Elf NPCs [Level 30]
Elf Battle Cleric [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +24; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 43, Reflex 38, Will 45
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target
until the end of the elf cleric’s next turn.
- ○ [M] Punishing Strike (standard) ✦ Weapon
- +39 vs. AC; 4d10 + 18 damage.
- □ [M] Godstrike (standard) ✦ Radiant, Weapon
- +35 vs. AC; 7d10 + 18 radiant damage. Miss: Half damage.
- □ 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 +27, Religion +21
Str 24 (+22); Dex 15 (+17); Wis 24 (+22);
Con 14 (+17); Int 12 (+16); Cha 15 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Devoted Cleric [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +25; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 38, Reflex 38, Will 46
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +34 vs. Reflex; 2d8 + 19 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; +34 vs. Will; 3d8 + 19 radiant damage. Hit or Miss: The elf cleric and each
ally in the burst regain 16 hit points and make a saving throw.
- □ [A] Astral Storm (standard) ✦ Cold, Fire, Lightning, Thunder, Zone
- Area burst 5 within 20; targets enemies; +34 vs. Reflex; 6d10 + 19 cold, fire, lightning, and thunder damage. Resistance doesn’t
reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target
that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Hit
or Miss: The burst creates a stormy zone until the end of the elf cleric’s next turn. Sustain Minor: When the elf
cleric sustains this power, make a +34 vs. Reflex attack against every enemy within the zone, dealing 2d10 + 19 lightning
damage if the elf cleric hits and half damage if the elf cleric misses.
- □ 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 +28, Religion +21
Str 15 (+17); Dex 15 (+17); Wis 26 (+23);
Con 14 (+17); Int 12 (+16); Cha 22 (+21)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Elf Greatweapon Fighter [Level 30 Soldier]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +20; low-light
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 43; Fortitude 45, Reflex 39, Will 39
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12). Miss: 7 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +35 vs. Reflex; 4d12 + 18 damage (crit 66 + 3d12), and the target takes a –2 penalty to AC until the end of the elf fighter’s
next turn.
- □ [M] No Mercy (standard) ✦ Reliable, Weapon
- +35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). 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 +27, Intimidate +21
Str 24 (+22); Dex 17 (+18); Wis 16 (+18);
Con 22 (+21); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Elf Guardian Fighter [Level 30 Soldier]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +20; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 45; Fortitude 45, Reflex 45, Will 39
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+36 vs. AC; 2d8 + 18 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.
+36 vs. AC; 4d8 + 18 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.
- □ [M] Storm of Destruction (standard) ✦ Weapon
- Targets one or two creatures, one attack per target; +36 vs. AC; 5d8 + 18 damage. Miss: Half 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.
- ○ 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 +23, Intimidate +21
Str 24 (+22); Dex 24 (+22); Wis 16 (+18);
Con 15 (+17); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Avenging Paladin [Level 30 Soldier]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +20; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 44, Reflex 39, Will 43
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +36 vs. AC; 2d10 + 18 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
- +36 vs. Will; 2d10 + 18 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: +36 vs. Will; 1d10
+ 18 damage, and the target is stunned until the end of the elf paladin’s next turn.
- □ [M] Powerful Faith (standard) ✦ Weapon
- +36 vs. AC; 7d10 + 18 damage and make a secondary attack against each enemy within 10 squares of the elf paladin. Miss:
Half damage, and no secondary attack. Secondary Attack: +36 vs. Fortitude; The target is blinded 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.
- □ 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 +26, Religion +21
Str 24 (+22); Dex 15 (+17); Wis 17 (+18);
Con 14 (+17); Int 12 (+16); Cha 22 (+21)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Elf Protecting Paladin [Level 30 Soldier]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +20; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 43, Reflex 41, Will 44
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 17 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage, and the elf paladin gains 3 temporary hit points.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +33 vs. Will; 4d8 + 18 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.
- □ [R] Even Hand of Justice (standard)
- Ranged 5; +33 vs. Will; 5d10 + 18 damage. Whenever the target makes an attack, its attack works as usual, but it takes the
full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. Many creatures
have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target
does not gain the benefit of any immunities or resistances. Miss: 5d10 + 18 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 16 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 +27, Religion +21
Str 22 (+21); Dex 15 (+17); Wis 17 (+18);
Con 14 (+17); Int 12 (+16); Cha 24 (+22)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Elf Archer Ranger [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +23; Senses Perception +25; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 47; Fortitude 43, Reflex 45, Will 39
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 17 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +36 vs. AC; 2d10 + 19 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +35/+35 vs. AC; 2d8 + 11 damage (main)/2d6 + 11
damage (off-hand).
