.
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 +14, Religion +10
Str 16 (+8); Dex 13 (+6); Wis 15 (+7);
Con 12 (+6); Int 10 (+5); Cha 18 (+9)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Elf Archer Ranger [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +10; Senses Perception +14; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 22, Reflex 24, Will 20
Speed 7

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d6 + 6 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +15 vs. AC; 1d10 + 8 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage (off-hand).
Longbow: Ranged 20/40; +15 vs. AC (twice); 1d10 + 3 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +15 vs. AC; 2d10 + 8 damage (first shot) and 1d10 + 8 damage (second shot).
□ [M/R] Attacks on the Run (standard) ✦ Weapon
The elf ranger can move at full speed. At any point during the move, the elf ranger can make two attacks.
Longsword: +14 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +15 vs. AC; 3d10 + 8 damage.
Miss: Half damage per attack.
Hunter’s Quarry (minor)
The elf ranger can designate the nearest visible enemy as the elf ranger’s quarry. Once per round when hitting this quarry, the elf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the elf ranger designates a different target as the quarry. The elf ranger can only designate one enemy as quarry at a time.
Elven Accuracy (free)
The elf ranger can reroll an attack roll. Use the second roll, even if it’s lower.
Open the Range (immediate interrupt)
When an enemy moves adjacent to the elf ranger.
The elf ranger can shift 1 square and then move 3 squares. The elf ranger cannot end the move adjacent to the triggering enemy.
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 +14, Stealth +14
Str 16 (+8); Dex 20 (+10); Wis 15 (+7);
Con 12 (+6); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Elf Two-Blade Ranger [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +9; Senses Perception +14; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 23, Reflex 23, Will 20
Speed 7

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +14 vs. AC; 1d10 + 7 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +15/+15 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage (off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
○ [M] Claws of the Griffon (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword (main): +15 vs. AC; 2d8 + 7 damage.
Longsword (off hand): +15 vs. AC; 1d8 + 7 damage.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +15 vs. AC; 2d8 + 7 damage. Miss: Half damage.
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.
Expeditious Stride (minor)
Until the end of the elf ranger’s next turn, the elf ranger’s speed increases by 4, and the elf ranger can shift 1 additional square when shifting.
Elven Accuracy (free)
The elf ranger can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf ranger ignores difficult terrain when shifting.
Two-Blade Fighting Style
The elf ranger can wield a one-handed weapon in the elf ranger’s off hand as if it were an off-hand weapon. In addition, the elf ranger gains Toughness as a bonus feat.
Toughness [Feat]
The elf ranger gains an additional +5 hit points.

Skills Nature +14, Perception +14
Str 18 (+9); Dex 18 (+9); Wis 15 (+7);
Con 12 (+6); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Elf Brawny Rogue [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +10; Senses Perception +8; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 21, Reflex 25, Will 19
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d6 + 6 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +16 vs. AC; 1d6 + 8 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+16 vs. Reflex; 1d6 + 8 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+16 vs. Fortitude; 1d6 + 8 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the elf rogue’s next turn.
□ [M] Crimson Edge (standard) ✦ Weapon
+16 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 8 damage and grants combat advantage to the elf rogue (save ends both). Miss: Half damage, and no ongoing damage.
Certain Freedom (move)
The elf rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
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 +15, Thievery +15
Str 16 (+8); Dex 20 (+10); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 13 (+6)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Elf Trickster Rogue [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +10; Senses Perception +13; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 19, Reflex 25, Will 21
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+12 vs. AC; 1d6 + 4 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
The elf rogue can move 2 squares before the attack.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +16 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
□ [M] Knockout (standard) ✦ Weapon
+16 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the elf rogue’s next turn.
Shadow Stride (move)
The elf rogue must be hidden to use this power. The elf rogue can move at full speed and must end the movement in a space where the elf rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful, the elf rogue remains during the movement, even if the elf rogue has no cover or concealment during it.
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 +15, Thievery +15
Str 13 (+6); Dex 20 (+10); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 16 (+8)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Elf Fey-Pact Warlock [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +6; Senses Perception +9; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 23; Fortitude 19, Reflex 22, Will 23
Speed 7

