Elf NPCs [Level 26]
Elf Battle Cleric [Level 26 Controller (Leader)]
Medium fey humanoid [XP 9000]
Initiative +15; Senses Perception +21; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 39, Reflex 35, Will 41
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the elf cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +33 vs. AC; 4d10 + 16 damage. The next attack roll the elf cleric makes against the target gains a +2 power bonus.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +31 vs. AC; 6d10 + 16 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ Purify (standard)
- Every effect that a save can end is removed from the elf cleric and each ally within 10 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The elf cleric or one ally within 15 squares can spend a healing surge and regain an additional 6d6 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 +24, Religion +19
Str 23 (+19); Dex 15 (+15); Wis 23 (+19);
Con 14 (+15); Int 12 (+14); Cha 15 (+15)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Devoted Cleric [Level 26 Controller (Leader)]
Medium fey humanoid [XP 9000]
Initiative +15; Senses Perception +22; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 35, Reflex 35, Will 42
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +30 vs. Reflex; 2d8 + 17 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +30 vs. Will; 3d8 + 17 radiant damage. Hit or Miss: The elf cleric and each
ally in the burst gain a +5 power bonus to AC until the end of the elf cleric’s next turn and can spend a healing surge. Add
+5 to the hit points regained.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +30 vs. Fortitude; 4d10 + 17 psychic damage, and the target is stunned until the end of the
elf cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The elf cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit points
up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t take
any actions. At the start of its next turn, it returns to an unoccupied space chosen by the elf cleric within 5 squares of
its previous location.
- ○○○ Healing Word (minor) ✦ Healing
- The elf cleric or one ally within 15 squares can spend a healing surge and regain an additional 6d6 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 +25, Religion +19
Str 15 (+15); Dex 15 (+15); Wis 25 (+20);
Con 14 (+15); Int 12 (+14); Cha 21 (+18)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Greatweapon Fighter [Level 26 Soldier]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +18; low-light
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 41, Reflex 36, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +31 vs. AC; 4d12 + 21 damage (crit 69 + 3d12).
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +31 vs. AC; 6d12 + 16 damage (crit 88 + 3d12), and all of the elf fighter’s enemies that the elf fighter can see are marked
until the end of the elf fighter’s next turn. Miss: The power is not expended.
- ○ Elven Accuracy (free)
- The elf fighter can reroll an attack roll. Use the second roll, even if it’s lower.
- □ No Surrender (no action) ✦ Healing
- When the elf fighter’s hit points drop to 0 or lower.
The elf fighter regains hit points up to one-half the elf fighter’s maximum hit points. However, the elf fighter takes a –2
penalty to attack rolls until the end of the encounter.
- 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 +24, Intimidate +19
Str 23 (+19); Dex 17 (+16); Wis 16 (+16);
Con 21 (+18); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Elf Guardian Fighter [Level 26 Soldier]
Medium fey humanoid [XP 9000]
Initiative +19; Senses Perception +18; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 41, Reflex 41, Will 36
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+32 vs. AC; 2d8 + 16 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] Fangs of Steel (standard) ✦ Weapon
- +32 vs. AC; 3d8 + 22 damage, and make a secondary attack against one creature adjacent to the primary target and within the
elf fighter’s melee reach. Secondary Attack: +32 vs. AC; 2d8 + 22 damage.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The elf fighter gains an action point that the elf fighter must spend during the elf fighter’s current turn.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the elf fighter uses a fighter power, the elf fighter can score a critical hit on a roll of 19–20, and the elf fighter
gains a +6 power bonus to damage rolls. Any enemy that starts its turn adjacent to the elf fighter takes 1d8 + 10 damage damage
and ongoing 10 damage (save ends), 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.
- ○ Elven Accuracy (free)
- The elf fighter can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf fighter ignores difficult terrain when shifting.
- Combat Challenge
- Every time the elf fighter attacks an enemy, the elf fighter can mark that target, whether the attack hits or misses. The
mark lasts until the end of the elf fighter’s next turn. If the marked creature makes an attack that doesn’t include the elf
fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the elf
fighter and shifts or makes an attack that does not include the elf fighter, the elf fighter can make a melee basic attack
against that enemy as an immediate interrupt.
Skills Heal +21, Intimidate +19
Str 23 (+19); Dex 23 (+19); Wis 16 (+16);
Con 15 (+15); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Avenging Paladin [Level 26 Soldier]
Medium fey humanoid [XP 9000]
Initiative +15; Senses Perception +18; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 41; Fortitude 40, Reflex 36, Will 39
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +32 vs. AC; 2d10 + 16 radiant damage. If the elf paladin has marked the target, the elf paladin gains a +3 bonus to the damage
roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +32 vs. AC; 3d10 + 16 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the elf paladin other than the primary target. Secondary Attack: +32 vs. AC; 1d10 + 16 thunder damage, and the target
is knocked prone.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +32 vs. AC; 4d10 + 16 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the elf paladin when it attacks (save ends). The elf paladin gains a +2 bonus to the opportunity attack roll and deals an
extra 1d10 damage.
