Elf NPCs [Level 17]
Elf Battle Cleric [Level 17 Controller (Leader)]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +15; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Blinding Light (standard) ✦ Radiant, Weapon
- +21 vs. Fortitude; 2d10 + 11 radiant damage, and the target is blinded until the end of the elf cleric’s next turn.
- □ [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 17 Controller (Leader)]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +16; low-light
HP 157; Bloodied 78
Healing Surges (+39 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.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +20 vs. Reflex; 3d6 + 12 thunder damage, and the target is pushed 7 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [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 17 Soldier]
Medium fey humanoid [XP 1600]
Initiative +11; Senses Perception +12; low-light
HP 162; Bloodied 81
Healing Surges (+40 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] Mountain Breaking Blow (standard) ✦ Weapon
- +21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
elf fighter can shift the same distance the elf fighter pushed the target. The elf fighter must end the move adjacent to the
target.
- □ 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 17 Soldier]
Medium fey humanoid [XP 1600]
Initiative +13; Senses Perception +12; low-light
HP 158; Bloodied 79
Healing Surges (+39 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] Warrior’s Challenge (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and the target is pushed 2 squares. All of the elf fighter’s enemies within 2 squares of the
target are marked until the end of the elf fighter’s next turn.
- □ [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 17 Soldier]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +13; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Terrifying Smite (standard) ✦ Fear, Weapon
- +22 vs. AC; 3d10 + 11 damage, and the target is pushed 4 squares. The target can’t move nearer to the elf paladin on its next
turn.
- □ [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 17 Soldier]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +13; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Enervating Smite (standard) ✦ Weapon
- +22 vs. Will; 2d8 + 11 damage, and the target is weakened until the end of the elf paladin’s next turn.
- □ [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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +14; Senses Perception +18; low-light
HP 157; Bloodied 78
Healing Surges (+39 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.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 12 damage per attack.
- □ [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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +13; Senses Perception +18; low-light
HP 167; Bloodied 83
Healing Surges (+41 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.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +22 vs. AC; 1d8 + 11 damage, and the target is immobilized and knocked prone 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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +14; Senses Perception +12; low-light
HP 157; Bloodied 78
Healing Surges (+39 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/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +23 vs. Fortitude; 3d6 + 12 damage.
Shuriken: Ranged 6/12; +23 vs. Fortitude; 3d6 + 12 damage.
Hit: If the target attacks the elf rogue before the start of the elf rogue’s next turn, the elf rogue can attack
it again as an immediate interrupt.
Short Sword: +23 vs. Fortitude; 2d6 + 12 damage.
Shuriken:
Ranged 6/12; +23 vs. Fortitude; 2d6 + 12 damage.
- □ [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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +14; Senses Perception +17; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Hounding Strike (standard) ✦ Weapon
- Short Sword: +23 vs. Will; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. Will; 3d6 + 12 damage.
Hit: Until the end of the elf rogue’s next turn, the elf rogue gains combat advantage against the target and
a +1 power bonus to all defenses against its attacks.
- □ [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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +12; low-light
HP 158; Bloodied 79
Healing Surges (+39 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] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +19 vs. Fortitude; 3d6 + 11 damage, and the elf warlock can spend a healing surge, regaining an additional +4 hit
points.
- □ [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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +12; low-light
HP 164; Bloodied 82
Healing Surges (+41 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] Warlock’s Bargain (standard)
- Ranged 5; +19 vs. Fortitude; the elf warlock takes 13 damage, and the target takes 3d10 + 19 damage.
- □ [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 17 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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +12; low-light
HP 164; Bloodied 82
Healing Surges (+41 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] Strand of Fate (standard)
- Ranged 10; +18 vs. Reflex; 1d8 + 10 damage, and the target gains vulnerability 12 to all attacks until the end of the elf
warlock’s next turn.
- □ [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 17 Soldier (Leader)]
Medium fey humanoid [XP 1600]
Initiative +12; Senses Perception +11; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Battle On (standard) ✦ Weapon
- +21 vs. AC; 3d10 + 11 damage, and every ally within 5 squares of the elf warlord makes a saving throw with a +4 bonus.
- □ [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 17 Soldier (Leader)]
Medium fey humanoid [XP 1600]
Initiative +12; Senses Perception +11; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Thunderous Fury (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and the target is dazed until the end of the elf warlord’s next turn. Until the end of the elf
warlord’s next turn, the elf warlord’s allies gain a +4 power bonus to attack rolls against the target.
- □ [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 17 Artillery]
Medium fey humanoid [XP 1600]
Initiative +11; Senses Perception +15; low-light
HP 121; Bloodied 60
Healing Surges (+30 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.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +19 vs. Reflex; 3d8 + 11 force damage, and the target is immobilized until the end of the elf wizard’s
next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends
at the end of the elf wizard’s next turn, and the elf wizard can dismiss it as a minor action.
