Elf NPCs [Level 16]

Elf Battle Cleric [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +15; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 29, Reflex 26, Will 31
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target until the end of the elf cleric’s next turn.
○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
+21 vs. AC; 2d10 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack: +21 vs. AC; 1d10 + 11 lightning damage.
□ [M] Holy Spark (standard) ✦ Lightning, Weapon
+21 vs. Will; 2d10 + 11 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss: Half damage, and no ongoing lightning damage.
Divine Armor (standard) ✦ Healing
The elf cleric gains a +2 power bonus to AC. The elf cleric and each ally within 3 squares gain resist 5 to all damage until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The elf cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +18, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 20 (+13);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Elf Devoted Cleric [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +16; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 26, Will 32
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+18 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +20 vs. Reflex; 1d8 + 12 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] Plague of Doom (standard)
Ranged 10; +20 vs. Fortitude; 3d8 + 12 damage, and the target takes a -4 penalty to all defenses until the end of the elf cleric’s next turn.
□ [C] Seal of Warding (standard) ✦ Radiant, Zone
Close burst 3; targets enemies; +20 vs. Will; 4d10 + 12 radiant damage, and the target is slowed until the end of the elf cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of difficult terrain that grants cover to the elf cleric and the elf cleric’s allies against ranged attacks until the end of the elf cleric’s next turn. Sustain Minor: The zone persists.
Hallowed Ground (standard) ✦ Zone
Close burst 5. The burst creates a zone of hallowed ground. The elf cleric and any allies gain the following benefits while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The elf cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +19, Religion +13
Str 14 (+10); Dex 14 (+10); Wis 22 (+14);
Con 13 (+9); Int 11 (+8); Cha 18 (+12)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Elf Greatweapon Fighter [Level 16 Soldier]

Medium fey humanoid [XP 1400]

Initiative +11; Senses Perception +12; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 31, Reflex 27, Will 26
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 5 damage.
○ [M] Giant’s Wake (standard) ✦ Weapon
+21 vs. AC; 2d12 + 15 damage (crit 39 + 2d12), and make a secondary attack against each enemy adjacent to the primary target and within the elf fighter’s melee reach. Secondary Attack: +21 vs. AC; 1d12 + 15 damage (crit 27 + 2d12).
Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
The elf fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to the elf fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as long as the elf fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the elf fighter uses another stance power.
Iron Warrior (minor) ✦ Healing
The elf fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one effect that a save can end.
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 +18, Intimidate +14
Str 20 (+13); Dex 16 (+11); Wis 15 (+10);
Con 18 (+12); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Elf Guardian Fighter [Level 16 Soldier]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +12; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+22 vs. AC; 1d8 + 11 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] Storm of Blows (standard) ✦ Weapon
+22 vs. AC; 1d8 + 16 damage. Hit or Miss: After the attack, the elf fighter can shift 1 square and repeat the attack against another target within reach. The elf fighter can then shift 1 square and repeat the attack against a third target within reach. After the final attack, the elf fighter can shift 1 square.
□ [M] Dragon’s Fangs (standard) ✦ Weapon
Two attacks against one or two creatures; +22 vs. AC; 3d8 + 11 damage. Miss: Half damage.
Elven Accuracy (free)
The elf fighter can reroll an attack roll. Use the second roll, even if it’s lower.
Interposing Shield (immediate interrupt)
When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
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 +15, Intimidate +14
Str 20 (+13); Dex 20 (+13); Wis 15 (+10);
Con 14 (+10); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Elf Avenging Paladin [Level 16 Soldier]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 27, Will 29
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+22 vs. AC; 1d10 + 11 radiant damage. If the elf paladin has marked the target, the elf paladin gains a +3 bonus to the damage roll.
○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
+22 vs. AC; 3d10 + 11 radiant damage, and the target is marked until the end of the elf paladin’s next turn. The elf paladin can fly 3 squares and must charge as part of this attack.
□ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
Usable only while bloodied.
+22 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The elf paladin can spend a healing surge.
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.
Angelic Intercession (immediate interrupt) ✦ Teleportation
When an ally within 5 squares of the elf paladin is hit by an attack.
The elf paladin teleports adjacent to the ally and is hit by the attack instead.
Wild Step
The elf paladin ignores difficult terrain when shifting.

