Half-Elf NPCs [Level 4]

Half-Elf Battle Cleric [Level 4 Controller (Leader)]

Medium natural humanoid [XP 175]

Initiative +2; Senses Perception +4; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 16, Reflex 13, Will 17
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target until the end of the half-elf cleric’s next turn.
○ [M] Wolf Pack Tactics (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage. Before the half-elf cleric attacks, one ally adjacent to either the half-elf cleric or the target may shift 1 square as a free action.
○ [M] Split the Sky (standard) ✦ Thunder, Weapon
+8 vs. Fortitude; 1d10 + 4 thunder damage, and the target is pushed 2 squares and knock it prone.
□ [M] Avenging Flame (standard) ✦ Fire, Weapon
+8 vs. AC; 2d10 + 4 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
Bless (standard)
The half-elf cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
○○ Healing Word (minor) ✦ Healing
The half-elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Divine Fortune (free) ✦ Channel Divinity
The half-elf cleric gains a +1 bonus to the half-elf cleric’s next attack roll or saving throw before the end of the half-elf cleric’s next turn.

Skills Heal +9, Religion +7
Str 17 (+5); Dex 11 (+2); Wis 15 (+4);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Elf Devoted Cleric [Level 4 Controller (Leader)]

Medium natural humanoid [XP 175]

Initiative +2; Senses Perception +5; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 18
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the half-elf cleric can see gains a +2 power bonus to his or her next attack roll against the target.
○ [M] Bolstering Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the half-elf cleric gains 3 temporary hit points.
○ [R] Daunting Light (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the half-elf cleric can see gains combat advantage against the target until the end of the half-elf cleric’s next turn.
□ [R] Cascade of Light (standard) ✦ Radiant
Ranged 10; +6 vs. Will; 3d8 + 4 radiant damage, and the target gains vulnerability 5 to all the half-elf cleric’s attacks (save ends). Miss: Half damage, and the target gains no vulnerability.
Cure Light Wounds (standard) ✦ Healing
The half-elf cleric or one creature touched by the half-elf cleric regains hit points as if spending a healing surge.
○○ Healing Word (minor) ✦ Healing
The half-elf cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Divine Fortune (free) ✦ Channel Divinity
The half-elf cleric gains a +1 bonus to the half-elf cleric’s next attack roll or saving throw before the end of the half-elf cleric’s next turn.

Skills Heal +10, Religion +7
Str 13 (+3); Dex 11 (+2); Wis 17 (+5);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Elf Greatweapon Fighter [Level 4 Soldier]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +3; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 20; Fortitude 18, Reflex 14, Will 14
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +8 vs. AC; 1d6 + 4 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 3 damage.
○ [M] Viper’s Strike (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). If the target shifts before the start of the half-elf fighter’s next turn, it provokes an opportunity attack from an ally of the half-elf fighter’s choice.
○ [M] Crushing Blow (standard) ✦ Weapon
+8 vs. AC; 2d12 + 7 damage (crit 31 + 1d12).
□ [M] Brute Strike (standard) ✦ Reliable, Weapon
+8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: The power is not expended.
Unstoppable (minor) ✦ Healing
The half-elf fighter gains 2d6 + 3 temporary hit points.
Combat Challenge
Every time the half-elf fighter attacks an enemy, the half-elf fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the half-elf fighter’s next turn. If the marked creature makes an attack that doesn’t include the half-elf fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the half-elf fighter and shifts or makes an attack that does not include the half-elf fighter, the half-elf fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Athletics +10, Intimidate +8
Str 17 (+5); Dex 13 (+3); Wis 12 (+3);
Con 17 (+5); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Half-Elf Guardian Fighter [Level 4 Soldier]

Medium natural humanoid [XP 175]

Initiative +4; Senses Perception +3; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 22; Fortitude 18, Reflex 17, Will 14
Speed 5