Longbow: Ranged 20/40; +36 vs. AC (twice); 2d10 + 11 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 20/40; targets each enemy in range; +36 vs. AC; 1d10 + 19 damage.
- □ [R] Three-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one creature; +36 vs. AC; 2d10 + 19 damage per attack. If the first attack hits, the elf
ranger gains a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks
normally. Miss: Half damage per attack.
- □ 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 +25, Stealth +27
Str 22 (+21); Dex 26 (+23); Wis 17 (+18);
Con 14 (+17); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Elf Two-Blade Ranger [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +25; low-light
HP 277; Bloodied 138
Healing Surges (+69 hp) ○○○
AC 46; Fortitude 44, Reflex 44, Will 39
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +35 vs. AC; 2d10 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +36/+36 vs. AC; 2d8 + 11 damage (main)/2d8 + 11 damage
(off-hand).
Longbow: Ranged 20/40; +35 vs. AC (twice); 2d10 + 11 damage.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. AC; 1d8 + 18 damage. Hit or Miss: The elf ranger can shift 4 squares,
and make another close burst 1 attack (as above).
- ● 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.
- □ [M] Weave a Web of Steel (immediate interrupt) ✦ Weapon
- When an enemy hits the elf ranger with a melee attack.
Two attacks against triggering enemy.
Longsword (main): +36 vs. AC; 3d8 + 18 damage.
Longsword (off
hand): +36 vs. AC; 1d8 + 18 damage.
If both attacks hit, the target’s attack misses. Miss: Half damage with
the main weapon, and no damage with the off-hand weapon.
- ○ 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 +25, Perception +25
Str 24 (+22); Dex 24 (+22); Wis 17 (+18);
Con 14 (+17); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Elf Brawny Rogue [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +23; Senses Perception +19; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 42, Reflex 46, Will 38
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +37 vs. AC; 2d6 + 19 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +37 vs. Reflex; 2d6 + 19 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +37 vs. AC; 5d6 + 19 damage.
- □ [M/R] Assassin’s Point (standard) ✦ Weapon
- Short Sword: +37 vs. AC; 7d6 + 19 damage.
Shuriken: Ranged 6/12; +37 vs. AC; 7d6 + 19 damage.
Hit: If the elf rogue has combat advantage against the target, double any extra damage from Sneak Attack or a critical
hit. Miss: Half damage.
- ○ 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 +28, Thievery +28
Str 22 (+21); Dex 26 (+23); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 15 (+17)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Elf Trickster Rogue [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +23; Senses Perception +24; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 38, Reflex 46, Will 42
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 13 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +37 vs. AC; 2d6 + 19 damage.
Hand Crossbow: Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
The elf rogue can move 2 squares before the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +37 vs. AC; 3d6 + 19 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] Immobilizing Strike (standard) ✦ Weapon
- Short Sword: +37 vs. Fortitude; 5d6 + 19 damage.
Hand Crossbow: Ranged 10/20; +36 vs. Fortitude; 5d6
+ 19 damage.
Hit: The target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed
(save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the target is slowed (save
ends). Saving throws against this effect take a –5 penalty.
- □ 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 +28, Thievery +28
Str 15 (+17); Dex 26 (+23); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 22 (+21)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Elf Fey-Pact Warlock [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +20; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 38, Reflex 43, Will 44
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 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; +33 vs. Will; 3d10 + 18 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 +6 bonus to the stolen result.
- □ [R] Curse of the Dark Delirium (standard) ✦ Charm
- Ranged 10; +33 vs. Will; on the target’s next turn, The elf warlock dictates its standard, move, and minor actions. The target
cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such as leaping
off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start of its next turn,
it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain Standard:
Repeat the attack against the target as long as the target is within range. On a miss, the elf warlock can’t sustain this
power.