Skills Intimidate +17, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 16 (+11);
Con 13 (+9); Int 11 (+8); Cha 18 (+12)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Elf Protecting Paladin [Level 16 Soldier]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 34; Fortitude 29, Reflex 29, Will 30
Speed 6

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage, and the elf paladin gains 3 temporary hit points.
○ [M] Renewing Smite (standard) ✦ Healing, Weapon
+22 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the elf paladin regains 13 hit points.
□ [R] True Nemesis (standard)
Ranged 5; +19 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the target is within 5 squares of the elf paladin and attacks the elf paladin or an ally, the elf paladin can make a secondary attack against the target as an immediate reaction. Secondary Attack: +19 vs. Will; 2d10 + 11 damage. Miss: Half damage.
Death Ward (standard) ✦ Healing
The elf paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
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 11 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 +18, Religion +13
Str 18 (+12); Dex 14 (+10); Wis 16 (+11);
Con 13 (+9); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Elf Archer Ranger [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +14; Senses Perception +18; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 33; Fortitude 29, Reflex 31, Will 27
Speed 7

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +22 vs. AC; 1d10 + 12 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
○ [M/R] Pinning Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
Hit: The target is immobilized until the start of the elf ranger’s next turn.
□ [R] Confounding Arrows (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 12 damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2d10 damage. Miss: The target is dazed (save ends).
Momentary Respite (standard)
The elf ranger shifts 3 squares and makes a saving throw. The elf ranger is no longer marked by any enemy.
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.
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 +18, Stealth +18
Str 18 (+12); Dex 22 (+14); Wis 16 (+11);
Con 13 (+9); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Elf Two-Blade Ranger [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +18; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 32; Fortitude 30, Reflex 30, Will 27
Speed 7

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +21 vs. AC; 1d10 + 11 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage (off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
○ [M] Armor Splinter (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +22 vs. AC; 1d8 + 11 damage.
Longsword (off hand): +22 vs. AC; 1d8 + 11 damage.
If one attack hits, the target takes a -3 penalty to AC until the end of the elf ranger’s next turn. If both attacks hit, the target takes a -5 penalty to AC until the end of the elf ranger’s next turn.
□ [M] Blade Cascade (standard) ✦ Weapon
Attack one or more creatures.
Longsword (main): +22 vs. AC; 2d8 + 11 damage.
Longsword (off hand): +22 vs. AC; 2d8 + 11 damage.
Alternate main and off-hand weapon attacks until the elf ranger misses or until the elf ranger makes five attacks. As soon as an attack misses, this attack ends.
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.
Evade the Blow (immediate interrupt)
When an enemy hits the elf ranger with a melee attack.
Shift 1 square away from the enemy.
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 +18, Perception +18
Str 20 (+13); Dex 20 (+13); Wis 16 (+11);
Con 13 (+9); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Elf Brawny Rogue [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +14; Senses Perception +12; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 26
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +23 vs. AC; 1d6 + 12 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+23 vs. Reflex; 1d6 + 12 damage.
○ [M] Unbalancing Attack (standard) ✦ Weapon
+23 vs. AC; 3d6 + 12 damage, and the target cannot shift until the end of the elf rogue’s next turn. If the target provokes an opportunity attack from the elf rogue before the start of the elf rogue’s next turn, the elf rogue gains a +4 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
□ [M] Garrote Grip (standard) ✦ Reliable, Weapon
The elf rogue can use this power as a minor action if the elf rogue has already grabbed a creature. Doing so requires no attack roll. +23 vs. Reflex; 2d6 + 12 damage, and the elf rogue grabs the target. Until the target escapes, the elf rogue has cover, and any melee attack or ranged attack that misses the elf rogue hits the target instead. Sustain Minor: Sustain the grab for another round. The third time the elf rogue sustains the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
Elven Accuracy (free)
The elf rogue can reroll an attack roll. Use the second roll, even if it’s lower.
Leaping Dodge (immediate interrupt)
When an enemy targets the elf rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
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 +19, Thievery +19
Str 18 (+12); Dex 22 (+14); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Elf Trickster Rogue [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +14; Senses Perception +17; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 32, Will 28
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+19 vs. AC; 1d6 + 8 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
The elf rogue can move 2 squares before the attack.
○ [M/R] Tornado Strike (standard) ✦ Weapon
Targets one or two creatures, one attack per target.
Short Sword: +23 vs. AC; 2d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 2d6 + 12 damage.
Hit: The target slides 2 squares. Hit or Miss: The elf rogue can move 3 squares after making the attack.
□ [M/R] Slaying Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 3d6 + 12 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 14 damage (short sword) or 5d6 + 14 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
Hide in Plain Sight (minor)
The elf rogue must already be hidden to use this power. The elf rogue is invisible until the elf rogue leaves the elf rogue’s current square. No other action that the elf rogue performs makes the elf rogue visible.
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 +19, Thievery +19
Str 14 (+10); Dex 22 (+14); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 18 (+12)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Elf Fey-Pact Warlock [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +12; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 29, Will 30
Speed 7