● [m] Spear (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +12 vs. Will; 1d6 + 7 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; +12 vs. Will; 1d10 + 7 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] Curse of the Black Frost (standard) ✦ Cold
Ranged 10; +12 vs. Reflex; 2d8 + 7 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the elf warlock can no longer sustain this power.
Warlock’s Leap (move) ✦ Teleportation
The elf warlock can teleport 6 squares, even without a line of sight to the destination. If the elf warlock attempts to teleport to a space the elf warlock can’t occupy, the power fails.
Warlock’s Curse (minor)
The elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the elf warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The elf warlock can only curse one target per turn.
Misty Step (free)
When a cursed enemy is reduced to 0 hit points or less.
The elf warlock can immediately teleport 3 squares.
Elven Accuracy (free)
The elf warlock can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf warlock ignores difficult terrain when shifting.

Skills Arcana +13, Bluff +14
Str 10 (+5); Dex 13 (+6); Wis 14 (+7);
Con 13 (+6); Int 16 (+8); Cha 18 (+9)
Equipment leather armor, spear

-1 Level / +1 Level

Elf Infernal-Pact Warlock [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +8; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 23; Fortitude 22, Reflex 22, Will 20
Speed 7

● [m] Mace (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +12 vs. Reflex; 1d6 + 7 fire damage. If the elf warlock takes damage before the end of the elf warlock’s next turn, the target takes an extra 1d6 + 7 fire damage.
○ [C] Howl of Doom (standard) ✦ Fear, Thunder
Close blast 3; +12 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 4 squares.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +12 vs. Reflex; 3d10 + 7 damage, and the target is immobilized (save ends). Miss: Half damage, and the target is not immobilized.
Warlock’s Curse (minor)
The elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the elf warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The elf warlock can only curse one target per turn.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The elf warlock gains 10 temporary hit points.
Elven Accuracy (free)
The elf warlock can reroll an attack roll. Use the second roll, even if it’s lower.
Shielding Shades (immediate reaction)
When the elf warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Wild Step
The elf warlock ignores difficult terrain when shifting.

Skills Arcana +13, Intimidate +11
Str 10 (+5); Dex 14 (+7); Wis 13 (+6);
Con 18 (+9); Int 16 (+8); Cha 13 (+6)
Equipment leather armor, mace

-1 Level / +1 Level

Elf Star-Pact Warlock [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +8; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 22; Fortitude 22, Reflex 21, Will 22
Speed 7

● [m] Sickle (standard) ✦ Weapon
+10 vs. AC; 1d6 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +12 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the elf warlock on its next turn, it takes an extra 1d6 + 7 damage.
○ [R] Sign of Ill Omen (standard)
Ranged 10; +11 vs. Will; 2d6 + 6 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.
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +12 vs. Will; 2d10 + 7 psychic damage, and the elf warlock teleports the target to an unoccupied square within 3 squares of the elf warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit, the elf warlock teleports the target to an unoccupied square within 3 squares of the elf warlock. On a miss, the effect ends.
Warlock’s Curse (minor)
The elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the elf warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The elf warlock can only curse one target per turn.
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The elf warlock gains a +1 bonus to a single d20 roll the elf warlock makes during the elf warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Elven Accuracy (free)
The elf warlock can reroll an attack roll. Use the second roll, even if it’s lower.
Shielding Shades (immediate reaction)
When the elf warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Wild Step
The elf warlock ignores difficult terrain when shifting.