- □ 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 +26, Bluff +27
Str 12 (+16); Dex 15 (+17); Wis 16 (+18);
Con 15 (+17); Int 22 (+21); Cha 24 (+22)
Equipment leather armor, spear
-1 Level / +1 Level
Elf Infernal-Pact Warlock [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +19; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 44; Fortitude 43, Reflex 43, Will 39
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +33 vs. Reflex; 2d6 + 18 fire damage. If the elf warlock takes damage before the end of the elf warlock’s next
turn, the target takes an extra 2d6 + 18 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +33 vs. Fortitude; 5d10 + 24 fire damage.
- □ [R] Hurl through Hell (standard) ✦ Fear, Fire, Teleportation
- Ranged 10; +33 vs. Will; 7d10 + 18 fire damage, and the target disappears into the Nine Hells until the end of the elf warlock’s
next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned (save
ends). Sustain Minor: If the elf warlock spends a minor action to sustain the power, the target’s return is delayed
until the end of the elf warlock’s next turn. The elf warlock can sustain the power no more than three times. Miss:
Half damage, and the target does not disappear.
- ● 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 30 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 +26, Intimidate +22
Str 12 (+16); Dex 16 (+18); Wis 15 (+17);
Con 24 (+22); Int 22 (+21); Cha 15 (+17)
Equipment leather armor, mace
-1 Level / +1 Level
Elf Star-Pact Warlock [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +19; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 41; Fortitude 43, Reflex 40, Will 43
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 radiant damage. If the target moves nearer to the elf warlock on its next turn, it
takes an extra 2d6 + 18 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +33 vs. Will; 2d10 + 18 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] Doom of Delban (standard) ✦ Cold, Fear
- Ranged 10; +33 vs. Fortitude; 5d10 + 18 cold damage. Miss: Half damage. Sustain Standard: The elf warlock can
attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage by 1d10
each time this power hits. Each time the elf warlock sustains this power, the elf warlock takes 2d10 damage.
- ● 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 +22, Insight +22
Str 12 (+16); Dex 16 (+18); Wis 15 (+17);
Con 24 (+22); Int 15 (+17); Cha 22 (+21)
Equipment leather armor, sickle
-1 Level / +1 Level
Elf Inspiring Warlord [Level 30 Soldier (Leader)]
Medium fey humanoid [XP 19000]
Initiative +19; Senses Perception +19; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 44, Reflex 38, Will 43
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +35 vs. Fortitude; 7 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 +6 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.
+35 vs. AC; 4d10 + 18 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 +6 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
- +35 vs. AC; 6d10 + 18 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.
- □ [M] Stand Invincible (standard) ✦ Weapon
- +35 vs. AC; 7d10 + 18 damage. Hit or Miss: The elf warlord and each ally within 5 squares of the elf warlord gains
a +4 power bonus to all defenses and resist 5 to all damage until the end of the elf warlord’s next turn. Sustain Minor:
The effect continues.
- ○○○ 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 21 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 +22, History +22
Str 24 (+22); Dex 15 (+17); Wis 14 (+17);
Con 14 (+17); Int 15 (+17); Cha 22 (+21)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Elf Tactical Warlord [Level 30 Soldier (Leader)]
Medium fey humanoid [XP 19000]
Initiative +19; Senses Perception +19; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 44, Reflex 43, Will 39
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 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; +36 vs. Reflex; 3d8 + 18 damage, and the target slides 7 squares.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the elf warlord slides each target 6 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.
- □ [M] Defy Death (immediate interrupt) ✦ Healing, Weapon
- When a creature attacks the elf warlord’s ally.
As part of this action, the elf warlord can move twice the elf warlord’s speed to reach the target without provoking opportunity
attacks. Targets the attacking creature; +36 vs. AC; 7d8 + 18 damage, and the target’s attack misses. Miss: Half damage,
and the target’s attack deals half damage if it hits. Hit or Miss: As an immediate reaction, the attacked ally can
spend a healing surge.
- ○ 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 +6 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 +22, History +26
Str 24 (+22); Dex 15 (+17); Wis 14 (+17);
Con 14 (+17); Int 22 (+21); Cha 15 (+17)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Elf Control Wizard [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +24; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 38, Reflex 43, Will 45
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the elf wizard’s next turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +33 vs. Will; 3d10 + 18 psychic damage. On the target’s next turn, the elf wizard controls its actions. The elf
wizard can move it 7 squares, and it then makes a basic attack against its nearest ally.