● [m] Spear (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 1d6 + 11 psychic damage, and the elf warlock is invisible to the target until the start of the elf warlock’s next turn.
○ [R] Bewitching Whispers (standard) ✦ Charm
Ranged 10; +19 vs. Will; until the end of the elf warlock’s next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these attack rolls.
□ [R] Curse of the Golden Mist (standard) ✦ Charm
Ranged 10; +19 vs. Will; The target loses its next standard action. Sustain Standard: Make a +19 vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.
Infuriating Elusiveness (move) ✦ Illusion, Teleportation
The elf warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the elf warlock’s next turn.
Warlock’s Curse (minor)
The elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the elf warlock can deal an extra 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 +17, Bluff +18
Str 11 (+8); Dex 14 (+10); Wis 15 (+10);
Con 14 (+10); Int 18 (+12); Cha 20 (+13)
Equipment leather armor, spear

-1 Level / +1 Level

Elf Infernal-Pact Warlock [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +12; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 30; Fortitude 29, Reflex 29, Will 27
Speed 7

● [m] Mace (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +19 vs. Reflex; 1d6 + 11 fire damage. If the elf warlock takes damage before the end of the elf warlock’s next turn, the target takes an extra 1d6 + 11 fire damage.
○ [R] Soul Flaying (standard) ✦ Necrotic
Ranged 10; +19 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the elf warlock’s next turn.
□ [R] Fireswarm (standard) ✦ Fire, Poison
Ranged 10; +19 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +19 vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the elf warlock deals half damage and the power ends.
Cloak of Shadow (move)
The elf warlock can fly a number of squares equal to the elf warlock’s speed + 2. If the elf warlock doesn’t land at the end of this move, the elf warlock falls. Until the end of the elf warlock’s next turn, the elf warlock is insubstantial, and the elf warlock cannot affect, attack, or use powers on creatures or objects.
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 16 temporary hit points.
Elven Accuracy (free)
The elf warlock can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf warlock ignores difficult terrain when shifting.

Skills Arcana +17, Intimidate +15
Str 11 (+8); Dex 15 (+10); Wis 14 (+10);
Con 20 (+13); Int 18 (+12); Cha 14 (+10)
Equipment leather armor, mace

-1 Level / +1 Level

Elf Star-Pact Warlock [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +12; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 29, Reflex 27, Will 29
Speed 7

● [m] Sickle (standard) ✦ Weapon
+16 vs. AC; 1d6 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +19 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the elf warlock on its next turn, it takes an extra 1d6 + 11 damage.
○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
Ranged 10; +19 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +19 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
□ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
Area burst 1 within 10; +19 vs. Fortitude; 4d10 + 11 cold damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of tendrils that lasts until the end of the elf warlock’s next turn. Sustain Minor: Make a +19 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 cold damage and is immobilized (save ends).
Warlock’s Curse (minor)
The elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the elf warlock can deal an extra 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.
Eye of the Warlock (minor)
Ranged 10; the elf warlock sees through the target’s eyes. The target is not aware that the elf warlock is doing so. The elf warlock has line of sight and line of effect from the target for the elf warlock’s attacks. The elf warlock’s warlock powers can originate in the target’s square. Each time the elf warlock uses a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends).
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The elf warlock gains a +1 bonus to a single d20 roll the elf warlock makes during the elf warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Elven Accuracy (free)
The elf warlock can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf warlock ignores difficult terrain when shifting.

Skills Arcana +15, Insight +15
Str 11 (+8); Dex 15 (+10); Wis 14 (+10);
Con 20 (+13); Int 14 (+10); Cha 18 (+12)
Equipment leather armor, sickle

-1 Level / +1 Level

Elf Inspiring Warlord [Level 16 Soldier (Leader)]

Medium fey humanoid [XP 1400]

Initiative +12; Senses Perception +11; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 26, Will 29
Speed 6

● [m] Halberd (standard) ✦ Weapon
Reach 1; +21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Furious Smash (standard) ✦ Weapon
+21 vs. Fortitude; 5 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 +4 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] Bolstering Blow (standard) ✦ Weapon
+21 vs. AC; 3d10 + 11 damage, and the elf warlord grants 14 temporary hit points to an ally within 5 squares.
□ [M] Renew the Troops (standard) ✦ Healing, Weapon
+21 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the elf warlord regains hit points as if he or she had spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to the elf warlord regains 14 hit points.
Warlord’s Banner (standard) ✦ Healing
Each ally within 5 squares can spend a healing surge. Until the end of the elf warlord’s next turn, each target gains a +2 power bonus to attack rolls.
○○○ Inspiring Word (minor) ✦ Healing
The elf warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 12 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 +14, History +15
Str 20 (+13); Dex 14 (+10); Wis 13 (+9);
Con 13 (+9); Int 14 (+10); Cha 18 (+12)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Elf Tactical Warlord [Level 16 Soldier (Leader)]