Skills Arcana +11, Insight +11
Str 10 (+5); Dex 14 (+7); Wis 13 (+6);
Con 18 (+9); Int 13 (+6); Cha 16 (+8)
Equipment leather armor, sickle

-1 Level / +1 Level

Elf Inspiring Warlord [Level 10 Soldier (Leader)]

Medium fey humanoid [XP 500]

Initiative +8; Senses Perception +8; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 22
Speed 6

● [m] Halberd (standard) ✦ Weapon
Reach 1; +14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Furious Smash (standard) ✦ Weapon
+14 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
+14 vs. AC; 2d10 + 7 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] White Raven Strike (standard) ✦ Weapon
+14 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the elf warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the elf warlord’s allies gain.
Defensive Rally (standard) ✦ Healing
Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of the elf warlord’s next turn.
○○ 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.
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 8 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 +11, History +11
Str 18 (+9); Dex 13 (+6); Wis 12 (+6);
Con 12 (+6); Int 13 (+6); Cha 16 (+8)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Elf Tactical Warlord [Level 10 Soldier (Leader)]

Medium fey humanoid [XP 500]

Initiative +8; Senses Perception +8; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 23, Reflex 22, Will 20
Speed 7

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 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
+15 vs. AC; 1d8 + 7 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] Knock Them Down (standard) ✦ Weapon
+15 vs. AC; 3d8 + 7 damage, and the target is knocked prone. Every ally within 10 squares of the elf warlord can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
○○ 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.
Tactical Shift (immediate interrupt)
When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
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 +11, History +13
Str 18 (+9); Dex 13 (+6); Wis 12 (+6);
Con 12 (+6); Int 16 (+8); Cha 13 (+6)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Elf Control Wizard [Level 10 Artillery]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +11; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 19, Reflex 22, Will 24
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +12 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the elf wizard’s next turn.
○ [R] Spectral Ram (standard) ✦ Force
Ranged 10; +12 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +12 vs. Reflex; 2d12 + 7 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
Mirror Image (minor) ✦ Illusion
Three duplicate images appear in the elf wizard’s space, and the elf wizard gains a +6 power bonus to AC. Each time an attack misses the elf wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all the elf wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
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 +14, Insight +14
Str 10 (+5); Dex 15 (+7); Wis 18 (+9);
Con 12 (+6); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Elf War Wizard [Level 10 Artillery]

Medium fey humanoid [XP 500]

