Elf NPCs [Level 11]
Elf Battle Cleric [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +11; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 23, Reflex 21, Will 25
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 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
- +15 vs. Will; 1d10 + 8 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; +15 vs. Fortitude; 2d10 + 8 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
+2 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The elf cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 19 (+9); Dex 14 (+7); Wis 19 (+9);
Con 13 (+6); Int 11 (+5); Cha 14 (+7)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Devoted Cleric [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +12; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 21, Reflex 21, Will 26
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +14 vs. Reflex; 1d8 + 9 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; +14 vs. Will; 2d8 + 9 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; +14 vs. Reflex; 2d10 + 9 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 10 squares can spend a healing surge and regain an additional 3d6 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 14 (+7); Dex 14 (+7); Wis 21 (+10);
Con 13 (+6); Int 11 (+5); Cha 17 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Greatweapon Fighter [Level 11 Soldier]
Medium fey humanoid [XP 600]
Initiative +8; Senses Perception +9; low-light
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 26; Fortitude 25, Reflex 22, Will 21
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12). 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:
+15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +15 vs. AC; 2d12 + 8 damage (crit 32 + 2d12), 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 +11
Str 19 (+9); Dex 16 (+8); Wis 15 (+7);
Con 17 (+8); Int 11 (+5); Cha 12 (+6)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Elf Guardian Fighter [Level 11 Soldier]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +9; low-light
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 28; Fortitude 25, Reflex 25, Will 21
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 2d8 + 8 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; +16 vs. AC; 3d8 + 8 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 +11
Str 19 (+9); Dex 19 (+9); Wis 15 (+7);
Con 14 (+7); Int 11 (+5); Cha 12 (+6)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Avenging Paladin [Level 11 Soldier]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +10; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 27; Fortitude 24, Reflex 22, Will 23
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +16 vs. AC; 1d10 + 8 radiant damage. If the elf paladin has marked the target, the elf paladin gains a +3 bonus to the damage
roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +16 vs. AC; 2d10 + 8 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; +12 vs. Will; 2d8 + 7 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 9 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 19 (+9); Dex 14 (+7); Wis 16 (+8);
Con 13 (+6); Int 11 (+5); Cha 17 (+8)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Elf Protecting Paladin [Level 11 Soldier]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +10; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 29; Fortitude 23, Reflex 24, Will 24
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] Bolstering Strike (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage, and the elf paladin gains 3 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +13 vs. Will; 2d10 + 8 damage, and the target is pulled 3 squares.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +13 vs. Fortitude; 1d10 + 8 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +13 vs. Fortitude; 1d10 + 8 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 10 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 17 (+8); Dex 14 (+7); Wis 16 (+8);
Con 13 (+6); Int 11 (+5); Cha 19 (+9)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Archer Ranger [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +10; Senses Perception +15; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 27; Fortitude 23, Reflex 25, Will 22
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +16 vs. AC; 1d10 + 9 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +15/+15 vs. AC; 1d8 + 4 damage (main)/1d6 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +16 vs. AC (twice); 1d10 + 4 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +16 vs. AC; 2d10 + 9 damage (first shot) and 1d10 + 9 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:
+15 vs. AC; 3d8 + 7 damage.
Longbow: Ranged 20/40; +16 vs. AC; 3d10 + 9 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 2d6 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 4 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 +15, Stealth +14
Str 17 (+8); Dex 21 (+10); Wis 16 (+8);
Con 13 (+6); Int 11 (+5); Cha 12 (+6)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Elf Two-Blade Ranger [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +15; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 26; Fortitude 24, Reflex 24, Will 22
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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/Longsword: +16/+16 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +15 vs. AC (twice); 1d10 + 4 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +16 vs. AC; 2d8 + 8 damage.
Longsword (off
hand): +16 vs. AC; 1d8 + 8 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +16 vs. AC; 2d8 + 8 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 2d6 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 +10 hit points.
Skills Nature +15, Perception +15
Str 19 (+9); Dex 19 (+9); Wis 16 (+8);
Con 13 (+6); Int 11 (+5); Cha 12 (+6)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Elf Brawny Rogue [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +10; Senses Perception +9; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 22, Reflex 26, Will 21
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 7 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +17 vs. Reflex; 1d6 + 9 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +17 vs. Fortitude; 1d6 + 9 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
- +17 vs. Fortitude; 2d6 + 9 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 3d6 damage.