Medium fey humanoid [XP 1400]

Initiative +12; Senses Perception +11; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 27
Speed 7

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 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] Beat Them into the Ground (standard) ✦ Weapon
+22 vs. Fortitude; 2d8 + 11 damage, the target is knocked prone, and every ally within 5 squares of the elf warlord makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. The elf warlord’s allies have a +4 power bonus to these attack rolls.
□ [M] Make Them Bleed (standard) ✦ Weapon
+22 vs. AC; 3d8 + 11 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the elf warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
White Raven Formation (standard)
Each ally within 5 squares can take a move action.
○○○ Inspiring Word (minor) ✦ Healing
The elf warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power can only be used once per round.
Elven Accuracy (free)
The elf warlord can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf warlord ignores difficult terrain when shifting.
Tactical Presence
When an ally the elf warlord can see spends an action point to make an extra attack, the ally gains a +4 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 +14, History +17
Str 20 (+13); Dex 14 (+10); Wis 13 (+9);
Con 13 (+9); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Elf Control Wizard [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +11; Senses Perception +15; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 31
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +19 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the elf wizard’s next turn.
○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
Ranged 10; targets one, two, or three creatures, one attack per target; +19 vs. Will; 2d6 + 11 psychic damage, and the target is immobilized until the end of the elf wizard’s next turn. If the elf wizard targets only one creature with this power, the elf wizard gains a +4 power bonus to the attack roll.
□ [C] Prismatic Beams (standard) ✦ Fire, Poison
Close burst 5; targets enemies; +19 vs. Fortitude, Reflex, Will. The elf wizard makes only one attack per target, but compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
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 -5 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.
Displacement (immediate interrupt) ✦ Illusion
When a ranged or a melee attack hits the elf wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Wild Step
The elf wizard ignores difficult terrain when shifting.

Skills Arcana +18, Insight +18
Str 11 (+8); Dex 16 (+11); Wis 20 (+13);
Con 13 (+9); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Elf War Wizard [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +13; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 29
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
○ [C] Thunderlance (standard) ✦ Thunder
Close blast 5; +19 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
□ [C] Blast of Cold (standard) ✦ Cold
Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends).
Stoneskin (standard)
The elf wizard or one ally touched by the elf wizard gains resist 10 to all damage until the end of the encounter or for 5 minutes.
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 +5 bonus to a single attack roll.
Wild Step
The elf wizard ignores difficult terrain when shifting.