Initiative +9; Senses Perception +9; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 19, Reflex 22, Will 22
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +12 vs. Reflex; 1d6 + 7 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +12 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +12 vs. Reflex; 1d6 + 7 lightning damage.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +12 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
Blur (minor) ✦ Illusion
Until the end of the encounter, the elf wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away from the elf wizard cannot see the elf wizard.
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 +14, History +14
Str 10 (+5); Dex 18 (+9); Wis 15 (+7);
Con 12 (+6); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Elf Isolating Avenger [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +6; Senses Perception +12; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 24
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+16 vs. AC; 1d10 + 8 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
+16 vs. AC; 1d10 + 8 damage, and the elf avenger teleports each enemy within 2 squares of the target 4 squares.
□ [M] Enduring Strike (standard) ✦ Weapon
+16 vs. AC; 3d10 + 8 damage, and the elf avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the elf avenger makes a saving throw.
○ [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.
River of Life (minor) ✦ Healing
The elf avenger gains regeneration 5 until the end of the encounter.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the elf avenger makes an attack roll against the elf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Elven Accuracy (free)
The elf avenger can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf avenger ignores difficult terrain when shifting.
Censure of Retribution
When any enemy other than the elf avenger’s oath of enmity target hits the elf avenger, the elf avenger gains a +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 +11, Religion +13
Str 13 (+6); Dex 13 (+6); Wis 20 (+10);
Con 12 (+6); Int 16 (+8); Cha 10 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Elf Pursuing Avenger [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +9; Senses Perception +12; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 24
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 4 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +14 vs. AC; 1d8 + 7 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+16 vs. AC; 1d10 + 8 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
+16 vs. AC; 2d10 + 8 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.
□ [M] Oath of Pursuit (standard) ✦ Weapon
+16 vs. AC; 2d10 + 8 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves on its turn, the elf avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The elf avenger must end this movement closer to the target.
○ [C] Oath of Enmity (minor)
Choose one enemy the elf avenger can see in within 10 squares. When the elf avenger makes a melee attack against the target and the target is the only enemy adjacent to the elf avenger, the elf avenger makes two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the elf avenger regains the use of this power.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the elf avenger makes an attack roll against the elf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Elven Accuracy (free)
The elf avenger can reroll an attack roll. Use the second roll, even if it’s lower.
Avenger’s Readiness (no action)
When the elf avenger rolls initiative at the beginning of an encounter.
The elf avenger gains a +5 power bonus to the initiative check. The elf avenger shifts 3 squares as a free action when the first creature in the initiative order starts its turn, even if the elf avenger is surprised.
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 +10, Stealth +14
Str 13 (+6); Dex 18 (+9); Wis 20 (+10);
Con 12 (+6); Int 11 (+5); Cha 10 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Elf Rageblood Barbarian [Level 10 Brute]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +13; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 24; Fortitude 24, Reflex 21, Will 19
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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
+14 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the elf barbarian.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+14 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss: The elf barbarian enters the rage of the oak hammer. Until the rage ends, whenever the elf barbarian hits a target with a melee attack, the elf barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +3 damage.
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.
Deny Death (immediate interrupt)
When the elf barbarian drops to 0 hit points or fewer and doesn’t die.
The elf barbarian is dying but don’t fall unconscious because of that condition. At the end of the elf barbarian’s next turn, the elf barbarian falls unconscious if the elf barbarian is still dying.
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 +13, Perception +13
Str 18 (+9); Dex 14 (+7); Wis 13 (+6);
Con 16 (+8); Int 10 (+5); Cha 13 (+6)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Elf Thaneborn Barbarian [Level 10 Brute]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +13; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 24; Fortitude 24, Reflex 21, Will 21
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
+14 vs. AC; 2d12 + 7 acid damage (crit 31 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The elf barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the elf barbarian’s turns, each enemy adjacent to the elf barbarian is blinded until the end of the elf barbarian’s turn.
○ [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; +17 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
Elven Accuracy (free)
The elf barbarian can reroll an attack roll. Use the second roll, even if it’s lower.
Mountain Roots (immediate interrupt) ✦ Stance
When the elf barbarian is pulled, pushed, or slid.
The elf barbarian negates the forced movement. Until the stance ends, the elf barbarian can negate forced movement against the elf barbarian. Stance: This power lasts until the end of the encounter or until the elf barbarian uses another stance power.
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 +13, Perception +13
Str 18 (+9); Dex 14 (+7); Wis 13 (+6);
Con 13 (+6); Int 10 (+5); Cha 16 (+8)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Elf Cunning Bard [Level 10 Controller (Leader)]

Medium fey humanoid [XP 500]

Initiative +6; Senses Perception +13; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 19, Reflex 23, Will 23
Speed 7

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 4 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +12 vs. Will; 1d6 + 7 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; +12 vs. Will; 2d8 + 7 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end of the elf bard’s next turn.
□ [R] Hideous Laughter (standard) ✦ Charm, Psychic
Ranged 10; +12 vs. Will; 3d8 + 7 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage, and the target can’t take opportunity actions until the end of the elf bard’s next turn.
○○ Majestic Word (minor) ✦ Healing
The elf bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This power can only be used once per round. The elf bard can also slide the target 1 square.
Illusory Erasure (minor) ✦ Illusion
One ally within 10 squares becomes invisible until the end of the elf bard’s next turn, and the elf bard slides the target 2 squares.
Elven Accuracy (free)
The elf bard can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf bard ignores difficult terrain when shifting.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 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 +13, Bluff +14
Str 12 (+6); Dex 13 (+6); Wis 12 (+6);
Con 13 (+6); Int 16 (+8); Cha 18 (+9)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Elf Valorous Bard [Level 10 Controller (Leader)]

Medium fey humanoid [XP 500]