Skills Acrobatics +15, Thievery +15
Str 17 (+8); Dex 21 (+10); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 14 (+7)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Elf Trickster Rogue [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +10; Senses Perception +14; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 21, Reflex 26, Will 22
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +17 vs. AC; 1d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
The elf rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +17 vs. AC; 2d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 2d6 + 9 damage.
Miss: Make a secondary attack against the target.
Short Sword: +17 vs. AC; 1d6 + 9 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +17 vs. Fortitude; 2d6 + 9 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 3d6 damage.
Skills Stealth +15, Thievery +15
Str 14 (+7); Dex 21 (+10); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 17 (+8)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Elf Fey-Pact Warlock [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +9; low-light
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 24; Fortitude 21, Reflex 23, Will 24
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +13 vs. Will; 1d6 + 8 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; +13 vs. Will; 1d10 + 8 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; +13 vs. Reflex; 2d8 + 8 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 4 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 4 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 2d6 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 11 (+5); Dex 14 (+7); Wis 15 (+7);
Con 14 (+7); Int 17 (+8); Cha 19 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Elf Infernal-Pact Warlock [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +9; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 24; Fortitude 23, Reflex 23, Will 22
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +13 vs. Reflex; 1d6 + 8 fire damage. If the elf warlock takes damage before the end of the elf warlock’s next turn,
the target takes an extra 1d6 + 8 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +13 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +13 vs. Reflex; 3d10 + 8 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 2d6 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 11 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 +12
Str 11 (+5); Dex 15 (+7); Wis 14 (+7);
Con 19 (+9); Int 17 (+8); Cha 14 (+7)
Equipment leather armor, mace
-1 Level / +1 Level
Elf Star-Pact Warlock [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +9; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 23; Fortitude 23, Reflex 22, Will 23
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the elf warlock on its next turn, it takes
an extra 1d6 + 8 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +12 vs. Will; 2d6 + 7 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 -2 penalty to both rolls.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +13 vs. Will; 2d10 + 8 psychic damage, and the elf warlock teleports the target to an unoccupied square within
3 squares of the elf warlock. Sustain Minor: Make a +13 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 2d6 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 +12, Insight +12
Str 11 (+5); Dex 15 (+7); Wis 14 (+7);
Con 19 (+9); Int 14 (+7); Cha 17 (+8)
Equipment leather armor, sickle
-1 Level / +1 Level
Elf Inspiring Warlord [Level 11 Soldier (Leader)]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +8; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 24, Reflex 21, Will 23
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +15 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
- +15 vs. AC; 2d10 + 8 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
- +15 vs. AC; 3d10 + 8 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 10 squares can spend a healing surge and regain an additional 3d6 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 +12
Str 19 (+9); Dex 14 (+7); Wis 13 (+6);
Con 13 (+6); Int 14 (+7); Cha 17 (+8)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Elf Tactical Warlord [Level 11 Soldier (Leader)]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +8; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 24, Reflex 23, Will 22
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 3d8 + 8 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 10 squares can spend a healing surge and regain an additional 3d6 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 19 (+9); Dex 14 (+7); Wis 13 (+6);
Con 13 (+6); Int 17 (+8); Cha 14 (+7)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Elf Control Wizard [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +8; Senses Perception +11; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○○
AC 23; Fortitude 20, Reflex 23, Will 25
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 cold damage, and the target is slowed until the end of the elf wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +13 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +13 vs. Reflex; 2d12 + 8 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 11 (+5); Dex 16 (+8); Wis 19 (+9);
Con 13 (+6); Int 19 (+9); Cha 12 (+6)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Elf War Wizard [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +10; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○○
AC 23; Fortitude 20, Reflex 23, Will 24
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +13 vs. Reflex; 1d6 + 8 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +13 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +13 vs. Reflex; 1d6 + 8 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +13 vs. Fortitude; 2d8 + 8 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 11 (+5); Dex 19 (+9); Wis 16 (+8);
Con 13 (+6); Int 19 (+9); Cha 12 (+6)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Elf Isolating Avenger [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +12; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 25
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 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
- +17 vs. AC; 1d10 + 9 damage, and the elf avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +17 vs. AC; 3d10 + 9 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 +12, Religion +13
Str 14 (+7); Dex 14 (+7); Wis 21 (+10);
Con 13 (+6); Int 17 (+8); Cha 11 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Elf Pursuing Avenger [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +12; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 26; Fortitude 22, Reflex 24, Will 25
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 6 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +15 vs. AC; 1d8 + 8 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 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
- +17 vs. AC; 2d10 + 9 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
- +17 vs. AC; 2d10 + 9 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 +8 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 +11, Stealth +14
Str 14 (+7); Dex 19 (+9); Wis 21 (+10);
Con 13 (+6); Int 12 (+6); Cha 11 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Elf Rageblood Barbarian [Level 11 Brute]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +14; low-light
HP 137; Bloodied 68
Healing Surges (+34 hp) ○○
AC 26; Fortitude 25, Reflex 23, Will 21
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 2d8 + 8 damage (crit 36 + 2d12). 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
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 2d12). The attack deals 1 extra damage for each enemy within 3 squares of the elf
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +15 vs. AC; 3d12 + 8 damage (crit 44 + 2d12), 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 8 temporary hit points.