- ● Divine Challenge (minor) ✦ Radiant
- The elf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the elf paladin
as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it
takes 14 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.
- □ Cleansing Burst (minor)
- The elf paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- ○ 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 +23, Religion +19
Str 23 (+19); Dex 15 (+15); Wis 17 (+16);
Con 14 (+15); Int 12 (+14); Cha 21 (+18)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Elf Protecting Paladin [Level 26 Soldier]
Medium fey humanoid [XP 9000]
Initiative +15; Senses Perception +18; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 43; Fortitude 39, Reflex 38, Will 40
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 15 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage, and the elf paladin gains 3 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +29 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 3 squares.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +29 vs. Will; 6d6 + 16 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the elf paladin’s next turn.
- ● 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 15 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.
- □ United in Faith (minor) ✦ Healing
- The elf paladin and each ally within 5 squares can spend a healing surge.
- ○ 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 +24, Religion +19
Str 21 (+18); Dex 15 (+15); Wis 17 (+16);
Con 14 (+15); Int 12 (+14); Cha 23 (+19)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Archer Ranger [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +20; Senses Perception +23; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 43; Fortitude 39, Reflex 41, Will 36
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +32 vs. AC; 2d10 + 17 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +31/+31 vs. AC; 2d8 + 10 damage (main)/2d6 + 10
damage (off-hand).
Longbow: Ranged 20/40; +32 vs. AC (twice); 2d10 + 10 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +32 vs. Fortitude; 4d10 + 17 damage, and the target is pushed 5 squares.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +32 vs. AC; 3d10 + 17 damage. Miss: Half damage.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the elf ranger’s turn, enemies treat the elf ranger as invisible if the elf ranger has cover or concealment
from them. An enemy still knows the square occupied by the elf ranger if it saw the elf ranger in that square at any point
during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 3d6 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 +23, Stealth +24
Str 21 (+18); Dex 25 (+20); Wis 17 (+16);
Con 14 (+15); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Elf Two-Blade Ranger [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +19; Senses Perception +23; low-light
HP 245; Bloodied 122
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 40, Reflex 40, Will 36
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +31 vs. AC; 2d10 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +32/+32 vs. AC; 2d8 + 10 damage (main)/2d8 + 10 damage
(off-hand).
Longbow: Ranged 20/40; +31 vs. AC (twice); 2d10 + 10 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +32 vs. AC; 2d8 + 16 damage.
Longsword
(off hand): +32 vs. AC; 2d8 + 16 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the elf ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the elf ranger and misses before the start of the elf ranger’s next turn,
make a melee basic attack against it with both the elf ranger’s main weapon and the elf ranger’s off-hand weapon as an immediate
reaction.
- □ [M/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +32/+32 vs. AC; 2d8 + 16 damage (main)/2d8 + 16 damage (off-hand).
Longbow: Ranged 20/40; +31 vs. AC (twice); 2d10 + 16 damage.
Miss: Half damage per attack. Hit
or Miss: After making these attacks, the elf ranger can shift 3 squares.
- ● 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the elf ranger is hit by an area attack or a close attack.
Shift 3 squares.
- 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 +15 hit points.
Skills Nature +23, Perception +23
Str 23 (+19); Dex 23 (+19); Wis 17 (+16);
Con 14 (+15); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Elf Brawny Rogue [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +20; Senses Perception +17; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 38, Reflex 42, Will 35
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 15 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +33 vs. Reflex; 2d6 + 17 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +33 vs. Will; 6d6 + 17 damage, and the elf rogue becomes invisible. The elf rogue shifts into any square adjacent to the target
and reappear at the start of the elf rogue’s next turn. The elf rogue has combat advantage against the target until the end
of the elf rogue’s next turn. Miss: Half damage, the elf rogue can shift 1 square to another square adjacent to the
target, and the elf rogue has combat advantage against the target until the end of the elf rogue’s next turn.
- ○ Dazzling Acrobatics (move)
- The elf rogue can shift twice the elf rogue’s speed. The elf rogue can climb at full speed as part of this move. If an enemy
attacks the elf rogue while the elf rogue shifts, the elf rogue gains a +4 bonus to AC against that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the elf rogue.
