Elf NPCs [Level 27]

Elf Battle Cleric [Level 27 Controller (Leader)]

Medium fey humanoid [XP 11000]

Initiative +15; Senses Perception +21; low-light
HP 238; Bloodied 119
Healing Surges (+59 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] Punishing Strike (standard) ✦ Weapon
+35 vs. AC; 4d10 + 16 damage.
□ [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 27 Controller (Leader)]

Medium fey humanoid [XP 11000]

Initiative +15; Senses Perception +22; low-light
HP 238; Bloodied 119
Healing Surges (+59 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] Sunburst (standard) ✦ Healing, Radiant
Area burst 2 within 10; targets enemies; +30 vs. Will; 3d8 + 17 radiant damage. Hit or Miss: The elf cleric and each ally in the burst regain 15 hit points and make a saving throw.
□ [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 27 Soldier]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +18; low-light
HP 245; Bloodied 122
Healing Surges (+61 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] Adamantine Strike (standard) ✦ Weapon
+31 vs. Reflex; 4d12 + 16 damage (crit 64 + 3d12), and the target takes a –2 penalty to AC until the end of the elf fighter’s next turn.
□ [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 27 Soldier]

Medium fey humanoid [XP 11000]

Initiative +19; Senses Perception +18; low-light
HP 239; Bloodied 119
Healing Surges (+59 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] Diamond Shield Defense (standard) ✦ Weapon
Must be using a shield.
+32 vs. AC; 4d8 + 16 damage, and the elf fighter takes half damage from the target’s attacks until the end of the elf fighter’s next turn. Hit or Miss: The elf fighter gains a +2 power bonus to AC until the end of the elf fighter’s next turn.
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 27 Soldier]

Medium fey humanoid [XP 11000]

Initiative +15; Senses Perception +18; low-light
HP 238; Bloodied 119
Healing Surges (+59 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] Stunning Smite (standard) ✦ Weapon
+32 vs. Will; 2d10 + 16 damage, the target is stunned until the end of the elf paladin’s next turn, and make a secondary attack against each enemy other than the primary target adjacent to the elf paladin. Secondary Attack: +32 vs. Will; 1d10 + 16 damage, and the target is stunned until the end of the elf paladin’s next turn.
□ [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 27 Soldier]

Medium fey humanoid [XP 11000]

Initiative +15; Senses Perception +18; low-light
HP 238; Bloodied 119
Healing Surges (+59 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.
○ [M] Brand of Judgment (standard) ✦ Radiant
+29 vs. Will; 4d8 + 16 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack whether it hits or misses.
□ [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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +20; Senses Perception +23; low-light
HP 238; Bloodied 119
Healing Surges (+59 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] Hail of Arrows (standard) ✦ Weapon
Ranged 20/40; targets each enemy in range; +32 vs. AC; 1d10 + 17 damage.
□ [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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +19; Senses Perception +23; low-light
HP 253; Bloodied 126
Healing Surges (+63 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.
○ [C] Wandering Tornado (standard) ✦ Weapon
Close burst 1; targets visible enemies; +32 vs. AC; 1d8 + 16 damage. Hit or Miss: The elf ranger can shift 4 squares, and make another close burst 1 attack (as above).
□ [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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +20; Senses Perception +17; low-light
HP 238; Bloodied 119
Healing Surges (+59 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] Hurricane of Blood (standard) ✦ Weapon
+33 vs. AC; 5d6 + 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.
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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +20; Senses Perception +22; low-light
HP 238; Bloodied 119
Healing Surges (+59 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.
○ [C] Dance of Death (standard) ✦ Weapon
Close burst 1; targets visible enemies; +33 vs. AC; 3d6 + 17 damage. If the target makes a melee attack against the elf rogue before the end of the elf rogue’s next turn, the elf rogue can make it attack another creature of the elf rogue’s choice instead, including itself.
□ [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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +15; Senses Perception +18; low-light
HP 239; Bloodied 119
Healing Surges (+59 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] Curse of the Fey King (standard)
Ranged 10; +29 vs. Will; 3d10 + 16 damage. In addition, the first time the target rolls a d20 on its next turn, the elf warlock can steal that result. The target rerolls, and the elf warlock uses the stolen result for the elf warlock’s next d20 roll. The elf warlock gains a +5 bonus to the stolen result.
□ [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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +17; low-light
HP 247; Bloodied 123
Healing Surges (+61 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.
○ [R] Hellfire Curse (standard) ✦ Fire
Ranged 10; +29 vs. Fortitude; 5d10 + 21 fire damage.
□ [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 27 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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +17; low-light
HP 247; Bloodied 123
Healing Surges (+61 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] Banish to the Void (standard) ✦ Fear, Teleportation
Ranged 10; +29 vs. Will; 2d10 + 16 damage. The target disappears into a starry realm. At the start of its next turn, the target reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice). The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the elf warlock’s next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls it makes due to this power.
□ [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 27 Soldier (Leader)]