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+9 vs. AC; 1d8 + 4 damage, and the target is pushed 1 square if it is the half-elf fighter’s size, smaller than the half-elf fighter, or one size category larger. The half-elf fighter can shift into the space that the target occupied.
○ [M] Wolf Pack Tactics (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage. Before the half-elf fighter attacks, one ally adjacent to either the half-elf fighter or the target may shift 1 square as a free action.
○ [M] Dance of Steel (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and the target is immobilized until the end of the half-elf fighter’s next turn.
□ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
+9 vs. AC; 2d8 + 4 damage, and the half-elf fighter can spend a healing surge. Miss: The power is not expended.
Get Over Here (move)
The half-elf fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the half-elf fighter.
Combat Challenge
Every time the half-elf fighter attacks an enemy, the half-elf fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the half-elf fighter’s next turn. If the marked creature makes an attack that doesn’t include the half-elf fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the half-elf fighter and shifts or makes an attack that does not include the half-elf fighter, the half-elf fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Heal +8, Intimidate +8
Str 17 (+5); Dex 15 (+4); Wis 12 (+3);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Avenging Paladin [Level 4 Soldier]

Medium natural humanoid [XP 175]

Initiative +2; Senses Perception +3; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 21; Fortitude 17, Reflex 14, Will 17
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+9 vs. AC; 1d10 + 4 radiant damage. If the half-elf paladin has marked the target, the half-elf paladin gains a +1 bonus to the damage roll.
○ [M] Reaping Strike (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage. Miss: 3 damage.
○ [M] Arcing Smite (standard) ✦ Weapon
+9 vs. AC against one or two targets; 1d10 + 4 damage, and the target is marked until the end of the half-elf paladin’s next turn.
□ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
+9 vs. AC; 3d10 + 4 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
Sacred Circle (standard) ✦ Zone
Close burst 3. The burst creates a zone that, until the end of the encounter, gives the half-elf paladin and allies within it a +1 power bonus to AC.
Divine Challenge (minor) ✦ Radiant
The half-elf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the half-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 6 radiant damage. The half-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 half-elf paladin challenges another target. Divine Challenge can only be used once per round.
Lay on Hands (minor) ✦ Healing
The half-elf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-elf paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.

Skills Intimidate +10, Religion +7
Str 17 (+5); Dex 11 (+2); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Half-Elf Protecting Paladin [Level 4 Soldier]

Medium natural humanoid [XP 175]

Initiative +2; Senses Perception +3; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 23; Fortitude 16, Reflex 16, Will 18
Speed 5

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage, and the half-elf paladin gains 1 temporary hit points.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the half-elf paladin is invisible to the target until the start of the half-elf paladin’s next turn.
○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
+10 vs. Will; 2d8 + 5 damage. If the half-elf paladin is bloodied, the half-elf paladin regains 6 hit points. Bloodied allies within 5 squares of the half-elf paladin also regain 6 hit points.
□ [R] Radiant Delirium (standard) ✦ Radiant
Ranged 5; +7 vs. Reflex; 3d8 + 5 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage. Hit or Miss: The target is dazed until the end of the half-elf paladin’s next turn.
Divine Challenge (minor) ✦ Radiant
The half-elf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the half-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 7 radiant damage. The half-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 half-elf paladin challenges another target. Divine Challenge can only be used once per round.
Lay on Hands (minor) ✦ Healing
The half-elf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-elf paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Martyr’s Blessing (immediate interrupt)
When an adjacent ally is hit by a melee or a ranged attack.
The half-elf paladin is hit by the attack instead.

Skills Intimidate +11, Religion +7
Str 15 (+4); Dex 11 (+2); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 19 (+6)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Archer Ranger [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +5; Senses Perception +8; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 16, Reflex 17, Will 14
Speed 6

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage (off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
□ [R] Split the Tree (standard) ✦ Weapon
Ranged 20/40; targets two creatures within 3 squares of each other; +8 vs. AC; 2d10 + 4 damage. Make two attack rolls, take the higher result, and apply it to both targets.
Commander’s Strike (standard) ✦ Weapon
Choose a target that the half-elf ranger could attack with a melee attack. One of the half-elf ranger’s ally can make a melee basic attack with a +0 bonus to damage against that target as a free action.
Hunter’s Quarry (minor)
The half-elf ranger can designate the nearest visible enemy as the half-elf ranger’s quarry. Once per round when hitting this quarry, the half-elf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the half-elf ranger designates a different target as the quarry. The half-elf ranger can only designate one enemy as quarry at a time.
○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
When the half-elf ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +8 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
Yield Ground (immediate reaction)
When an enemy damages the half-elf ranger with a melee attack.
The half-elf ranger can shift 1 square. The half-elf ranger gains a +2 power bonus to all defenses until the end of the half-elf ranger’s next turn.
Archer Fighting Style
The half-elf ranger gains Defensive Mobility as a bonus feat.
Defensive Mobility [Feat]
The half-elf ranger gains a +2 bonus to AC against opportunity attacks.