Targets the creature the elf rogue’s ally damaged; +33 vs. AC; 2d6 + 17 damage.
- ○ 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 5d6 damage.
Skills Acrobatics +25, Thievery +25
Str 21 (+18); Dex 25 (+20); Wis 15 (+15);
Con 14 (+15); Int 12 (+14); Cha 15 (+15)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Elf Trickster Rogue [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +20; Senses Perception +22; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 35, Reflex 42, Will 38
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 12 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +33 vs. AC; 2d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
The elf rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +33 vs. AC; 4d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 4d6 + 17 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the elf rogue.
The elf rogue chooses the target of its attack.
- □ [M/R] Hamstring (standard) ✦ Weapon
- Short Sword: +33 vs. AC; 4d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 4d6 + 17 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- □ Hide from the Light (minor)
- The elf rogue must already be hidden to use this power. The elf rogue is invisible until the end of the encounter or until
the elf rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack or
an at-will attack.
- ○ 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 5d6 damage.
Skills Stealth +25, Thievery +25
Str 15 (+15); Dex 25 (+20); Wis 15 (+15);
Con 14 (+15); Int 12 (+14); Cha 21 (+18)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Elf Fey-Pact Warlock [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +15; Senses Perception +18; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 40; Fortitude 35, Reflex 39, Will 40
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +29 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 2d6 + 16 psychic damage, and the elf warlock is invisible to the target until the start of the elf
warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +29 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the elf warlock’s next turn.
- □ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +29 vs. Will; 4d10 + 16 psychic damage. Until the end of the encounter, every time the elf warlock takes damage,
the elf warlock makes a +29 vs. Will attack against the target; if the attack hits, the elf warlock takes half damage and
the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the elf warlock is adjacent
to the target, the images of the elf warlock both begin to flow together, such that anyone who attacks one has a 50% chance
of accidentally hitting the other instead.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The elf warlock becomes invisible until the start of the elf warlock’s next turn and teleports 20 squares. The elf warlock
leaves behind an illusory image of the elf warlock that persists as long as the elf warlock is invisible. This image stands
in place, takes no actions, and uses the elf warlock’s defenses if it is attacked. If the illusion is touched or takes any
damage, it dissolves into a pile of dead leaves. If the elf warlock makes an attack, the elf warlock becomes visible. Sustain
Standard: The elf warlock remains invisible as long as the elf warlock doesn’t make an attack.
- ● 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 3d6 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 +23, Bluff +24
Str 12 (+14); Dex 15 (+15); Wis 16 (+16);
Con 15 (+15); Int 21 (+18); Cha 23 (+19)
Equipment leather armor, spear
-1 Level / +1 Level
Elf Infernal-Pact Warlock [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +17; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 39, Reflex 39, Will 36
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +29 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +29 vs. Reflex; 2d6 + 16 fire damage. If the elf warlock takes damage before the end of the elf warlock’s next
turn, the target takes an extra 2d6 + 16 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +29 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +29 vs. Reflex; 5d10 + 16 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the elf warlock cannot gain
line of sight or line of effect to the target. Miss: Half damage, and the target 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 3d6 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The elf warlock grows wings and gains a fly speed equal to the elf warlock’s speed until the end of the encounter or for 5
minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The elf warlock gains 26 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 +23, Intimidate +20
Str 12 (+14); Dex 16 (+16); Wis 15 (+15);
Con 23 (+19); Int 21 (+18); Cha 15 (+15)
Equipment leather armor, mace
-1 Level / +1 Level
Elf Star-Pact Warlock [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +17; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 38; Fortitude 39, Reflex 37, Will 39
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +29 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +29 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the elf warlock on its next turn, it
takes an extra 2d6 + 16 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +28 vs. Will; 4d10 + 15 damage, and the elf warlock can swap places with the target. After swapping places with
the target, the elf warlock can teleport 2 squares..
- □ [R] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +29 vs. Will; 5d10 + 16 fire and psychic damage, and the target is stunned until the end of the elf warlock’s next
turn. Miss: Half damage, and the target is dazed until the end 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 3d6 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.
- ○ Entropic Ward (minor)
- Until the end of the elf warlock’s next turn, anyone who attacks the elf warlock must roll two dice and take the lower result.
Each time an attack misses due to this effect, the elf warlock gains a cumulative +1 power bonus to the elf warlock’s next
attack roll.