Skills Arcana +18, History +18
Str 11 (+8); Dex 20 (+13); Wis 16 (+11);
Con 13 (+9); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Elf Isolating Avenger [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +16; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 31
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+23 vs. AC; 1d10 + 12 damage, and the elf avenger shifts 1 square, sliding the target 1 square into the space the elf avenger occupied.
○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
+23 vs. Will; 2d10 + 12 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts until the end of the elf avenger’s next turn or until the elf avenger dismisses it as a minor action. Any enemy that enters the zone is dazed until the end of the elf avenger’s next turn. Hit or Miss: Until the end of the elf avenger’s next turn, the elf avenger gains a +2 bonus to attack rolls against the target.
□ [M] Aspect of Fury (standard) ✦ Weapon
+23 vs. AC; 3d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn adjacent to the elf avenger or that hits or misses the elf avenger with a melee attack takes 5 damage.
○ [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.
Bulwark of Defiance (no action)
When the elf avenger fails a saving throw other than a death saving throw.
Until the end of the elf avenger’s next turn, the effect the elf avenger failed the saving throw against doesn’t affect the elf avenger, but the elf avenger makes saving throws against it as normal.
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 +4 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 +15, Religion +17
Str 14 (+10); Dex 14 (+10); Wis 22 (+14);
Con 13 (+9); Int 18 (+12); Cha 11 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Elf Pursuing Avenger [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +16; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 31
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +21 vs. AC; 1d8 + 11 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+23 vs. AC; 1d10 + 12 damage, and if the target doesn’t end its next turn adjacent to the elf avenger, the elf avenger can shift 6 squares as a free action. The elf avenger must end that shift closer to the target.
○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
Ranged 10; +20 vs. Will; 2d8 + 12 thunder damage, and the elf avenger teleports the target 5 squares. The elf avenger then teleports to a space adjacent to the target. Until the end of the elf avenger’s next turn, any enemy that ends its turn adjacent to the elf avenger takes 5 thunder damage.
□ [R] Sigil of Carceri (standard) ✦ Force
Ranged 10; +20 vs. Fortitude; 2d10 + 12 force damage. The target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the elf avenger’s next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
○ [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.
Astral Cloak (minor) ✦ Illusion
The elf avenger becomes invisible until the end of the elf avenger’s turn.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the elf avenger makes an attack roll against the elf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Elven Accuracy (free)
The elf avenger can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf avenger ignores difficult terrain when shifting.
Censure of Pursuit
If the elf avenger’s oath of enmity target moves away from the elf avenger willingly, the elf avenger gains a +9 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 +14, Stealth +18
Str 14 (+10); Dex 20 (+13); Wis 22 (+14);
Con 13 (+9); Int 12 (+9); Cha 11 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Elf Rageblood Barbarian [Level 16 Brute]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +17; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 26
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 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.
○ [C] Blade Whirlwind (standard) ✦ Weapon
Close burst 1; targets visible enemies; +21 vs. AC; 2d12 + 11 damage (crit 35 + 2d12) and the target is pushed 1 square.
□ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
+21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12). Miss: Half damage. Hit or Miss: The elf barbarian enters the rage of the hunting lion. Until the rage ends, the elf barbarian gains a +2 power bonus to attack rolls against any target that is granting combat advantage to the elf barbarian.
Primal Resistance (minor) ✦ Stance
Until the stance ends, the elf barbarian gains resist 10 against a damage type of the elf barbarian’s choice: acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the elf barbarian uses another stance power.
Elven Accuracy (free)
The elf barbarian can reroll an attack roll. Use the second roll, even if it’s lower.
Swift Charge (free)
When the elf barbarian’s attack reduces an enemy to 0 hit points.
The elf barbarian charges an enemy.
Wild Step
The elf barbarian ignores difficult terrain when shifting.
Rageblood Vigor
Whenever the elf barbarian’s attack reduces an enemy to 0 hit points, the elf barbarian gains 9 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 +17, Perception +17
Str 20 (+13); Dex 15 (+10); Wis 14 (+10);
Con 18 (+12); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Elf Thaneborn Barbarian [Level 16 Brute]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +17; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 28
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 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] Terror’s Cry (standard) ✦ Fear, Weapon
+21 vs. Fortitude; 3d12 + 11 damage (crit 47 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack: +20 vs. Will; the secondary target moves 2 squares away from the elf barbarian as a free action and takes a –4 penalty to attack rolls until the end of the elf barbarian’s next turn.
□ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
+21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the elf barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The elf barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the elf barbarian hits or misses the elf barbarian, the elf barbarian can make a melee basic attack against that enemy as an immediate reaction.
○ [C] Roar of Triumph (free) ✦ Fear
When the elf barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the elf barbarian’s next turn.
Elven Accuracy (free)
The elf barbarian can reroll an attack roll. Use the second roll, even if it’s lower.
Spur the Cycle (free)
When the elf barbarian reducees an enemy to 0 hit points during the elf barbarian’s turn.
The elf barbarian takes a standard action.
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 +4 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 +17, Perception +17
Str 20 (+13); Dex 15 (+10); Wis 14 (+10);
Con 14 (+10); Int 11 (+8); Cha 18 (+12)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Elf Cunning Bard [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +16; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 30, Will 30
Speed 7

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 1d6 + 11 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the elf bard’s next turn.
○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 1d10 + 11 psychic damage. Until the end of the elf bard’s next turn, any attack the target makes provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
□ [R] Confusing Chorus (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee basic attack against a creature of the elf bard’s choice as a free action (save ends). Miss: Half damage. As the first action of the target’s next turn, the target makes a melee basic attack against a creature of the elf bard’s choice as a free action.
Blink Zone (standard) ✦ Teleportation, Zone
Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the elf bard’s next turn. While within the zone, the elf bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action. Sustain Minor: The zone persists.
○○○ Majestic Word (minor) ✦ Healing
The elf bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 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.
Wild Step
The elf bard ignores difficult terrain when shifting.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 9 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 +17, Bluff +18
Str 13 (+9); Dex 14 (+10); Wis 13 (+9);
Con 14 (+10); Int 18 (+12); Cha 20 (+13)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Elf Valorous Bard [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +16; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 28, Will 30
Speed 6