- Barbarian Agility
- While the elf barbarian is not wearing heavy armor, the elf barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +13, Perception +14
Str 19 (+9); Dex 15 (+7); Wis 14 (+7);
Con 17 (+8); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Thaneborn Barbarian [Level 11 Brute]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +14; low-light
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 26; Fortitude 25, Reflex 23, Will 22
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 2d6 + 8 damage (crit 32 + 2d12). 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
- +15 vs. AC; 2d12 + 8 acid damage (crit 32 + 2d12), 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; +18 vs. AC; 3d12 + 8 damage (crit 44 + 2d12).
- ○ 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 +2 bonus to AC and Reflex.
Skills Athletics +13, Perception +14
Str 19 (+9); Dex 15 (+7); Wis 14 (+7);
Con 14 (+7); Int 11 (+5); Cha 17 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Cunning Bard [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +13; low-light
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 26; Fortitude 21, Reflex 24, Will 24
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +13 vs. Will; 1d6 + 8 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; +13 vs. Will; 2d8 + 8 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; +13 vs. Will; 3d8 + 8 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 10 squares can spend a healing surge and regain an additional 2d6 + 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 13 (+6); Dex 14 (+7); Wis 13 (+6);
Con 14 (+7); Int 17 (+8); Cha 19 (+9)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Elf Valorous Bard [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +13; low-light
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 26; Fortitude 22, Reflex 23, Will 24
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 2d8 + 8 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
- +16 vs. AC; 3d8 + 8 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 10 squares can spend a healing surge and regain an additional 2d6 + 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 6 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 +12, Athletics +10
Str 13 (+6); Dex 14 (+7); Wis 13 (+6);
Con 17 (+8); Int 14 (+7); Cha 19 (+9)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Elf Guardian Druid [Level 11 Controller]
Medium fey humanoid [XP 600]
Initiative +8; Senses Perception +12; low-light
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 25
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +14 vs. Reflex; 1d8 + 9 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; +14 vs. Fortitude; 1d6 + 4 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +14 vs. Reflex; 1d10 + 9 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; +14 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 9 radiant
damage. Miss: 1d10 + 9 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 13 (+6); Dex 16 (+8); Wis 21 (+10);
Con 17 (+8); Int 12 (+6); Cha 11 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Predator Druid [Level 11 Controller]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +17; low-light
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 26; Fortitude 21, Reflex 24, Will 25
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +14 vs. Reflex; 1d8 + 9 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; +14 vs. Reflex; 1d6 + 4 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
- +14 vs. Reflex; 2d10 + 9 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
- +14 vs. Reflex; 2d8 + 9 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 2 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 13 (+6); Dex 19 (+9); Wis 21 (+10);
Con 14 (+7); Int 12 (+6); Cha 11 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Preserving Invoker [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +12; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 25
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +14 vs. Reflex; 1d8 + 9 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; +14 vs. Fortitude; 2d8 + 9 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +14 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 11 (+5); Dex 15 (+7); Wis 21 (+10);
Con 14 (+7); Int 17 (+8); Cha 12 (+6)
Equipment hide armor, morningstar
-1 Level / +1 Level
Elf Wrathful Invoker [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +12; low-light
HP 89; Bloodied 44
Healing Surges (+22 hp) ○○
AC 25; Fortitude 23, Reflex 22, Will 25
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +14 vs. Fortitude; 1d10 + 9 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; +19 vs. Will; 2d6 + 9 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 4 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +14 vs. Reflex; 3d6 + 9 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 1d6+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 +12