- ● 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 +20, Insight +20
Str 12 (+14); Dex 16 (+16); Wis 15 (+15);
Con 23 (+19); Int 15 (+15); Cha 21 (+18)
Equipment leather armor, sickle
-1 Level / +1 Level
Elf Inspiring Warlord [Level 26 Soldier (Leader)]
Medium fey humanoid [XP 9000]
Initiative +17; Senses Perception +17; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 40, Reflex 35, Will 39
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +31 vs. Fortitude; 6 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 +5 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +31 vs. AC; 3d10 + 16 damage, and the target is weakened until the end of the elf warlord’s next turn. Until the end of the
encounter, the elf warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +31 vs. AC; 6d10 + 16 damage, and the elf warlord and all of the elf warlord’s allies within 10 squares of the elf warlord
makes saving throws against any single effect that a save can end. Miss: Each of the elf warlord’s allies within 10
squares of the elf warlord makes a saving throw against any effect that the target caused and that a save can end.
- □ Heart of the Titan (standard)
- The elf warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls and
can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ Inspiring Word (minor) ✦ Healing
- The elf warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 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 18 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 +20, History +20
Str 23 (+19); Dex 15 (+15); Wis 14 (+15);
Con 14 (+15); Int 15 (+15); Cha 21 (+18)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Elf Tactical Warlord [Level 26 Soldier (Leader)]
Medium fey humanoid [XP 9000]
Initiative +17; Senses Perception +17; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 40, Reflex 39, Will 36
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 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] Sudden Assault (standard) ✦ Weapon
- +32 vs. AC; 1d8 + 16 damage, and an ally of the elf warlord’s choice within 5 squares of the elf warlord takes a standard
action. The elf warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the elf warlord for attacks
made with this extra standard action.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +31 vs. AC; 6d6 + 16 damage. Until the end of the encounter, the elf warlord’s allies add +5 to attack rolls
and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +5 bonus to the attack roll and the damage.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the elf warlord slides each target 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The elf warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 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 +5 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 +20, History +23
Str 23 (+19); Dex 15 (+15); Wis 14 (+15);
Con 14 (+15); Int 21 (+18); Cha 15 (+15)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Elf Control Wizard [Level 26 Artillery]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +21; low-light
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 35, Reflex 39, Will 41
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +29 vs. Fortitude; 2d6 + 16 cold damage, and the target is slowed until the end of the elf wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +29 vs. Fortitude; 4d6 + 16 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the elf wizard’s next turn, or the elf wizard can dismiss it as a minor action.
- □ [A] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +29 vs. Reflex; 4d6 + 16 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- □ Time Stop (minor)
- The elf wizard gains two extra standard actions, which the elf wizard can’t use to attack other creatures.
- ○ 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 -6 penalty to its saving throws against that effect. Alternatively, the elf wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the elf wizard’s current turn, so that it lasts instead
until the end of the elf wizard’s next turn.
- Wild Step
- The elf wizard ignores difficult terrain when shifting.
Skills Arcana +24, Insight +24
Str 12 (+14); Dex 17 (+16); Wis 23 (+19);
Con 14 (+15); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Elf War Wizard [Level 26 Artillery]
Medium fey humanoid [XP 9000]
Initiative +19; Senses Perception +18; low-light
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 35, Reflex 39, Will 38
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +29 vs. Reflex; 2d6 + 16 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +29 vs. Reflex; 4d6 + 16 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +29
vs. Reflex; 2d6 + 16 lightning damage. Tertiary Attack: +29 vs. Reflex; 1d6 + 16 lightning damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +29 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 3d6 + 16 poison
damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 16 fire damage, and ongoing 15 fire damage
(save ends).
Will: The target is stunned (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.
- □ Mass Fly (standard)
- The elf wizard and each ally within 5 squares gain a speed of fly 8 until the end of the elf wizard’s next turn. Sustain
Minor: The elf wizard can sustain this power until the end of the encounter or for 5 minutes. If the elf wizard does not
sustain this power, all targets float to the ground without taking falling damage.
- ○ 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 +6 bonus to a single attack roll.
- Wild Step
- The elf wizard ignores difficult terrain when shifting.
Skills Arcana +24, History +24
Str 12 (+14); Dex 23 (+19); Wis 17 (+16);
Con 14 (+15); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Elf Isolating Avenger [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +15; Senses Perception +22; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 41; Fortitude 36, Reflex 39, Will 41
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage, and the elf avenger shifts 1 square, sliding the target 1 square into the space the elf avenger
occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +33 vs. AC; 3d10 + 17 damage, and until the end of the elf avenger’s next turn, the elf avenger and the target are immobilized.
In addition, no other creature has line of sight or line of effect to either the target or the elf avenger, both of whom have
line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the target
or the elf avenger before 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 +5 bonus to all defenses against the target’s attacks.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +33 vs. Fortitude; 6d10 + 17 damage, and the target takes 10 damage at the start of its turn if the elf avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the elf avenger
is within 5 squares of it (save ends).