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 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] Earthquake Strike (standard) ✦ Weapon
+22 vs. AC; 2d8 + 11 damage, and the elf bard knocks the target prone. Until the end of the elf bard’s next turn, each ally within 10 squares of the elf bard can knock prone any creature he or she hits and gains a +4 bonus to damage rolls.
□ [M] Quick Steel Dance (standard) ✦ Weapon
+22 vs. AC; 3d8 + 11 damage, and until the end of the elf bard’s next turn, the target is marked by an ally within 10 squares of the elf bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is adjacent to any of the elf bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
○○○ Majestic Word (minor) ✦ Healing
The elf bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power can only be used once per round. The elf bard can also slide the target 1 square.
Chorus of Recovery (minor)
Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the elf bard’s next turn. When the elf bard moves, the zone moves with the elf bard, remaining centered on the elf bard. Any ally who starts his or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
Elven Accuracy (free)
The elf bard can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf bard ignores difficult terrain when shifting.
Virtue of Valor
Once per round, when any ally within 5 squares of the elf bard reduces an enemy to 0 hit points or bloodies an enemy, the elf bard can grant 7 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 +15, Athletics +13
Str 13 (+9); Dex 14 (+10); Wis 13 (+9);
Con 18 (+12); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Elf Guardian Druid [Level 16 Controller]

Medium fey humanoid [XP 1400]

Initiative +11; Senses Perception +16; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 28, Will 31
Speed 7

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+20 vs. Reflex; 1d8 + 12 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; +20 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
○ [C] Tidal Surge (standard)
Close blast 5; +20 vs. Fortitude; 2d6 + 12 damage, and the elf druid slides the target 3 squares.
□ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
Area burst 1 within 10; +20 vs. Reflex; 2d6 + 12 lightning damage. Hit or Miss: The burst creates a zone of wind and lightning that lasts until the end of the elf druid’s next turn. Any creature that enters the zone or starts its turn there is slowed until the end of the elf druid’s next turn. As a move action, the elf druid can move the zone 5 squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning damage.
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.
Howl of the Wild (minor) ✦ Beast Form, Healing
The elf druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
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 +19, Nature +21
Str 13 (+9); Dex 16 (+11); Wis 22 (+14);
Con 18 (+12); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Elf Predator Druid [Level 16 Controller]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +21; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 30, Will 31
Speed 8

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+20 vs. Reflex; 1d8 + 12 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; +20 vs. Reflex; 1d6 + 6 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 6 fire damage.
○ [M] Claws of Retribution (standard) ✦ Beast Form
+20 vs. Reflex; 2d6 + 12 damage, and until the end of the elf druid’s next turn, the elf druid can make a melee basic attack with a +5 attack bonus as an opportunity action against any enemy adjacent to the elf druid that hits or misses with an attack.
□ [M] Revitalizing Pounce (standard) ✦ Beast Form
+20 vs. Reflex; 3d8 + 12 damage, and remove from the elf druid every effect that a save can end. Miss: Half damage, and the elf druid makes a saving throw against each effect that a save can end.
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.
Insect Plague (free)
Until the end of the encounter, the elf druid can use wild shape to assume the form of a cloud of insects. In this form, the elf druid gains a fly speed equal to the elf druid’s speed, and the elf druid can hover. The elf druid also becomes insubstantial. When the elf druid squeezes, the elf druid can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. The elf druid can’t attack, pick up anything, or manipulate objects. Until this power ends, the elf druid can use wild shape to change among this form, another beast form, and the elf druid’s humanoid form.
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 +21, Perception +21
Str 13 (+9); Dex 20 (+13); Wis 22 (+14);
Con 14 (+10); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Elf Preserving Invoker [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +16; low-light
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 31
Speed 7

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +20 vs. Reflex; 1d8 + 12 radiant damage, and the elf invoker slides the target 1 square. The elf invoker can use this power as a ranged basic attack.
○ [A] Winds of Celestia (standard)
Area burst 1 within 10; targets enemies; +20 vs. Fortitude; 3d6 + 12 damage, and the elf invoker either slides the target 5 squares or the elf invoker slides the target 1 square and knocks it prone.
□ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
Area burst 2 within 10; targets enemies; +20 vs. Will; 4d6 + 12 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the elf invoker can teleport a creature within the zone 5 squares.
Elven Accuracy (free)
The elf invoker can reroll an attack roll. Use the second roll, even if it’s lower.
Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
When an enemy within 10 squares of the elf invoker hits the elf invoker’s ally.
The elf invoker gains a +4 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.
Shield of Justice (immediate interrupt)
When an enemy within 10 squares of the elf invoker makes an attack roll against the elf invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the elf invoker’s next turn, any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
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 +17, Religion +17
Str 11 (+8); Dex 15 (+10); Wis 22 (+14);
Con 14 (+10); Int 18 (+12); Cha 12 (+9)
Equipment hide armor, morningstar