Medium fey humanoid [XP 11000]

Initiative +17; Senses Perception +17; low-light
HP 238; Bloodied 119
Healing Surges (+59 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] Devastating Charge (standard) ✦ Weapon
Must charge as part of this attack.
+31 vs. AC; 4d10 + 16 damage, and until the end of the elf warlord’s next turn, any ally who has line of sight to the elf warlord gains a +5 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
□ [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 27 Soldier (Leader)]

Medium fey humanoid [XP 11000]

Initiative +17; Senses Perception +17; low-light
HP 238; Bloodied 119
Healing Surges (+59 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.
○ [C] Chimera Battlestrike (standard) ✦ Weapon
Close burst 1; targets visible enemies; +32 vs. Reflex; 3d8 + 16 damage, and the target slides 6 squares.
□ [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 27 Artillery]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +21; low-light
HP 182; Bloodied 91
Healing Surges (+45 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.
○ [R] Confusion (standard) ✦ Charm, Psychic
Ranged 20; +29 vs. Will; 3d10 + 16 psychic damage. On the target’s next turn, the elf wizard controls its actions. The elf wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
□ [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 27 Artillery]

Medium fey humanoid [XP 11000]

Initiative +19; Senses Perception +18; low-light
HP 182; Bloodied 91
Healing Surges (+45 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.
○ [C] Black Fire (standard) ✦ Fire, Necrotic
Close blast 5; targets enemies; +29 vs. Reflex; 6d6 + 16 fire and necrotic 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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +15; Senses Perception +22; low-light
HP 238; Bloodied 119
Healing Surges (+59 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] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
+33 vs. Will; 3d10 + 17 damage, and the elf avenger teleports each enemy within 5 squares of the elf avenger, other than the target, 9 squares.
□ [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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +19; Senses Perception +22; low-light
HP 238; Bloodied 119
Healing Surges (+59 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] Inevitable End (standard) ✦ Weapon
+39 vs. AC; 4d10 + 17 damage. Hit or Miss: If the target is still alive and not adjacent to the elf avenger at the end of its next turn, the elf avenger regains the use of this power. The elf avenger can regain the use of this power in this manner once per encounter.
□ [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 27 Brute]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +22; low-light
HP 301; Bloodied 150
Healing Surges (+75 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] Blood Wrath (standard) ✦ Weapon
The elf barbarian gains gains a +5 bonus to the attack roll if the target is bloodied. +31 vs. AC; 5d12 + 16 damage (crit 76 + 3d12), and the elf barbarian gains a +5 bonus to attack rolls until the end 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 27 Brute]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +22; low-light
HP 295; Bloodied 147
Healing Surges (+73 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] Butcher’s Feast (standard) ✦ Weapon
+31 vs. AC; 6d12 + 16 damage (crit 88 + 3d12), and until the end of the elf barbarian’s next turn, the elf barbarian can make a melee basic attack as a free action against any enemy adjacent to the elf barbarian that hits or misses the elf barbarian. Until the end of the elf barbarian’s next turn, the elf barbarian also gains a +5 power bonus to basic attack rolls.
□ [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 27 Controller (Leader)]

Medium fey humanoid [XP 11000]

Initiative +15; Senses Perception +22; low-light
HP 239; Bloodied 119
Healing Surges (+59 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] Bond of Malediction (standard) ✦ Psychic
Ranged 10; +29 vs. Reflex; 3d10 + 16 psychic damage. Choose an ally within 10 squares of the elf bard. Until the end of the elf bard’s next turn, the target takes 15 psychic damage whenever that ally takes damage.
□ [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 27 Controller (Leader)]

Medium fey humanoid [XP 11000]