- ○ [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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the elf avenger to 0 hit points or fewer and doesn’t kill you.
The elf avenger is dying but doesn’t fall unconscious. Until the end of the elf avenger’s next turn, the elf avenger doesn’t
take any damage after the triggering attack, and the elf avenger gains a +4 bonus to attack rolls. At the end of the elf avenger’s
next turn, the elf avenger falls unconscious if the elf avenger is still dying.
- 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 +5 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 +20, Religion +23
Str 15 (+15); Dex 15 (+15); Wis 25 (+20);
Con 14 (+15); Int 21 (+18); Cha 12 (+14)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Elf Pursuing Avenger [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +19; Senses Perception +22; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 36, Reflex 40, Will 41
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +31 vs. AC; 2d8 + 16 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage, and if the target doesn’t end its next turn adjacent to the elf avenger, the elf avenger can
shift 7 squares as a free action. The elf avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +33 vs. AC; 4d10 + 17 radiant damage, and if the target is not adjacent to the elf avenger at the start of the elf avenger’s
next turn, the elf avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the elf
avenger can teleport to a space adjacent to the target as a move action, doing 11 radiant damage to the target.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +30 vs. Will; 6d8 + 17 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the elf avenger can teleport to a space adjacent to the target as a minor action.
The elf avenger doesn’t need line of sight to the destination space. Aftereffect: The elf avenger can teleport to a
space adjacent to the target as a free action once. The elf avenger doesn’t need line of sight to the destination space.
- ○ [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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the elf avenger gains phasing, and the elf avenger takes half damage from opportunity attacks.
- ○ [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 +12 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 +19, Stealth +24
Str 15 (+15); Dex 23 (+19); Wis 25 (+20);
Con 14 (+15); Int 13 (+14); Cha 12 (+14)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Elf Rageblood Barbarian [Level 26 Brute]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +22; low-light
HP 291; Bloodied 145
Healing Surges (+72 hp) ○○○
AC 42; Fortitude 41, Reflex 39, Will 35
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+31 vs. AC; 2d12 + 3d8 + 16 damage (crit 64 + 3d12). 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] Fatal Strike (standard) ✦ Weapon
- +31 vs. AC; 4d12 + 21 damage (crit 69 + 3d12), and the target cannot regain hit points until the start of the elf barbarian’s
next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +31 vs. AC; 7d12 + 16 damage (crit 100 + 3d12), and the target is pushed 5 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The elf barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the elf barbarian hits with an attack, the elf barbarian gains 12 temporary hit points. If that attack already grants temporary
hit points to the elf barbarian, add +2 to the number of temporary hit points the elf barbarian gains.
- ○ 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.
- □ Primal Vigor (immediate interrupt)
- When the elf barbarian is hit by an attack.
Until the end of the elf barbarian’s next turn, the elf barbarian gains resist 18 to all damage.
- 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 15 temporary hit points.
- Barbarian Agility
- While the elf barbarian is not wearing heavy armor, the elf barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +23, Perception +22
Str 23 (+19); Dex 16 (+16); Wis 15 (+15);
Con 21 (+18); Int 12 (+14); Cha 15 (+15)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Thaneborn Barbarian [Level 26 Brute]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +22; low-light
HP 285; Bloodied 142
Healing Surges (+71 hp) ○○○
AC 42; Fortitude 41, Reflex 39, Will 38
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+31 vs. AC; 2d12 + 3d6 + 16 damage (crit 58 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +31 vs. AC; 5d12 + 16 damage (crit 76 + 3d12), and each enemy adjacent to the elf barbarian takes a –5 penalty to attack rolls
until the end of the elf barbarian’s next turn.
- □ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +31 vs. AC; 7d12 + 16 thunder damage (crit 100 + 3d12), and the elf barbarian knocks the target prone. Miss: Half damage.
Hit or Miss: The elf barbarian enters the rage of the stone tempest. Until the rage ends, the elf barbarian can score
a critical hit on a roll of 18–20.
- □ Untouched (minor)
- The elf barbarian makes a saving throw against each effect on the elf barbarian that a save can end. The elf barbarian gains
a +2 bonus to each saving throw.
- ○ [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.
- 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 +5
bonus to the attack roll.