-1 Level / +1 Level

Elf Wrathful Invoker [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +16; low-light
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 30; Fortitude 29, Reflex 27, Will 31
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +20 vs. Fortitude; 1d10 + 12 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +4 radiant damage. The elf invoker can use this power as a ranged basic attack.
○ [R] Seal of the Heretic (standard)
Ranged 10; targets one, two, or three creatures; +20 vs. Will; 2d8 + 12 damage, or 3d8 + 12 damage if the elf invoker targets only one creature. The target takes a –5 penalty to all saving throws until the end of the elf invoker’s next turn.
□ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
Area wall 8 within 20; the elf invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can be up to 4 squares high, and it lasts until the end of the elf invoker’s next turn. The wall provides cover to the elf invoker and the elf invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 12 radiant damage. While the elf invoker is within 5 squares of the wall, the elf invoker can make the following attack as a standard action. Secondary Attack: Ranged 10; +20 vs. Reflex; 2d10 + 12 radiant damage. Before the attack, remove a square of the wall. Sustain Minor: The wall persists.
Walk Between Worlds (minor)
The elf invoker or one ally within 10 squares gains phasing until the end of the elf invoker’s next turn. Sustain Minor: The effect 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+4 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.
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 +16, Religion +15
Str 11 (+8); Dex 15 (+10); Wis 22 (+14);
Con 18 (+12); Int 14 (+10); Cha 12 (+9)
Equipment chainmail, morningstar

-1 Level / +1 Level

Elf Bear Shaman [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +21; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 28; Fortitude 29, Reflex 26, Will 31
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +20 vs. Will; 1d8 + 12 damage, and each ally adjacent to the elf shaman’s spirit companion gains 4 temporary hit points.
○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
Spirit melee 1; +20 vs. Fortitude; 2d6 + 12 damage. Until the end of the elf shaman’s next turn, the elf shaman and the elf shaman’s allies gain resist 8 to all damage while adjacent to the elf shaman’s spirit companion.
□ [R] Storm Guardian Spirit (standard) ✦ Thunder
Ranged 5; +20 vs. Reflex; 3d10 + 12 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5 squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and is pushed 1 square from the ally.
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 18 damage to the spirit, the spirit disappears, and the elf shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Fate Weaver’s Shield (minor)
One ally within 5 squares gains a +5 bonus to all defenses until the end of the elf shaman’s next turn or until it attacks.
● [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; +20 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the elf shaman’s spirit companion regains 6 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 4 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 +21, Perception +21
Str 12 (+9); Dex 15 (+10); Wis 22 (+14);
Con 18 (+12); Int 14 (+10); Cha 11 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Elf Panther Shaman [Level 16 Controller (Leader)]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +21; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 28, Will 31
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +20 vs. Fortitude; 1d10 + 12 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 +2 bonus to the attack roll.
○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
Spirit melee 1; +20 vs. Reflex; 2d10 + 12 damage. Until the start of the elf shaman’s next turn, if an ally adjacent to the elf shaman’s spirit companion misses with an attack, the elf shaman can use an immediate interrupt to allow that ally to reroll the attack with a +4 bonus to the attack roll.
□ [C] Searing Wind of the South (standard) ✦ Fire
Close blast 5; targets enemies; +20 vs. Fortitude; 4d6 + 12 fire damage. Miss: Half damage. Hit or Miss: The elf shaman slides each ally in the blast to another space in or adjacent to the blast.
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 18 damage to the spirit, the spirit disappears, and the elf shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Spirits of the Dancing Zephyr (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the elf shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action, the elf shaman can move the zone 5 squares.
● [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; +20 vs. Reflex; 1d10 + 12 damage.
Elven Accuracy (free)
The elf shaman can reroll an attack roll. Use the second roll, even if it’s lower.
Wild Step
The elf shaman ignores difficult terrain when shifting.
Stalker Spirit
Any ally adjacent to the elf shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.

Skills Nature +21, Perception +21
Str 12 (+9); Dex 15 (+10); Wis 22 (+14);
Con 14 (+10); Int 18 (+12); Cha 11 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Elf Chaos Sorcerer [Level 16 Artillery]

Medium fey humanoid [XP 1400]

Initiative +13; Senses Perception +11; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 31
Speed 7