- □ [C] Legion’s Hold (standard) ✦ Charm, Psychic
- Close burst 20; targets enemies; +33 vs. Will; 2d10 + 18 psychic damage, and the target is stunned (save ends). Miss:
Half damage, and the target is dazed (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 -7 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 +27, Insight +27
Str 12 (+16); Dex 17 (+18); Wis 24 (+22);
Con 14 (+17); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Elf War Wizard [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +20; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 38, Reflex 43, Will 41
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +33 vs. Reflex; 2d6 + 18 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +33 vs. Reflex; 6d6 + 18 fire and necrotic damage.
- □ [A] Meteor Swarm (standard) ✦ Fire
- Area burst 5 within 20; +33 vs. Reflex; 8d6 + 18 fire damage. Miss: Half damage.
- □ 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 +7 bonus to a single attack roll.
- Wild Step
- The elf wizard ignores difficult terrain when shifting.
Skills Arcana +27, History +27
Str 12 (+16); Dex 24 (+22); Wis 17 (+18);
Con 14 (+17); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Elf Isolating Avenger [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +25; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 45; Fortitude 39, Reflex 43, Will 45
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 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
- +37 vs. Will; 3d10 + 19 damage, and the elf avenger teleports each enemy within 5 squares of the elf avenger, other than the
target, 10 squares.
- □ [C] Fiery Vengeance (standard) ✦ Fire, Healing, Radiant
- Close burst 3; +34 vs. Reflex; 7d6 + 19 fire and radiant damage. Miss: Half damage. Hit or Miss: The elf avenger
regains hit points as if the elf avenger had spent a healing surge. Until the end of the encounter, any enemy that ends its
turn adjacent to the elf avenger takes 10 fire and radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the elf avenger can see in within 10 squares. When the elf avenger makes a melee attack against the target
and the target is the only enemy adjacent to the elf avenger, the elf avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the elf avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the elf avenger makes an attack roll against the elf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ○ Elven Accuracy (free)
- The elf avenger can reroll an attack roll. Use the second roll, even if it’s lower.
- □ 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 +6 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 +22, Religion +26
Str 15 (+17); Dex 15 (+17); Wis 26 (+23);
Con 14 (+17); Int 22 (+21); Cha 12 (+16)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Elf Pursuing Avenger [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +25; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 39, Reflex 44, Will 45
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 13 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +35 vs. AC; 2d8 + 18 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 damage, and if the target doesn’t end its next turn adjacent to the elf avenger, the elf avenger can
shift 8 squares as a free action. The elf avenger must end that shift closer to the target.
- ○ [M] Inevitable End (standard) ✦ Weapon
- +44 vs. AC; 4d10 + 19 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.
- □ [M] Final Oath (standard) ✦ Weapon
- +37 vs. AC; 9d10 + 19 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the elf avenger
and the target gain a +5 bonus to attack rolls against each other.
- ○ [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 +13 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 +21, Stealth +27
Str 15 (+17); Dex 24 (+22); Wis 26 (+23);
Con 14 (+17); Int 13 (+16); Cha 12 (+16)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Elf Rageblood Barbarian [Level 30 Brute]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +24; low-light
HP 332; Bloodied 166
Healing Surges (+83 hp) ○○○
AC 45; Fortitude 45, Reflex 42, Will 38
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d8 + 18 damage (crit 66 + 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 +6 bonus to the attack roll if the target is bloodied. +35 vs. AC; 5d12 + 18 damage (crit
78 + 3d12), and the elf barbarian gains a +6 bonus to attack rolls until the end of the elf barbarian’s next turn.
- □ [M] Winter Ghost Rage (standard) ✦ Cold, Rage, Weapon
- +35 vs. AC; 6d12 + 18 cold damage (crit 90 + 3d12), and ongoing 10 cold damage (save ends). Miss: Half damage. Hit
or Miss: The elf barbarian enters the rage of the winter ghost. Until the rage ends, the elf barbarian is insubstantial
while the elf barbarian is bloodied.
- ○ 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 21 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 16 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 +26, Perception +24
Str 24 (+22); Dex 16 (+18); Wis 15 (+17);
Con 22 (+21); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Thaneborn Barbarian [Level 30 Brute]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +24; low-light
HP 325; Bloodied 162
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 45, Reflex 42, Will 42
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d6 + 18 damage (crit 60 + 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
- +35 vs. AC; 6d12 + 18 damage (crit 90 + 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 +6 power bonus to basic attack rolls.