Skills Nature +8, Stealth +9
Str 15 (+4); Dex 17 (+5); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Half-Elf Two-Blade Ranger [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +4; Senses Perception +8; low-light
HP 59; Bloodied 29
Healing Surges (+14 hp) ○
AC 18; Fortitude 17, Reflex 16, Will 14
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +7 vs. AC; 1d10 + 3 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage (off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 1 damage.
○ [M] Wolf Pack Tactics (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage. Before the half-elf ranger attacks, one ally adjacent to either the half-elf ranger or the target may shift 1 square as a free action.
○ [M/R] Cut and Run (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage (off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 3 damage.
After the first or the second attack, the half-elf ranger can shift 2 squares.
□ [M] Jaws of the Wolf (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +9 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +9 vs. AC; 2d8 + 4 damage.
Miss: Half damage per attack.
Hunter’s Quarry (minor)
The half-elf ranger can designate the nearest visible enemy as the half-elf ranger’s quarry. Once per round when hitting this quarry, the half-elf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the half-elf ranger designates a different target as the quarry. The half-elf ranger can only designate one enemy as quarry at a time.
Unbalancing Parry (immediate reaction) ✦ Weapon
When an adjacent enemy misses the half-elf ranger with a melee attack.
The half-elf ranger slides the enemy into a square adjacent to the half-elf ranger and gain combat advantage against it until the end of the half-elf ranger’s next turn.
Two-Blade Fighting Style
The half-elf ranger can wield a one-handed weapon in the half-elf ranger’s off hand as if it were an off-hand weapon. In addition, the half-elf ranger gains Toughness as a bonus feat.
Toughness [Feat]
The half-elf ranger gains an additional +5 hit points.

Skills Nature +8, Perception +8
Str 17 (+5); Dex 15 (+4); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Half-Elf Brawny Rogue [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +5; Senses Perception +2; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 18, Will 15
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +9 vs. AC; 1d6 + 4 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+9 vs. Reflex; 1d6 + 4 damage.
○ [R] Nimble Strike (standard) ✦ Weapon
The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +9 vs. AC; 1d6 + 4 damage.
○ [M] Setup Strike (standard) ✦ Weapon
+9 vs. AC; 2d6 + 4 damage, and the target grants combat advantage to the half-elf rogue until the end of the half-elf rogue’s next turn.
□ [M/R] Easy Target (standard) ✦ Weapon
Short Sword: +9 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +9 vs. AC; 2d6 + 4 damage.
Hit: The target is slowed and grants combat advantage to the half-elf rogue (save ends both). Miss: Half damage, and the target grants combat advantage to the half-elf rogue until the end of the half-elf rogue’s next turn.
Tumble (move)
The half-elf rogue can shift a number of squares equal to one-half the half-elf rogue’s speed.
First Strike
At the start of an encounter, the half-elf rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the half-elf rogue’s weapon damage die increases by one size. When wielding a dagger, the half-elf rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the half-elf rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the half-elf rogue deals an extra 2d6 damage.

Skills Acrobatics +10, Thievery +10
Str 15 (+4); Dex 17 (+5); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Half-Elf Trickster Rogue [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +5; Senses Perception +7; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 18, Will 16
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+7 vs. AC; 1d6 + 2 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +9 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
The half-elf rogue can move 2 squares before the attack.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the half-elf rogue is invisible to the target until the start of the half-elf rogue’s next turn.
○ [M/R] Trickster’s Blade (standard) ✦ Weapon
Short Sword: +9 vs. AC; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 2d6 + 4 damage.
Hit: Add +3 to the half-elf rogue’s AC until the start of the half-elf rogue’s next turn.
□ [M/R] Trick Strike (standard) ✦ Weapon
Short Sword: +9 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the half-elf rogue hits the target the half-elf rogue slides it 1 square.
Fleeting Ghost (move)
The half-elf rogue can move at full speed and make a Stealth check without the normal penalty from movement.
First Strike
At the start of an encounter, the half-elf rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the half-elf rogue’s weapon damage die increases by one size. When wielding a dagger, the half-elf rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the half-elf rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the half-elf rogue deals an extra 2d6 damage.