Initiative +15; Senses Perception +22; low-light
HP 245; Bloodied 122
Healing Surges (+61 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] Surge of Valor (standard) ✦ Weapon
+32 vs. AC; 2d8 + 16 damage, and each ally within 10 squares of the elf bard can shift 2 squares and make a melee basic attack as a free action, with a +5 bonus to the attack roll and the damage roll.
□ [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 27 Controller]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +22; low-light
HP 245; Bloodied 122
Healing Surges (+61 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.
○ [C] Polar Blast (standard) ✦ Cold
Close blast 5; +30 vs. Reflex; 3d8 + 17 cold damage, the target gains 5 vulnerability to all damage and the target is immobilized until the end of the elf druid’s next turn.
□ [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 27 Controller]

Medium fey humanoid [XP 11000]

Initiative +19; Senses Perception +27; low-light
HP 239; Bloodied 119
Healing Surges (+59 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.
○ [M] Leaping Rake (standard) ✦ Beast Form
Before the attack, the elf druid shifts 7 squares. Targets each enemy within reach during the shift; +30 vs. Reflex; 1d10 + 17 damage, and the target is dazed 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 27 Artillery]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +22; low-light
HP 183; Bloodied 91
Healing Surges (+45 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] Offering of Peace (standard) ✦ Radiant
Choose one enemy within 10 squares. If the target attacks before the end of the elf invoker’s next turn, it takes 4d10 + 17 radiant damage damage. If the elf invoker or an ally attacks the target before the end of the elf invoker’s next turn, the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The elf invoker and the elf invoker’s allies gain a +2 power bonus to all defenses until the end of the elf invoker’s next turn.
□ [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 27 Artillery]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +22; low-light
HP 189; Bloodied 94
Healing Surges (+47 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] Invoke Terror (standard) ✦ Fear, Psychic
Area burst 2 within 10; +30 vs. Will; 3d8 + 17 psychic damage, and the target moves half its speed away from the elf invoker, avoiding unsafe squares and difficult terrain if it can. Until the start of the elf invoker’s next turn, opportunity attacks that hit the target deal +5 extra 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 27 Controller (Leader)]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +27; low-light
HP 245; Bloodied 122
Healing Surges (+61 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 Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
Spirit melee 1; +30 vs. Reflex; 4d8 + 17 fire and radiant damage. Until the end of the elf shaman’s next turn, each ally gains a +8 bonus to saving throws while adjacent to the elf shaman’s spirit companion.
□ [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 27 Controller (Leader)]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +27; low-light
HP 239; Bloodied 119
Healing Surges (+59 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.
○ [R] Blood Reaper Spirits (standard)
Ranged 10; +30 vs. Fortitude; 4d6 + 17 damage. Until the end of the elf shaman’s next turn, any ally gains a +7 bonus to damage rolls while adjacent to the elf shaman’s spirit companion. Make the attack two more times against the same target or different ones. The bonus to the elf shaman’s allies’ damage rolls increases to +9 if the attack hits twice and +11 if it hits three times.
□ [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 27 Artillery]

Medium fey humanoid [XP 11000]

Initiative +19; Senses Perception +17; low-light
HP 182; Bloodied 91
Healing Surges (+45 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] Wildfire Curse (standard) ✦ Fire
Ranged 10; +29 vs. Reflex; 4d6 + 26 fire damage. Make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack: +29 vs. Reflex; 4d6 + 26 fire damage. Repeat the secondary attack against a creature the elf sorcerer has not already targeted with this power during this encounter.
□ [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 27 Skirmisher]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +17; low-light
HP 238; Bloodied 119
Healing Surges (+59 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.
○ [R] Lightning Eruption (standard) ✦ Lightning
Ranged 10; +29 vs. Reflex; 3d12 + 25 lightning damage, and each enemy adjacent to the target takes 1d12 + 19 lightning damage.
□ [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 27 Brute]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +23; low-light
HP 301; Bloodied 150
Healing Surges (+75 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.
○ [M] Earth Tomb (standard) ✦ Weapon
+31 vs. AC; 3d10 + 16 damage, and the target is knocked prone and can’t stand up until the end of the elf warden’s next turn. The elf warden also slides the target 5 squares.
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 27 Brute]

Medium fey humanoid [XP 11000]

Initiative +16; Senses Perception +26; low-light
HP 295; Bloodied 147
Healing Surges (+73 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] Guardian’s Storm (standard) ✦ Lightning, Weapon
+31 vs. AC; 4d12 + 16 damage (crit 64 + 3d12), and the target takes 21 lightning damage if it moves before the end of the elf warden’s next turn.
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.