Str 11 (+5); Dex 15 (+7); Wis 21 (+10);
Con 17 (+8); Int 14 (+7); Cha 12 (+6)
Equipment chainmail, morningstar
-1 Level / +1 Level
Elf Bear Shaman [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +17; low-light
HP 113; Bloodied 56
Healing Surges (+28 hp) ○○
AC 23; Fortitude 23, Reflex 21, Will 25
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +12 vs. AC; 1d10 + 5 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +14 vs. Will; 1d8 + 9 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; +14 vs. Fortitude; 1d10 + 9 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; +14 vs. Will; 2d8 + 9 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 3d6 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; +14 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 12 (+6); Dex 15 (+7); Wis 21 (+10);
Con 17 (+8); Int 14 (+7); Cha 11 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Panther Shaman [Level 11 Controller (Leader)]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +17; low-light
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 24; Fortitude 22, Reflex 22, Will 25
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +12 vs. AC; 1d10 + 5 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +14 vs. Fortitude; 1d10 + 9 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; +14 vs. Will; 2d10 + 9 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; +14 vs. Fortitude; 3d6 + 9 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 3d6 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; +14 vs. Reflex; 1d10 + 9 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 12 (+6); Dex 15 (+7); Wis 21 (+10);
Con 14 (+7); Int 17 (+8); Cha 11 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Chaos Sorcerer [Level 11 Artillery]
Medium fey humanoid [XP 600]
Initiative +9; Senses Perception +8; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○○
AC 23; Fortitude 21, Reflex 23, Will 25
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +16 vs. AC; 1d4 + 8 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +13 vs. Will; 1d10 + 14 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:
+13 vs. Will; 1d6 + 10 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; +13 vs. Reflex; 2d6 + 14 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; +13 vs. Fortitude; 2d10 + 14 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 + 10 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 + 10 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 +6 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 +11, Bluff +14
Str 14 (+7); Dex 19 (+9); Wis 13 (+6);
Con 13 (+6); Int 12 (+6); Cha 19 (+9)
Equipment cloth armor, dagger
-1 Level / +1 Level
Elf Dragon Sorcerer [Level 11 Skirmisher]
Medium fey humanoid [XP 600]
Initiative +8; Senses Perception +8; low-light
HP 109; Bloodied 54
Healing Surges (+27 hp) ○○
AC 22; Fortitude 22, Reflex 22, Will 25
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +13 vs. Reflex; 1d8 + 13 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; +13 vs. Fortitude; 2d8 + 13 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; +13 vs. Fortitude; 2d6 + 13 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 +5 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 +11, Athletics +13
Str 17 (+8); Dex 16 (+8); Wis 13 (+6);
Con 13 (+6); Int 12 (+6); Cha 19 (+9)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Elf Earth Warden [Level 11 Brute]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +15; low-light
HP 137; Bloodied 68
Healing Surges (+34 hp) ○○
AC 27; Fortitude 24, Reflex 23, Will 23
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 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
- +15 vs. Fortitude; 2d10 + 8 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; +15 vs. AC; 2d10 + 8 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 +15
Str 19 (+9); Dex 15 (+7); Wis 16 (+8);
Con 17 (+8); Int 11 (+5); Cha 12 (+6)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Elf Wild Warden [Level 11 Brute]
Medium fey humanoid [XP 600]
Initiative +7; Senses Perception +16; low-light
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 26; Fortitude 24, Reflex 21, Will 24
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 2d12), and the target is slowed until the end of the elf warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 2d12), 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: +15
vs. AC; 1d12 + 8 damage (crit 20 + 2d12), 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; +15 vs. Fortitude; 1d12 + 8 damage (crit 20 + 2d12), 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 19 (+9); Dex 15 (+7); Wis 19 (+9);
Con 14 (+7); Int 11 (+5); Cha 12 (+6)
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.