Skills Stealth +10, Thievery +10
Str 13 (+3); Dex 17 (+5); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Half-Elf Fey-Pact Warlock [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +2; Senses Perception +3; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 18
Speed 6

● [m] Spear (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the half-elf warlock is invisible to the target until the start of the half-elf warlock’s next turn.
○ [C] Thunderwave (standard) ✦ Thunder
Close blast 3; +5 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 1 square.
○ [C] Otherwind Stride (standard) ✦ Teleportation
Close burst 1; +7 vs. Fortitude; 1d8 + 5 damage, and the target is immobilized until the end of the half-elf warlock’s next turn. Hit or Miss: The half-elf warlock teleports 7 squares.
□ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
Ranged 10; +7 vs. Will; 3d8 + 5 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide the target 1 square (save ends).
Ethereal Stride (move) ✦ Teleportation
The half-elf warlock can teleport 3 squares, and the half-elf warlock gains a +2 power bonus to all defenses until the end of the half-elf warlock’s next turn.
Warlock’s Curse (minor)
The half-elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-elf warlock can deal an extra 1d6 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 half-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 half-elf warlock can immediately teleport 3 squares.

Skills Arcana +9, Bluff +11
Str 10 (+2); Dex 11 (+2); Wis 12 (+3);
Con 15 (+4); Int 15 (+4); Cha 19 (+6)
Equipment leather armor, spear

-1 Level / +1 Level

Half-Elf Infernal-Pact Warlock [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +2; low-light
HP 59; Bloodied 29
Healing Surges (+14 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 16
Speed 6

● [m] Mace (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +7 vs. Reflex; 1d6 + 5 fire damage. If the half-elf warlock takes damage before the end of the half-elf warlock’s next turn, the target takes an extra 1d6 + 5 fire damage.
○ [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +5 vs. Reflex; 1d6 + 3 fire damage.
○ [R] Fiery Bolt (standard) ✦ Fire
Ranged 10; +7 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
□ [R] Flames of Phlegethos (standard) ✦ Fire
Ranged 10; +7 vs. Reflex; 3d10 + 5 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
Warlock’s Curse (minor)
The half-elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-elf warlock can deal an extra 1d6 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 half-elf warlock can only curse one target per turn.
Fiendish Resilience (minor)
The half-elf warlock gains 7 temporary hit points.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-elf warlock gains 4 temporary hit points.

Skills Arcana +9, Intimidate +9
Str 10 (+2); Dex 12 (+3); Wis 11 (+2);
Con 19 (+6); Int 15 (+4); Cha 15 (+4)
Equipment leather armor, mace

-1 Level / +1 Level

Half-Elf Star-Pact Warlock [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +2; low-light
HP 59; Bloodied 29
Healing Surges (+14 hp) ○
AC 16; Fortitude 17, Reflex 15, Will 17
Speed 6

● [m] Sickle (standard) ✦ Weapon
+5 vs. AC; 1d6 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +7 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the half-elf warlock on its next turn, it takes an extra 1d6 + 5 damage.
○ [R] Frigid Darkness (standard) ✦ Cold, Fear
Ranged 10; +7 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the half-elf warlock and any allies until the end of the half-elf warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of the half-elf warlock’s next turn.
□ [R] Dread Star (standard) ✦ Fear, Radiant
Ranged 10; +6 vs. Will; 3d6 + 4 radiant damage, and the target is immobilized until the end of the half-elf warlock’s next turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
Commander’s Strike (standard) ✦ Weapon
Choose a target that the half-elf warlock could attack with a melee attack. One of the half-elf warlock’s ally can make a melee basic attack with a +1 bonus to damage against that target as a free action.
Ethereal Stride (move) ✦ Teleportation
The half-elf warlock can teleport 3 squares, and the half-elf warlock gains a +2 power bonus to all defenses until the end of the half-elf warlock’s next turn.
Warlock’s Curse (minor)
The half-elf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-elf warlock can deal an extra 1d6 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 half-elf warlock can only curse one target per turn.
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-elf warlock gains a +1 bonus to a single d20 roll the half-elf warlock makes during the half-elf warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.