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +22 vs. AC; 1d4 + 11 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +19 vs. Will; 1d10 + 18 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: +19 vs. Will; 1d6 + 13 psychic damage. If the elf sorcerer rolled an even number for the secondary attack roll, repeat the secondary attack. The elf sorcerer can attack a creature only once with a single use of this power.
○ [R] Mind Hammer (standard) ✦ Psychic
Ranged 10; +19 vs. Will; 2d10 + 18 psychic damage, and the elf sorcerer knocks the target prone. If the elf sorcerer rolled an even number on the attack roll, the target can’t stand up until the end of the elf sorcerer’s next turn. If the elf sorcerer rolled an odd number on the attack roll, the elf sorcerer slides the target 5 squares.
□ [R] Hostility Charm (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 5d6 + 18 psychic damage, and as a free action, the target charges the elf sorcerer’s enemy nearest to it that it can charge and makes a melee basic attack. If the elf sorcerer rolled an even number on the attack roll, the elf sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that they provoke (save ends). Miss: Half damage.
Elven Accuracy (free)
The elf sorcerer can reroll an attack roll. Use the second roll, even if it’s lower.
Chaos Echoes (immediate reaction)
When the elf sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
Wild Step
The elf sorcerer ignores difficult terrain when shifting.
Chaos Power
The elf sorcerer gains a +7 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 +14, Bluff +18
Str 14 (+10); Dex 20 (+13); Wis 13 (+9);
Con 13 (+9); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, dagger

-1 Level / +1 Level

Elf Dragon Sorcerer [Level 16 Skirmisher]

Medium fey humanoid [XP 1400]

Initiative +11; Senses Perception +11; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 31
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +19 vs. Reflex; 1d8 + 17 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 4 fire damage.
○ [C] Thunder Breath (standard) ✦ Thunder
Close blast 3; +19 vs. Fortitude; 2d6 + 17 thunder damage, and the target is dazed and slowed until the end of the elf sorcerer’s next turn.
□ [C] Spitfire Furnace (standard) ✦ Fire
Close blast 3; +19 vs. Reflex; 4d10 + 17 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn within 2 squares of the elf sorcerer takes 6 fire damage.
Draconic Majesty (minor) ✦ Fear, Zone
Close burst 3; the burst creates a zone of fear that lasts until the end of the elf sorcerer’s next turn. When the elf sorcerer moves, the zone moves with the elf sorcerer, remaining centered on the elf sorcerer. The zone is difficult terrain for the elf sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
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 +6 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 +14, Athletics +17
Str 18 (+12); Dex 16 (+11); Wis 13 (+9);
Con 13 (+9); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Elf Earth Warden [Level 16 Brute]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +18; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 33; Fortitude 30, Reflex 28, Will 28
Speed 7

● [m] Battleaxe (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage, and the elf warden gains a +1 power bonus to AC until the end of the elf warden’s next turn.
○ [M] Ponderous Strike (standard) ✦ Weapon
+21 vs. AC; 3d10 + 11 damage. Hit or Miss: The target provokes an opportunity attack from the elf warden if it shifts before the end of the elf warden’s next turn.
Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
The elf warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the elf warden is in this form, the elf warden gains resist 10 lightning, and the elf warden’s melee reach increases by 1. In addition, if any enemy starts its turn within 3 squares of the elf warden and the elf warden is able to take actions, that enemy is marked until the end of the elf warden’s next turn. 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: +21 vs. AC; 2d10 + 11 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage, and the target is dazed until the end of the elf warden’s next turn.
● [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.
Cleansing Earth (immediate reaction)
When the elf warden is subjected to an effect that a save can end.
The elf warden makes a saving throw against the triggering effect, with a +5 power bonus.
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 +4 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 +15, Perception +18
Str 20 (+13); Dex 15 (+10); Wis 16 (+11);
Con 18 (+12); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Elf Wild Warden [Level 16 Brute]

Medium fey humanoid [XP 1400]

Initiative +10; Senses Perception +20; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 32; Fortitude 30, Reflex 26, Will 30
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the elf warden’s next turn.
○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
+21 vs. AC; 1d12 + 11 radiant damage (crit 23 + 2d12), and the target is blinded until the end of the elf warden’s next turn. If the target is bloodied, the elf warden shifts 2 squares.
Form of the Charging Boar (minor) ✦ Polymorph
The elf warden assumes the guardian form of the charging boar until the end of the encounter. While the elf warden is in this form, the elf warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. 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: Before the attack, the elf warden moves the elf warden’s speed; +21 vs. Reflex; 3d12 + 11 damage (crit 47 + 2d12), and the elf warden slides the target 2 squares. Miss: Half damage, and the elf warden slides the target 1 square.
Verdant Life (minor) ✦ Healing
The elf warden can spend two healing surges.
● [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; +21 vs. Fortitude; 1d12 + 11 damage (crit 23 + 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 -5 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 +17, Perception +20
Str 20 (+13); Dex 15 (+10); Wis 20 (+13);
Con 14 (+10); Int 11 (+8); Cha 12 (+9)
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.