Initiative +6; Senses Perception +13; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 21, Reflex 21, Will 23
Speed 6

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 4 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 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
+15 vs. AC; 2d8 + 7 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.
□ [M] Thunder Blade (standard) ✦ Thunder, Weapon
+15 vs. AC; 3d8 + 7 thunder damage, and the elf bard slides the target 2 squares. Hit or Miss: Until the end of the encounter, whenever the elf bard hits a target with an at-will attack power, the elf bard slides the target 2 squares to a space that must be adjacent to at least one of the elf bard’s allies.
○○ 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.
Word of Life (immediate reaction) ✦ Healing
When an enemy attack reduces an ally within 20 squares of the elf bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the elf bard’s next turn.
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 +11, Athletics +10
Str 12 (+6); Dex 13 (+6); Wis 12 (+6);
Con 16 (+8); Int 13 (+6); Cha 18 (+9)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Elf Guardian Druid [Level 10 Controller]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +12; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 24; Fortitude 21, Reflex 21, Will 24
Speed 7

● [m] Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 4 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+13 vs. Reflex; 1d8 + 8 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; +13 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
○ [R] Swirling Winds (standard)
Ranged 10; +13 vs. Reflex; 1d10 + 8 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] Sunbeam (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +13 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 8 radiant damage. Miss: 1d10 + 8 radiant damage.
Feywild Sojourn (move) ✦ Teleportation
The elf druid teleports to a safe place in the Feywild. While the elf druid is there, the elf druid can’t take any actions other than using the elf druid’s second wind and wild shape. At the end of the elf druid’s next turn or as a move action before then, the elf druid reappears in an unoccupied space within 10 squares of the space the elf druid left.
Wild Shape (minor) ✦ Polymorph
The elf druid changes from the elf druid’s humanoid form to beast form or vice versa. When the elf druid changes from beast form back to the elf druid’s humanoid form, the elf druid shifts 1 square. While the elf druid is in beast form, the elf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the elf druid can sustain such powers. The elf druid can use this power once per round.
Elven Accuracy (free)
The elf druid can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf druid ignores difficult terrain when shifting.
Primal Guardian
While the elf druid is not wearing heavy armor, the elf druid can use the elf druid’s Constitution modifier in place of the elf druid’s Dexterity or Intelligence modifier to determine the elf druid’s AC.

Skills Heal +15, Nature +17
Str 12 (+6); Dex 15 (+7); Wis 20 (+10);
Con 16 (+8); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe

-1 Level / +1 Level

Elf Predator Druid [Level 10 Controller]

Medium fey humanoid [XP 500]

Initiative +9; Senses Perception +17; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 19, Reflex 23, Will 24
Speed 8

● [m] Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 4 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+13 vs. Reflex; 1d8 + 8 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; +13 vs. Reflex; 1d6 + 3 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
+13 vs. Reflex; 2d10 + 8 damage, and the elf druid grabs the target. The target takes a -4 penalty to checks to escape the grab.
□ [M] Primal Wolf (standard) ✦ Beast Form
+13 vs. Reflex; 2d8 + 8 damage, the elf druid knocks the target prone, and it can’t stand up (save ends). Miss: Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the elf druid gains a +2 bonus to attack rolls against prone targets. In addition, whenever the elf druid hits an enemy with a melee attack while the elf druid is in beast form, the elf druid can knock that enemy prone.
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.
Armor of the Wild (minor) ✦ Beast Form
Until the end of the encounter, while the elf druid is in beast form, the elf druid gains resist 1 to all damage.
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 +17, Perception +17
Str 12 (+6); Dex 18 (+9); Wis 20 (+10);
Con 13 (+6); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe

-1 Level / +1 Level

Elf Preserving Invoker [Level 10 Artillery]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +12; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 24
Speed 7