Skills Arcana +8, Insight +9
Str 10 (+2); Dex 12 (+3); Wis 11 (+2);
Con 19 (+6); Int 13 (+3); Cha 17 (+5)
Equipment leather armor, sickle

-1 Level / +1 Level

Half-Elf Inspiring Warlord [Level 4 Soldier (Leader)]

Medium natural humanoid [XP 175]

Initiative +4; Senses Perception +2; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 14, Will 17
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Furious Smash (standard) ✦ Weapon
+8 vs. Fortitude; 3 damage, and choose one ally adjacent to either the half-elf warlord or the target. On his or her next attack against the target, this ally gains a +3 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] Reaping Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage. Miss: 3 damage.
○ [M] Warlord’s Strike (standard) ✦ Weapon
+8 vs. AC; 2d10 + 4 damage, and all of the half-elf warlord’s allies gain a +4 bonus to damage rolls against the target until the end of the half-elf warlord’s next turn.
□ [M] Bastion of Defense (standard) ✦ Weapon
+8 vs. AC; 3d10 + 4 damage, and allies within 5 squares of the half-elf warlord gains a +1 power bonus to all defenses until the end of the encounter. Hit or Miss: Allies within 5 squares of the half-elf warlord gains 8 temporary hit points.
○○ Inspiring Word (minor) ✦ Healing
The half-elf warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Shake It Off (minor)
The half-elf warlord or one ally within 10 squares makes a saving throw with a +3 power bonus.
Inspiring Presence
When an ally who can see the half-elf warlord spends an action point to take an extra action, that ally also regains 5 lost hit points.
Combat Leader
The half-elf warlord and each ally within 10 squares who can see and hear the half-elf warlord gains a +2 power bonus to initiative.

Skills Heal +7, History +8
Str 17 (+5); Dex 11 (+2); Wis 10 (+2);
Con 14 (+4); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Half-Elf Tactical Warlord [Level 4 Soldier (Leader)]

Medium natural humanoid [XP 175]

Initiative +4; Senses Perception +2; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 16, Will 16
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage. Before the half-elf warlord attacks, one ally adjacent to either the half-elf warlord or the target may shift 1 square as a free action.
○ [M] Cleave (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage, and an enemy adjacent to the half-elf warlord other than the target takes 3 damage.
○ [M] Steel Monsoon (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and 2 allies within 5 squares of the half-elf warlord can shift 1 square.
□ [M] Lead the Attack (standard) ✦ Weapon
+9 vs. AC; 3d8 + 4 damage, and the half-elf warlord and allies within 5 squares gain a +3 power bonus to attack rolls against the target until the end of the encounter. Miss: The power bonus to attack is only +1.
Knight’s Move (move)
One ally within 10 squares takes a move action as a free action.
○○ Inspiring Word (minor) ✦ Healing
The half-elf warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power can only be used once per round.
Tactical Presence
When an ally the half-elf warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack roll.
Combat Leader
The half-elf warlord and each ally within 10 squares who can see and hear the half-elf warlord gains a +2 power bonus to initiative.

Skills Heal +7, History +9
Str 17 (+5); Dex 11 (+2); Wis 10 (+2);
Con 14 (+4); Int 15 (+4); Cha 15 (+4)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Control Wizard [Level 4 Artillery]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +4; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 17
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the half-elf wizard’s next turn.
○ [C] Color Spray (standard) ✦ Radiant
Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the half-elf wizard’s next turn.
□ [A] Sleep (standard) ✦ Sleep
Area burst 2 within 20; +6 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails its first saving throw against this power, the target becomes unconscious (save ends).
Commander’s Strike (standard) ✦ Weapon
Choose a target that the half-elf wizard could attack with a melee attack. One of the half-elf wizard’s ally can make a melee basic attack with a +3 bonus to damage against that target as a free action.
Orb of Imposition (free)
The half-elf wizard can choose one creature suffering from one of the half-elf wizard’s wizard spells whose effect ends on a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the half-elf wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the half-elf wizard’s current turn, so that it lasts instead until the end of the half-elf wizard’s next turn.
Shield (immediate interrupt) ✦ Force
When the half-elf wizard is hit by an attack.
The half-elf wizard gains a +4 power bonus to AC and Reflex defense until the end of the half-elf wizard’s next turn.