- □ [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 17 Artillery]
Medium fey humanoid [XP 1600]
Initiative +13; Senses Perception +13; low-light
HP 121; Bloodied 60
Healing Surges (+30 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.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +19 vs. Reflex; 3d6 + 11 force damage, and the target
is dazed 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] 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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +16; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] Warding Blade (standard) ✦ Thunder, Weapon
- +23 vs. AC; 2d10 + 12 thunder damage, and the elf avenger pushes any enemy within 2 squares of the elf avenger, other than
the target, 2 squares. Until the end of the elf avenger’s next turn, if any enemy other than the target enters a square adjacent
to the elf avenger or hits or misses the elf avenger from a square within the elf avenger’s reach, the elf avenger can make
a melee basic attack against that enemy as an opportunity action. The elf avenger gains a +4 power bonus to the attack roll
of the melee basic attack.
- □ [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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +13; Senses Perception +16; low-light
HP 157; Bloodied 78
Healing Surges (+39 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.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 12 damage, and the target is immobilized until the end of the elf avenger’s next turn. The elf avenger
gains a +7 bonus to the elf avenger’s next attack roll against the target before the end of the elf avenger’s next turn.
- □ [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 17 Brute]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +17; low-light
HP 198; Bloodied 99
Healing Surges (+49 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.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the elf barbarian gains 12 temporary hit points.
- □ [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 17 Brute]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +17; low-light
HP 194; Bloodied 97
Healing Surges (+48 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] Devastating Blow (standard) ✦ Weapon
- +21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12), and the target takes a –4 penalty to AC 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 17 Controller (Leader)]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +16; low-light
HP 158; Bloodied 79
Healing Surges (+39 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] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +19 vs. Reflex; 2d8 + 11 thunder damage, and the elf bard and each ally within 10 squares of the elf bard can shift
5 squares as a free action.
- □ [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 17 Controller (Leader)]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +16; low-light
HP 162; Bloodied 81
Healing Surges (+40 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +22 vs. AC; 2d8 + 11 damage, and the elf bard teleports an ally within 10 squares of the elf bard to a space adjacent to the
elf bard and gains a +4 power bonus to attack rolls against the target.
- □ [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 17 Controller]
Medium fey humanoid [XP 1600]
Initiative +11; Senses Perception +16; low-light
HP 162; Bloodied 81
Healing Surges (+40 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.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +20 vs. Fortitude; 3d6 + 12 damage, and the target slides 5 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 17 Controller]
Medium fey humanoid [XP 1600]
Initiative +13; Senses Perception +21; low-light
HP 158; Bloodied 79
Healing Surges (+39 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] Scavenger’s Prize (standard) ✦ Beast Form
- +20 vs. Fortitude; 3d10 + 12 damage, the elf druid grabs the target and shifts 5 squares, pulling the target with the elf
druid.
- □ [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 17 Artillery]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +16; low-light
HP 122; Bloodied 61
Healing Surges (+30 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] Glyph of Three Blades (standard)
- Area burst 1 within 10; +20 vs. Reflex; 2d8 + 12 damage. If the target moves more than 1 square before the end of the elf
invoker’s next turn, the target takes 9 damage.
- □ [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 17 Artillery]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +16; low-light
HP 126; Bloodied 63
Healing Surges (+31 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] Blood Debt (standard) ✦ Radiant
- Ranged 10; +20 vs. Will; 3d10 + 12 radiant damage, and until the end of the elf invoker’s next turn, each creature that the
target attacks gains a +5 bonus to its next attack roll against the target.
- □ [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 17 Controller (Leader)]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +21; low-light
HP 162; Bloodied 81
Healing Surges (+40 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.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +20 vs. Will; 3d6 + 12 damage, and each ally adjacent to the elf shaman’s spirit companion can spend a healing
surge and regains an additional 8 hit points.
- □ [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 17 Controller (Leader)]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +21; low-light
HP 158; Bloodied 79
Healing Surges (+39 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +20 vs. Reflex; 2d10 + 12 damage. Until the end of the elf shaman’s next turn, any
enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the elf shaman’s spirit companion.
- □ [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 17 Artillery]
Medium fey humanoid [XP 1600]
Initiative +13; Senses Perception +11; low-light
HP 121; Bloodied 60
Healing Surges (+30 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +19 vs. Will; 3d8 + 18 thunder damage, and the elf sorcerer teleports the
target to a space adjacent to the elf sorcerer’s enemy that is nearest to it. If the elf sorcerer rolled an even number on
the attack roll, the elf sorcerer can teleport the target to a space adjacent to the elf sorcerer’s ally, not the elf sorcerer’s
enemy, who is nearest to it.
- □ [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 17 Skirmisher]
Medium fey humanoid [XP 1600]
Initiative +11; Senses Perception +11; low-light
HP 157; Bloodied 78
Healing Surges (+39 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] 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.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the elf sorcerer.
Targets the triggering creature; +19 vs. Reflex; 2d10 + 17 lightning damage and the elf sorcerer pushes the target 4 squares.
- ○ 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 17 Brute]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +18; low-light
HP 198; Bloodied 99
Healing Surges (+49 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] Eager Vine Strike (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 11 damage. The target is immobilized and takes a -4 penalty to AC and Reflex until 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 17 Brute]
Medium fey humanoid [XP 1600]
Initiative +10; Senses Perception +20; low-light
HP 194; Bloodied 97
Healing Surges (+48 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] Razorleaf Cut (standard) ✦ Weapon
- +21 vs. Fortitude; 2d12 + 16 damage (crit 40 + 2d12), and the target is weakened until the end of the elf warden’s next turn.
- □ 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.