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 3 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Fortitude; 2d8 + 8 thunder damage, and the target is pushed 4 squares.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +13 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the end of the elf invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses the elf invoker takes 5 psychic damage.
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.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the elf invoker makes an attack roll against the elf invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +13, Religion +13
Str 10 (+5); Dex 14 (+7); Wis 20 (+10);
Con 13 (+6); Int 16 (+8); Cha 11 (+5)
Equipment hide armor, morningstar

-1 Level / +1 Level

Elf Wrathful Invoker [Level 10 Artillery]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +12; low-light
HP 82; Bloodied 41
Healing Surges (+20 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 24
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 3 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +13 vs. Fortitude; 1d10 + 8 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; +18 vs. Will; 2d6 + 8 psychic damage. Before the attack, each target can fall prone as a free action. Each prone target takes 1d6 + 3 psychic damage.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +13 vs. Reflex; 3d6 + 8 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of cerulean light that lasts until the end of the elf invoker’s next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
○ [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.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the elf invoker makes an attack roll against the elf invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +12, Religion +11
Str 10 (+5); Dex 14 (+7); Wis 20 (+10);
Con 16 (+8); Int 13 (+6); Cha 11 (+5)
Equipment chainmail, morningstar

-1 Level / +1 Level

Elf Bear Shaman [Level 10 Controller (Leader)]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +17; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 22; Fortitude 22, Reflex 20, Will 24
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 3 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +13 vs. Will; 1d8 + 8 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; +13 vs. Fortitude; 1d10 + 8 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] Clever Trickster Spirit (standard) ✦ Psychic
Ranged 10; +13 vs. Will; 2d8 + 8 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage (save ends both).
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 15 damage to the spirit, the spirit disappears, and the elf shaman takes 10 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.
Rock Shield Spirits (minor) ✦ Zone
Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the elf shaman can move the zone 5 squares.
● [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; +13 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 +17, Perception +17
Str 11 (+5); Dex 14 (+7); Wis 20 (+10);
Con 16 (+8); Int 13 (+6); Cha 10 (+5)
Equipment leather armor, longspear

-1 Level / +1 Level

Elf Panther Shaman [Level 10 Controller (Leader)]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +17; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 24
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 3 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +13 vs. Fortitude; 1d10 + 8 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; +13 vs. Will; 2d10 + 8 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.
□ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
Ranged 10; +13 vs. Fortitude; 3d6 + 8 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The elf shaman and each ally within 10 squares of the elf shaman regains 5 hit points.
Call Spirit Companion (minor) ✦ Conjuration
The elf shaman conjures the elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the elf shaman falls unconscious or until the elf shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the elf shaman takes a move action, the elf shaman can also move the spirit a number of squares equal to the elf shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 15 damage to the spirit, the spirit disappears, and the elf shaman takes 10 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.
● [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; +13 vs. Reflex; 1d10 + 8 damage.
Elven Accuracy (free)
The elf shaman can reroll an attack roll. Use the second roll, even if it’s lower.
Spirit Summons (free)
Until the end of the encounter, the elf shaman can use the elf shaman’s call spirit companion power to conjure a second spirit companion. When the elf shaman attacks with a spirit power, the elf shaman chooses which spirit companion to use for the attack. When an effect applies to creatures adjacent to the elf shaman’s spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
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 +17, Perception +17
Str 11 (+5); Dex 14 (+7); Wis 20 (+10);
Con 13 (+6); Int 16 (+8); Cha 10 (+5)
Equipment leather armor, longspear

-1 Level / +1 Level

Elf Chaos Sorcerer [Level 10 Artillery]

Medium fey humanoid [XP 500]

Initiative +9; Senses Perception +8; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 19, Reflex 22, Will 24
Speed 7

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +15 vs. AC; 1d4 + 7 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +12 vs. Will; 1d10 + 11 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: +12 vs. Will; 1d6 + 7 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; +12 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The elf sorcerer teleports each target hit by the attack to any other space within the burst.
□ [R] Contagious Curse (standard) ✦ Poison
Ranged 10; +12 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The elf sorcerer slides the target 4 squares. The target is poisonous to the elf sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 + 7 poison damage. If the elf sorcerer rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 7 poison damage.
Elven Accuracy (free)
The elf sorcerer can reroll an attack roll. Use the second roll, even if it’s lower.
Chaos Link (immediate reaction)
When the elf sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
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 +10, Bluff +14
Str 13 (+6); Dex 18 (+9); Wis 12 (+6);
Con 12 (+6); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, dagger