Skills Arcana +10, Insight +11
Str 10 (+2); Dex 13 (+3); Wis 15 (+4);
Con 14 (+4); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Half-Elf War Wizard [Level 4 Artillery]

Medium natural humanoid [XP 175]

Initiative +4; Senses Perception +3; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 16
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
○ [A] Shock Sphere (standard) ✦ Lightning
Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
□ [R] Acid Arrow (standard) ✦ Acid
Ranged 20; +6 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +6 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
Commander’s Strike (standard) ✦ Weapon
Choose a target that the half-elf wizard could attack with a melee attack. One of the half-elf wizard’s ally can make a melee basic attack with a +3 bonus to damage against that target as a free action.
Wand of Accuracy (free)
The half-elf wizard gains a +2 bonus to a single attack roll.
Shield (immediate interrupt) ✦ Force
When the half-elf wizard is hit by an attack.
The half-elf wizard gains a +4 power bonus to AC and Reflex defense until the end of the half-elf wizard’s next turn.

Skills Arcana +10, History +10
Str 10 (+2); Dex 15 (+4); Wis 13 (+3);
Con 14 (+4); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Half-Elf Isolating Avenger [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +2; Senses Perception +5; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage, and the half-elf avenger shifts 1 square, sliding the target 1 square into the space the half-elf avenger occupied.
○ [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the half-elf avenger can see gains a +2 power bonus to his or her next attack roll against the target.
○ [M] Halo of Fire (standard) ✦ Fire, Weapon
+9 vs. AC; 2d10 + 4 fire damage, and until the end of the half-elf avenger’s next turn, any enemy that ends its turn adjacent to the target takes 7 fire damage.
□ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
+9 vs. AC; 2d10 + 4 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever the half-elf avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
○ [C] Oath of Enmity (minor)
Choose one enemy the half-elf avenger can see in within 10 squares. When the half-elf avenger makes a melee attack against the target and the target is the only enemy adjacent to the half-elf avenger, the half-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 half-elf avenger regains the use of this power.
Refocus Enmity (minor)
Choose one creature the half-elf avenger can see within 10 squares. The target becomes the target of the half-elf avenger’s oath of enmity, replacing the current target.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the half-elf avenger makes an attack roll against the half-elf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Censure of Retribution
When any enemy other than the half-elf avenger’s oath of enmity target hits the half-elf avenger, the half-elf avenger gains a +2 bonus to damage rolls against the half-elf avenger’s oath of enmity target until the end of the half-elf avenger’s next turn. This bonus is cumulative.
Armor of Faith
The favor of the half-elf avenger’s deity wards the half-elf avenger from harm. While the half-elf avenger is neither wearing heavy armor nor using a shield, the half-elf avenger gains a +3 bonus to AC.