- □ [M] World Serpent Rage (standard) ✦ Rage, Weapon
- +35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). Miss: Half damage. Hit or Miss: The elf barbarian enters the
rage of the World Serpent. Until the rage ends, the elf barbarian can make a melee basic attack as a free action against any
enemy adjacent to the elf barbarian that shifts. In addition, on the elf barbarian’s turn, the elf barbarian gains a +5 bonus
to damage rolls against any enemy that was adjacent to the elf barbarian at the start of the elf barbarian’s turn. When charging,
the elf barbarian can use this power in place of a melee basic attack.
- □ 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 +6
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 +26, Perception +24
Str 24 (+22); Dex 16 (+18); Wis 15 (+17);
Con 15 (+17); Int 12 (+16); Cha 22 (+21)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Elf Cunning Bard [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +24; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 38, Reflex 44, Will 44
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 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; +33 vs. Reflex; 3d10 + 18 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 16 psychic damage whenever that ally takes damage.
- □ [R] Spellbind (standard) ✦ Charm
- Ranged 10; +33 vs. Will; The target is dominated (save ends). Aftereffect: 2d10 + 18 damage, and the target is dazed
until the end of the elf bard’s next turn. Miss: The target is dazed (save ends). Aftereffect: 2d10 + 18 damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The elf bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 7 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 11 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 +26, Bluff +27
Str 14 (+17); Dex 15 (+17); Wis 14 (+17);
Con 15 (+17); Int 22 (+21); Cha 24 (+22)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Elf Valorous Bard [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +17; Senses Perception +24; low-light
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 43; Fortitude 42, Reflex 40, Will 44
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 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
- +36 vs. AC; 2d8 + 18 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 +6 bonus to the attack roll and the damage roll.
- □ [R] Satire of Leadership (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 5d10 + 18 psychic damage. Hit or Miss: The target and each enemy within 3 squares of it take
a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
- ○○○ Majestic Word (minor) ✦ Healing
- The elf bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 7 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 11 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 +22, Athletics +21
Str 14 (+17); Dex 15 (+17); Wis 14 (+17);
Con 22 (+21); Int 15 (+17); Cha 24 (+22)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Elf Guardian Druid [Level 30 Controller]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +25; low-light
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 45; Fortitude 42, Reflex 40, Will 45
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +34 vs. Reflex; 2d8 + 19 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; +34 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +34 vs. Reflex; 3d8 + 19 cold damage, the target gains 6 vulnerability to all damage and the target is immobilized
until the end of the elf druid’s next turn.
- □ [A] Lifeleech Thorns (standard) ✦ Healing
- Area burst 2 within 20; +34 vs. Reflex; the target is immobilized and weakened and takes ongoing 10 damage (save ends all).
The elf druid regains 6 hit points for each target hit with this power. Aftereffect: 3d8 + 19 damage. Miss:
1d10 + 19 damage, and the target is weakened (save ends).
- □ 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 6 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 +28, Nature +30
Str 14 (+17); Dex 17 (+18); Wis 26 (+23);
Con 22 (+21); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Predator Druid [Level 30 Controller]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +30; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 38, Reflex 44, Will 45
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +34 vs. Reflex; 2d8 + 19 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; +34 vs. Reflex; 2d6 + 11 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 8 fire damage.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the elf druid shifts 8 squares. Targets each enemy within reach during the shift; +34 vs. Reflex; 1d10
+ 19 damage, and the target is dazed until the end of the elf druid’s next turn.
- □ [R] Gaze of the Beast (standard) ✦ Beast Form, Charm, Psychic
- Ranged 10; +34 vs. Will; the target is dominated (save ends). Aftereffect: 3d10 + 19 psychic damage. Miss: The
target is dazed (save ends), with 2d10 + 19 psychic damage as an aftereffect.
- ● 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 +30, Perception +30
Str 14 (+17); Dex 24 (+22); Wis 26 (+23);
Con 15 (+17); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, scythe
-1 Level / +1 Level
Elf Preserving Invoker [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +25; low-light
HP 201; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 45; Fortitude 39, Reflex 43, Will 45
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +34 vs. Reflex; 2d8 + 19 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 + 19
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] Word of the Gods (standard) ✦ Charm, Psychic
- Close blast 5; targets enemies; +34 vs. Will; the target is dominated (save ends). Aftereffect: 3d6 + 19 psychic damage.