- Barbarian Agility
- While the elf barbarian is not wearing heavy armor, the elf barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +23, Perception +22
Str 23 (+19); Dex 16 (+16); Wis 15 (+15);
Con 15 (+15); Int 12 (+14); Cha 21 (+18)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Cunning Bard [Level 26 Controller (Leader)]
Medium fey humanoid [XP 9000]
Initiative +15; Senses Perception +22; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 35, Reflex 40, Will 40
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the elf
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +29 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the elf bard, as the last action of his or
her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the elf
bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +29 vs. Will; the elf bard slides the target 5 squares, the target makes a basic attack as
a free action against a creature of the elf bard’s choice, and the target is then stunned until the end of the elf bard’s
next turn. Miss: The target is dazed until the end of the elf bard’s next turn.
- ○○○ Majestic Word (minor) ✦ Healing
- The elf bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 6 hit points. This power
can only be used once per round. The elf bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- ○ 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 10 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 +23, Bluff +24
Str 14 (+15); Dex 15 (+15); Wis 14 (+15);
Con 15 (+15); Int 21 (+18); Cha 23 (+19)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Elf Valorous Bard [Level 26 Controller (Leader)]
Medium fey humanoid [XP 9000]
Initiative +15; Senses Perception +22; low-light
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 38, Reflex 37, Will 40
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 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] Weal and Woe (standard) ✦ Weapon
- +32 vs. AC; 3d8 + 16 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +5
power bonus to his or her next attack roll against the target.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 3d10 + 16 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the elf bard. The target deals half damage to any of the elf bard’s allies except the chosen ally (save ends).
In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○○○ Majestic Word (minor) ✦ Healing
- The elf bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 6 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.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the elf bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 10 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 +20, Athletics +19
Str 14 (+15); Dex 15 (+15); Wis 14 (+15);
Con 21 (+18); Int 15 (+15); Cha 23 (+19)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Elf Guardian Druid [Level 26 Controller]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +22; low-light
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 41; Fortitude 38, Reflex 37, Will 41
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +27 vs. AC; 4d4 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +30 vs. Reflex; 2d8 + 17 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; +30 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +30 vs. Reflex; 2d6 + 17 lightning damage, and the target is slowed until the end of the elf druid’s
next turn. Hit or Miss: Until the end of the elf druid’s next turn, any creature that enters the area of the burst
or starts its turn there takes 5 lightning damage.
- □ [A] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +30 vs. Fortitude; 4d6 + 17 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the elf druid’s next turn. While the zone persists, the elf druid can make the following secondary attack, using a
square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +30 vs. Reflex; the target cannot
stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor: The zone persists.
- □ Unyielding Roots (standard) ✦ Healing
- The elf druid and each ally with 5 squares grows revitalizing roots. Until the end of the elf druid’s next turn, each target
can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he or she
regains 5 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The elf druid changes from the elf druid’s humanoid form to beast form or vice versa. When the elf druid changes from beast
form back to the elf druid’s humanoid form, the elf druid shifts 1 square. While the elf druid is in beast form, the elf druid
can’t use attack, utility, or feat powers that lack the beast form keyword, although the elf druid can sustain such powers.
The elf druid can use this power once per round.
- ○ 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 +25, Nature +27
Str 14 (+15); Dex 17 (+16); Wis 25 (+20);
Con 21 (+18); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Predator Druid [Level 26 Controller]
Medium fey humanoid [XP 9000]
Initiative +19; Senses Perception +27; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 42; Fortitude 35, Reflex 40, Will 41
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +27 vs. AC; 4d4 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +30 vs. Reflex; 2d8 + 17 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; +30 vs. Reflex; 2d6 + 10 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 7 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +30 vs. Will; 2d8 + 17 psychic damage, and the target is knocked prone and deafened until
the end of the elf druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +30 vs. Reflex; 6d6 + 17 damage. If the attack hits at least once, the elf druid shifts
6 squares. Hit or Miss: Until the end of the encounter, while the elf druid is in beast form the elf druid can make
a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the elf druid.
- ● 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the elf druid uses wild shape to change into beast form, the elf druid becomes insubstantial
and gain phasing until the end of the elf druid’s turn.
- ○ Elven Accuracy (free)
- The elf druid can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf druid ignores difficult terrain when shifting.
- Primal 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 +27, Perception +27
Str 14 (+15); Dex 23 (+19); Wis 25 (+20);
Con 15 (+15); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Preserving Invoker [Level 26 Artillery]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +22; low-light
HP 177; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 41; Fortitude 36, Reflex 39, Will 41
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +30 vs. Reflex; 2d8 + 17 radiant damage, and the elf invoker slides the target 1 square. The elf invoker can use
this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +30 vs. Will; 5d6 + 17 damage, and the target is dazed until the end of the elf invoker’s next turn. Until the
end of the elf invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +30 vs. Will; 6d6 + 17 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- □ Covenant of Vengeance (minor)
- Choose either the elf invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the elf invoker and the elf invoker’s allies gain
a +4 power bonus to attack rolls against that creature until the end of the elf invoker’s next turn.