Skills Athletics +8, Religion +9
Str 13 (+3); Dex 11 (+2); Wis 17 (+5);
Con 14 (+4); Int 15 (+4); Cha 12 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Half-Elf Pursuing Avenger [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +4; Senses Perception +5; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +7 vs. AC; 1d8 + 3 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage, and if the target doesn’t end its next turn adjacent to the half-elf avenger, the half-elf avenger can shift 3 squares as a free action. The half-elf avenger must end that shift closer to the target.
○ [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the half-elf avenger can see gains a +2 power bonus to his or her next attack roll against the target.
○ [M] Sequestering Strike (standard) ✦ Teleportation, Weapon
+9 vs. AC; 2d10 + 4 damage, and the half-elf avenger teleports the target 3 squares. The half-elf avenger then teleports to a space adjacent to the target.
□ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
+9 vs. AC; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is more than 3 squares away from the half-elf avenger at the start of the half-elf avenger’s turn, the half-elf avenger can teleport to a space within 3 squares of it as a minor action. This effect ends if the half-elf avenger ends the half-elf avenger’s turn more than 3 squares away from the target.
Distracting Flare (move)
The half-elf avenger becomes invisible and moves the half-elf avenger’s speed. The half-elf avenger is invisible until the end of the movement.
○ [C] Oath of Enmity (minor)
Choose one enemy the half-elf avenger can see in within 10 squares. When the half-elf avenger makes a melee attack against the target and the target is the only enemy adjacent to the half-elf avenger, the half-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 half-elf avenger regains the use of this power.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the half-elf avenger makes an attack roll against the half-elf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Censure of Pursuit
If the half-elf avenger’s oath of enmity target moves away from the half-elf avenger willingly, the half-elf avenger gains a +4 bonus to damage rolls against the target until the end of the half-elf avenger’s next turn.
Armor of Faith
The favor of the half-elf avenger’s deity wards the half-elf avenger from harm. While the half-elf avenger is neither wearing heavy armor nor using a shield, the half-elf avenger gains a +3 bonus to AC.

Skills Religion +7, Stealth +9
Str 13 (+3); Dex 15 (+4); Wis 17 (+5);
Con 14 (+4); Int 11 (+2); Cha 12 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Half-Elf Rageblood Barbarian [Level 4 Brute]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +7; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 18; Fortitude 18, Reflex 15, Will 15
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 1d12). Hit or Miss: Until the start of the half-elf barbarian’s next turn, any attacker gains a +2 bonus to attack rolls against the half-elf barbarian. If the half-elf barbarian is raging, attackers do not gain this bonus.
○ [M] Cleave (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and an enemy adjacent to the half-elf barbarian other than the target takes 3 damage.
○ [M] Blade Sweep (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and each enemy adjacent to the half-elf barbarian takes 3 damage.
□ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
+8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: Half damage. Hit or Miss: The half-elf barbarian enters the rage of the bloodhunt. Until the rage ends, the half-elf barbarian gains a +3 bonus to melee damage rolls if either the half-elf barbarian or the half-elf barbarian’s target is bloodied.
Primal Vitality (minor)
The half-elf barbarian gains 5 temporary hit points. If the half-elf barbarian is raging, the half-elf barbarian instead gains 8 temporary hit points.
Swift Charge (free)
When the half-elf barbarian’s attack reduces an enemy to 0 hit points.
The half-elf barbarian charges an enemy.
Rageblood Vigor
Whenever the half-elf barbarian’s attack reduces an enemy to 0 hit points, the half-elf barbarian gains 3 temporary hit points.
Barbarian Agility
While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +9, Perception +7
Str 17 (+5); Dex 12 (+3); Wis 11 (+2);
Con 17 (+5); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Elf Thaneborn Barbarian [Level 4 Brute]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +7; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 18; Fortitude 18, Reflex 15, Will 16
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 1d12). When charging, the half-elf barbarian can use this power in place of a melee basic attack. If the half-elf barbarian is raging, the half-elf barbarian can move 2 extra squares as part of the charge.
○ [M] Wolf Pack Tactics (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Before the half-elf barbarian attacks, one ally adjacent to either the half-elf barbarian or the target may shift 1 square as a free action.
○ [M] Daring Charge (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). When charging, the half-elf barbarian can use this power in place of a melee basic attack. If the half-elf barbarian charges, the half-elf barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity attack made against the half-elf barbarian while the half-elf barbarian charges. The half-elf barbarian gains a +3 bonus to AC against any opportunity attack the half-elf barbarian provokes during the half-elf barbarian’s charge.
□ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
Close burst 1; targets visible enemies; +8 vs. Reflex; 1d12 + 4 damage (crit 16 + 1d12), and the half-elf barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The half-elf barbarian enters the rage of the macetail behemoth. Until the rage ends, whenever the half-elf barbarian hits, the half-elf barbarian gains 3 temporary hit points.
Combat Sprint (move)
The half-elf barbarian moves the half-elf barbarian’s speed + 4. The half-elf barbarian gains a +4 bonus to all defenses against any opportunity attack the half-elf barbarian provoke with this movement.
○ [C] Roar of Triumph (free) ✦ Fear
When the half-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 half-elf barbarian’s next turn.
Thaneborn Triumph
Whenever the half-elf barbarian bloodies an enemy, the next attack by the half-elf barbarian or an ally against that enemy gains a +3 bonus to the attack roll.
Barbarian Agility
While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +9, Perception +7
Str 17 (+5); Dex 12 (+3); Wis 11 (+2);
Con 15 (+4); Int 10 (+2); Cha 17 (+5)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Elf Cunning Bard [Level 4 Controller (Leader)]