Miss: 6d6 + 19 psychic damage.
- □ 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 +6 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 +26, Religion +26
Str 12 (+16); Dex 16 (+18); Wis 26 (+23);
Con 15 (+17); Int 22 (+21); Cha 13 (+16)
Equipment hide armor, morningstar
-1 Level / +1 Level
Elf Wrathful Invoker [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +25; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 42; Fortitude 43, Reflex 40, Will 45
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +34 vs. Fortitude; 2d10 + 19 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 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; +34 vs. Will; 3d8 + 19 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 +6 extra damage.
- □ [A] Invoke the Absolute Dark (standard) ✦ Zone
- Area burst 2 within 20; +34 vs. Fortitude; 6d6 + 19 damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of darkness that lasts until the end of the elf invoker’s next turn. The zone is totally obscured. In addition, any
creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed until
the end of its turn. The elf invoker can dismiss the zone as a minor action. Sustain Minor: The zone persists, and
the elf invoker can increase its size by 1 to a maximum of burst 5.
- □ 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+6 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 +25, Religion +22
Str 12 (+16); Dex 16 (+18); Wis 26 (+23);
Con 22 (+21); Int 15 (+17); Cha 13 (+16)
Equipment chainmail, morningstar
-1 Level / +1 Level
Elf Bear Shaman [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +30; low-light
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 41; Fortitude 43, Reflex 39, Will 45
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 12 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +34 vs. Will; 2d8 + 19 damage, and each ally adjacent to the elf shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +34 vs. Reflex; 4d8 + 19 fire and radiant damage. Until the end of the elf shaman’s next turn, each ally gains
a +9 bonus to saving throws while adjacent to the elf shaman’s spirit companion.
- □ [C] Sea of Serpents (standard) ✦ Zone
- Close blast 5; targets enemies; +34 vs. Reflex; 5d6 + 19 damage. Miss: Half damage. Hit or Miss: The blast creates
a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone
gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat
advantage against each enemy, and can use an opportunity action to make a melee basic attack against any enemy adjacent to
him or her that shifts.
- ● 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 25 damage to the spirit, the spirit disappears, and the elf
shaman takes 20 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; +34 vs. Reflex; 8 damage. Hit or Miss: One ally within 5 squares of the elf shaman’s spirit
companion regains 8 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 6 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 +30, Perception +30
Str 13 (+16); Dex 16 (+18); Wis 26 (+23);
Con 22 (+21); Int 15 (+17); Cha 12 (+16)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Panther Shaman [Level 30 Controller (Leader)]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +30; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 39, Reflex 42, Will 45
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 12 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +34 vs. Fortitude; 2d10 + 19 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 +3
bonus to the attack roll.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +34 vs. Fortitude; 4d6 + 19 damage. Until the end of the elf shaman’s next turn, any ally gains a +8 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 +10 if the attack hits twice and +12 if it hits three
times.
- □ [R] Death Spirit (standard) ✦ Necrotic
- Ranged 10; +34 vs. Fortitude; 7d10 + 19 necrotic damage. Miss: Half damage. Hit or Miss: When any creature drops
to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends). Aftereffect:
When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 necrotic damage (save
ends).
- □ 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 25 damage to the spirit, the spirit disappears, and the elf
shaman takes 20 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; +34 vs. Reflex; 2d10 + 19 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 +6 bonus to damage rolls against bloodied enemies.
Skills Nature +30, Perception +30
Str 13 (+16); Dex 16 (+18); Wis 26 (+23);
Con 15 (+17); Int 22 (+21); Cha 12 (+16)
Equipment leather armor, longspear
-1 Level / +1 Level
Elf Chaos Sorcerer [Level 30 Artillery]
Medium fey humanoid [XP 19000]
Initiative +22; Senses Perception +19; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 38, Reflex 43, Will 45
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +36 vs. AC; 2d4 + 18 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 2d10 + 29 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:
+33 vs. Will; 1d6 + 22 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; +33 vs. Reflex; 4d6 + 29 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +33 vs. Reflex; 4d6 + 29 fire damage. Repeat the secondary attack against
a creature the elf sorcerer has not already targeted with this power during this encounter.