- ○ 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 +5 bonus to the elf invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the elf invoker’s next turn.
- Wild Step
- The elf invoker ignores difficult terrain when shifting.
- Covenant of Preservation
- When the elf invoker uses a divine encounter or daily attack power on the elf invoker’s turn, the elf invoker can slide an
ally within 10 squares of the elf invoker 1 square.
Skills Arcana +23, Religion +23
Str 12 (+14); Dex 16 (+16); Wis 25 (+20);
Con 15 (+15); Int 21 (+18); Cha 13 (+14)
Equipment hide armor, morningstar
-1 Level / +1 Level
Elf Wrathful Invoker [Level 26 Artillery]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +22; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○○
AC 39; Fortitude 39, Reflex 37, Will 41
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +30 vs. Fortitude; 2d10 + 17 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The elf invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +30 vs. Reflex; 2d6 + 17 fire damage, and if the target moves before the end of the elf invoker’s
next turn, it takes 15 fire damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +30 vs. Fortitude; 4d8 + 17 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 2d6+5 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 +22, Religion +20
Str 12 (+14); Dex 16 (+16); Wis 25 (+20);
Con 21 (+18); Int 15 (+15); Cha 13 (+14)
Equipment chainmail, morningstar
-1 Level / +1 Level
Elf Bear Shaman [Level 26 Controller (Leader)]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +27; low-light
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 38; Fortitude 39, Reflex 36, Will 41
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +26 vs. AC; 2d10 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +30 vs. Will; 2d8 + 17 damage, and each ally adjacent to the elf shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +30 vs. Reflex; 2d10 + 17 damage. Until the end of the elf shaman’s next turn, any ally takes half damage
from any source while adjacent to the elf shaman’s spirit companion. Each ally adjacent to the elf shaman’s spirit companion
gains 6 temporary hit points.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +30 vs. Reflex; 3d6 + 17 lightning damage, and the elf shaman teleports the target 10 squares.
Miss: Half damage, and the elf shaman teleports the target 5 squares. Hit or Miss: The elf shaman teleports
each ally in the blast 10 squares.
- ● 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 23 damage to the spirit, the spirit disappears, and the elf
shaman takes 18 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 6d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the elf shaman and the elf shaman’s allies are insubstantial.
- ● [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; +30 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the elf shaman’s spirit
companion regains 7 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 5 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 +27, Perception +27
Str 13 (+14); Dex 16 (+16); Wis 25 (+20);
Con 21 (+18); Int 15 (+15); Cha 12 (+14)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Panther Shaman [Level 26 Controller (Leader)]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +27; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 40; Fortitude 36, Reflex 38, Will 41
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +26 vs. AC; 2d10 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +30 vs. Fortitude; 2d10 + 17 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 Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +30 vs. Fortitude; 4d6 + 17 damage. Until the end of the elf shaman’s next turn, when any ally adjacent to
the elf shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5 damage.
- □ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +30 vs. Will; 3d10 + 17 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 23 damage to the spirit, the spirit disappears, and the elf
shaman takes 18 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 6d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the elf shaman’s spirit companion without shifting.
Targets triggering enemy; +30 vs. Reflex; 2d10 + 17 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +27, Perception +27
Str 13 (+14); Dex 16 (+16); Wis 25 (+20);
Con 15 (+15); Int 21 (+18); Cha 12 (+14)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Chaos Sorcerer [Level 26 Artillery]
Medium fey humanoid [XP 9000]
Initiative +19; Senses Perception +17; low-light
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 35, Reflex 39, Will 41
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +32 vs. AC; 2d4 + 16 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +29 vs. Will; 2d10 + 26 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:
+29 vs. Will; 1d6 + 20 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +29 vs. Fortitude; 4d6 + 26 cold damage, and the target is weakened until the end of the elf sorcerer’s next turn.
If the elf sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 20 cold damage.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 4d12 + 26 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the elf sorcerer can make a secondary attack against the target if it is within 10 squares of the elf sorcerer
(save ends): +29 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise, its
attack is unaffected by this secondary attack. If the elf sorcerer rolled an even number on the secondary attack roll, the
elf sorcerer chooses the creature that the target attacks.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the elf sorcerer’s next turn, the elf sorcerer becomes insubstantial, the elf sorcerer gains a fly speed
equal to the elf sorcerer’s speed, and the elf sorcerer can hover.
- ○ 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.