-1 Level / +1 Level

Elf Dragon Sorcerer [Level 10 Skirmisher]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +8; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 21; Fortitude 21, Reflex 20, Will 24
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +12 vs. Reflex; 1d8 + 10 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; +12 vs. Fortitude; 2d8 + 10 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] Adamantine Echo (standard) ✦ Thunder
Close blast 3; +12 vs. Fortitude; 2d6 + 10 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends). Hit or Miss: The elf sorcerer gains a +3 power bonus to AC until the end of the encounter.
Invert Resistance (minor)
Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance against (save ends both).
Elven Accuracy (free)
The elf sorcerer can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf sorcerer ignores difficult terrain when shifting.
Draconic Power
The elf sorcerer gains a +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 +10, Athletics +13
Str 16 (+8); Dex 15 (+7); Wis 12 (+6);
Con 12 (+6); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Elf Earth Warden [Level 10 Brute]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +14; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 26; Fortitude 23, Reflex 22, Will 21
Speed 7

● [m] Battleaxe (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 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
+14 vs. Fortitude; 2d10 + 7 damage, and the target takes a –4 penalty to melee attack rolls until the end of the elf warden’s next turn.
Shield of Stone (minor)
The elf warden slides one ally within 5 squares by 5 squares. Until the end of the elf warden’s next turn, that ally gains resist 5 to all damage and a +2 power bonus to all defenses.
Form of the Oak Sentinel (minor) ✦ Polymorph
The elf warden assumes the guardian form of the oak sentinel until the end of the encounter. While the elf warden is in this form, the elf warden’s melee reach increases by 1. In addition, any enemy that hits the elf warden with a melee attack takes 4 damage. Once during this encounter, the elf warden can make the following attack while the elf warden is in this form as an immediate interrupt when an enemy within the elf warden’s reach makes a melee attack against the elf warden’s ally.
Secondary Attack: targets the triggering enemy; +14 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: The elf warden becomes the target of the triggering attack, even if the elf warden is not within that attack’s range.
● [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 +11, Perception +14
Str 18 (+9); Dex 14 (+7); Wis 15 (+7);
Con 16 (+8); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Elf Wild Warden [Level 10 Brute]

Medium fey humanoid [XP 500]

Initiative +7; Senses Perception +16; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 25; Fortitude 23, Reflex 20, Will 23
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is slowed until the end of the elf warden’s next turn.
○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
+14 vs. AC; 2d12 + 7 damage (crit 31 + 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.
Returning Strength (minor) ✦ Healing
The elf warden spends a healing surge and regains +4 additional hit points.
Form of the Frenzied Wolverine (minor) ✦ Polymorph
The elf warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the elf warden is in this form, the elf warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, the elf warden can use the elf warden’s second wind as a minor action. Once during this encounter, the elf warden can make the following attack while the elf warden is in this form as a standard action.
Secondary Attack: +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
When an enemy marked by the elf warden makes an attack that does not include the elf warden as a target.
Targets the triggering enemy; +14 vs. Fortitude; 1d12 + 7 damage (crit 19 + 1d12), and the target grants combat advantage to the elf warden and the elf warden’s allies until the end of the elf warden’s next turn.
Elven Accuracy (free)
The elf warden can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf warden ignores difficult terrain when shifting.
Wildblood
When the elf warden uses the elf warden’s second wind, each enemy marked by the elf warden takes an additional -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 +13, Perception +16
Str 18 (+9); Dex 14 (+7); Wis 18 (+9);
Con 13 (+6); Int 10 (+5); Cha 11 (+5)
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.