- □ [C] Entropic Whirlwind (standard) ✦ Teleportation
- Close burst 5; targets enemies; +33 vs. Will; 3d8 + 29 damage, and the elf sorcerer teleports the target 7 squares. The target
again takes 3d8 + 29 damage whenever it teleports (save ends). Hit or Miss: Until the end of the encounter, when any
creature ends its turn within 5 squares of the elf sorcerer, the elf sorcerer can teleport the creature to any space within
5 squares of the elf sorcerer as an immediate reaction.
- ○ 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 +11 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 +21, Bluff +27
Str 15 (+17); Dex 24 (+22); Wis 14 (+17);
Con 14 (+17); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, dagger
-1 Level / +1 Level
Elf Dragon Sorcerer [Level 30 Skirmisher]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +19; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 42, Reflex 39, Will 45
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +33 vs. Reflex; 2d8 + 28 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 6 fire damage.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +33 vs. Reflex; 3d12 + 28 lightning damage, and each enemy adjacent to the target takes 1d12 + 21 lightning damage.
- □ [R] Endless Acid (standard) ✦ Acid
- Ranged 10; +33 vs. Fortitude; 1d6 + 28 acid damage, and ongoing 15 acid damage (save ends). Aftereffect: Ongoing 10
acid damage (save ends). Aftereffect: Ongoing 5 acid damage (save ends). Miss: Ongoing 15 acid damage (save
ends).
- ○ 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 +6 power bonus to all defenses.
- Wild Step
- The elf sorcerer ignores difficult terrain when shifting.
- Draconic Power
- The elf sorcerer gains a +10 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 +21, Athletics +26
Str 22 (+21); Dex 17 (+18); Wis 14 (+17);
Con 14 (+17); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Elf Earth Warden [Level 30 Brute]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +25; low-light
HP 332; Bloodied 166
Healing Surges (+83 hp) ○○○
AC 47; Fortitude 44, Reflex 41, Will 40
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 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
- +35 vs. AC; 3d10 + 18 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 6 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 Spring Renewal (minor) ✦ Healing, Polymorph, Radiant
- The elf warden assumes the guardian form of spring renewal until the end of the encounter. While the elf warden is in this
form, the elf warden gains resist 10 necrotic. In addition, the elf warden gains a fly speed of 8, and the elf warden can
hover. 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: Close burst 2; +39 vs. Reflex; 4d10 + 11 radiant damage. Miss: Half
damage. Hit or Miss: The elf warden regains all the elf warden’s hit points, but the elf warden is stunned until the
end of the elf warden’s next turn.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the elf warden that is within 5 squares of the elf warden makes an attack that does not include
the elf warden as a target.
Targets the triggering enemy; The elf warden slides the target 1 square. The target is slowed and cannot shift until the end
of its turn.
- ○ Elven Accuracy (free)
- The elf warden can reroll an attack roll. Use the second roll, even if it’s lower.
- 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 +6 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 +24, Perception +25
Str 24 (+22); Dex 16 (+18); Wis 17 (+18);
Con 22 (+21); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Elf Wild Warden [Level 30 Brute]
Medium fey humanoid [XP 19000]
Initiative +18; Senses Perception +29; low-light
HP 325; Bloodied 162
Healing Surges (+81 hp) ○○○
AC 46; Fortitude 44, Reflex 39, Will 44
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and the target is slowed until the end of the elf warden’s next turn.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +35 vs. AC; 4d12 + 18 damage (crit 66 + 3d12), and the target takes 22 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 Starmetal Warrior (minor) ✦ Polymorph
- The elf warden assumes the guardian form of the starmetal warrior until the end of the encounter. While the elf warden is
in this form, the elf warden gains a +3 bonus to AC. In addition, while any flying enemy is within 10 squares of the elf warden,
its fly speed is 1. 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: Close burst 2; targets enemies; +35 vs. AC; 3d12 + 18 damage (crit
54 + 3d12). This damage ignores any of the target’s resistances. Miss: Half damage. This damage ignores any of the
target’s resistances.
- ● [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; +35 vs. Fortitude; 2d12 + 18 damage (crit 42 + 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 -7 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 +26, Perception +29
Str 24 (+22); Dex 16 (+18); Wis 24 (+22);
Con 15 (+17); Int 12 (+16); Cha 13 (+16)
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.