- Chaos Power
- The elf sorcerer gains a +10 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 +19, Bluff +24
Str 15 (+15); Dex 23 (+19); Wis 14 (+15);
Con 14 (+15); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, dagger
-1 Level / +1 Level
Elf Dragon Sorcerer [Level 26 Skirmisher]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +17; low-light
HP 230; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 38, Reflex 36, Will 41
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +29 vs. Reflex; 2d8 + 25 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 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +29 vs. Reflex; 5d6 + 25 acid damage. Until the end of the elf sorcerer’s next turn, the target doesn’t have
line of sight to any creature more than 3 squares away from it.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +29 vs. Reflex; 7d6 + 25 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the elf sorcerer’s turns, the elf sorcerer can slide one enemy within 3 squares of the elf sorcerer 2
squares as a free action.
- ○ Elven Accuracy (free)
- The elf sorcerer can reroll an attack roll. Use the second roll, even if it’s lower.
- □ Platinum Scales (immediate interrupt)
- When the elf sorcerer is hit by an attack.
Until the end of the encounter, the elf sorcerer gains a +5 power bonus to all defenses.
- Wild Step
- The elf sorcerer ignores difficult terrain when shifting.
- Draconic Power
- The elf sorcerer gains a +9 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 +19, Athletics +23
Str 21 (+18); Dex 17 (+16); Wis 14 (+15);
Con 14 (+15); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Elf Earth Warden [Level 26 Brute]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +23; low-light
HP 291; Bloodied 145
Healing Surges (+72 hp) ○○○
AC 43; Fortitude 40, Reflex 38, Will 37
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage, and the elf warden gains a +1 power bonus to AC until the end of the elf warden’s next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +31 vs. Reflex; the elf warden pulls the target 2 squares to a space that must
be adjacent to the elf warden. Make a secondary attack against the target. Secondary Attack: +33 vs. AC; 3d10 + 16
damage. Special: If either attack hits, the target is also slowed until the start of the elf warden’s next turn.
- □ Panacea (minor)
- The elf warden makes a saving throw with a +4 power bonus. The elf warden also gains a +4 power bonus to saving throws until
the end of the encounter.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The elf warden assumes the guardian form of the jungle lord until the end of the encounter. While the elf warden is in this
form, the elf warden gains a climb speed equal to the elf warden’s speed and a +2 bonus to Reflex. In addition, whenever the
elf warden hits a target with a melee attack, the elf warden slides the target 2 squares. If that attack already pulls, pushes,
or slides the target, the elf warden slides the target 2 squares after that forced movement. 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:
+31 vs. AC; 4d10 + 16 damage, and the elf warden slides the target 1 square. Miss: Half damage.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the elf warden that is within 5 squares of the elf warden makes an attack that does not include
the elf warden as a target.
Targets the triggering enemy; The elf warden slides the target 1 square. The target is slowed and cannot shift until the end
of its turn.
- ○ Elven Accuracy (free)
- The elf warden can reroll an attack roll. Use the second roll, even if it’s lower.
- Wild Step
- The elf warden ignores difficult terrain when shifting.
- Earthstrength
- When the elf warden uses the elf warden’s second wind, the elf warden gains an additional +5 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 +21, Perception +23
Str 23 (+19); Dex 16 (+16); Wis 17 (+16);
Con 21 (+18); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Elf Wild Warden [Level 26 Brute]
Medium fey humanoid [XP 9000]
Initiative +16; Senses Perception +26; low-light
HP 285; Bloodied 142
Healing Surges (+71 hp) ○○○
AC 42; Fortitude 40, Reflex 36, Will 40
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12), and the target is slowed until the end of the elf warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +31 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and the target is dazed until the end of the elf warden’s next turn. Until
the end of the elf warden’s next turn, the elf warden gains a +6 power bonus to attack rolls.
- □ Renewal (minor) ✦ Healing
- The elf warden spends a healing surge. In addition, the elf warden regains the use of an encounter attack power the elf warden
has already used during this encounter.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The elf warden assumes the guardian form of the blood wolf until the end of the encounter. While the elf warden is in this
form, the elf warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied targets.
In addition, if the elf warden has combat advantage against a target that the elf warden hits with a melee attack, the elf
warden can knock that target prone. 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: +31 vs. AC; 5d12 + 16 damage (crit 76 + 3d12),
and the target grants combat advantage to the elf warden (save ends). Miss: Half damage, and the target grants combat
advantage to the elf warden until the end of the elf warden’s next turn.
- ● [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; +31 vs. Fortitude; 2d12 + 16 damage (crit 40 + 3d12), 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 -6 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 +23, Perception +26
Str 23 (+19); Dex 16 (+16); Wis 23 (+19);
Con 15 (+15); Int 12 (+14); Cha 13 (+14)
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.