Medium natural humanoid [XP 175]

Initiative +2; Senses Perception +7; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 18
Speed 6

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the half-elf bard’s next turn.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf bard’s next turn.
○ [M] Cunning Ferocity (standard) ✦ Weapon
+10 vs. Reflex; 1d8 + 5 damage, and each ally within 5 squares of the half-elf bard gains a +3 bonus to damage rolls against the target until the end of the half-elf bard’s next turn.
□ [R] Stirring Shout (standard) ✦ Healing, Psychic
Ranged 10; +7 vs. Will; 2d6 + 5 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits the target, that ally regains 4 hit points.
○○ Majestic Word (minor) ✦ Healing
The half-elf bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power can only be used once per round. The half-elf bard can also slide the target 1 square.
Song of Defense (minor) ✦ Zone
Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the half-elf bard’s next turn. When the half-elf bard moves, the zone moves with the half-elf bard, remaining centered on the half-elf bard. While within the zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 7 squares of the half-elf bard, the half-elf bard can slide that ally 1 square as a free action.
Skill Versatility
The half-elf bard gains a +1 bonus to untrained skill checks.

Skills Arcana +9, Bluff +11
Str 12 (+3); Dex 11 (+2); Wis 10 (+2);
Con 15 (+4); Int 15 (+4); Cha 19 (+6)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Half-Elf Valorous Bard [Level 4 Controller (Leader)]

Medium natural humanoid [XP 175]

Initiative +2; Senses Perception +7; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 20; Fortitude 16, Reflex 16, Will 18
Speed 5

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage, and the target takes a –2 penalty to the defense of the half-elf bard’s choice until the end of the half-elf bard’s next turn.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf bard’s next turn.
○ [M] Charger’s Call (standard) ✦ Weapon
+10 vs. AC; 2d8 + 5 damage, and each ally within 5 squares of the half-elf bard gains a +4 bonus to attack rolls while charging until the end of the half-elf bard’s next turn.
□ [M] Slayer’s Song (standard) ✦ Weapon
+10 vs. AC; 2d8 + 5 damage, and the target grants combat advantage to the half-elf bard and the half-elf bard’s allies (save ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the half-elf bard hits an enemy, that enemy grants combat advantage to the half-elf bard and the half-elf bard’s allies until the end of the half-elf bard’s next turn.
○○ Majestic Word (minor) ✦ Healing
The half-elf bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power can only be used once per round. The half-elf bard can also slide the target 1 square.
Song of Courage (minor) ✦ Zone
Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the half-elf bard’s next turn. When the half-elf bard moves, the zone moves with the half-elf bard, remaining centered on the half-elf bard. While within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
Virtue of Valor
Once per round, when any ally within 5 squares of the half-elf bard reduces an enemy to 0 hit points or bloodies an enemy, the half-elf bard can grant 4 temporary hit points to that ally as a free action.
Skill Versatility
The half-elf bard gains a +1 bonus to untrained skill checks.

Skills Arcana +8, Athletics +7
Str 12 (+3); Dex 11 (+2); Wis 10 (+2);
Con 17 (+5); Int 13 (+3); Cha 19 (+6)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Half-Elf Guardian Druid [Level 4 Controller]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +5; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 19; Fortitude 16, Reflex 15, Will 17
Speed 6

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+6 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the half-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; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
○ [R] Haunting Spirits (standard) ✦ Psychic
Ranged 5; +6 vs. Will; 1d6 + 4 psychic damage, and until the end of the half-elf druid’s next turn, the target grants combat advantage to an ally of the half-elf druid’s choice.
○ [C] Tundra Wind (standard) ✦ Cold
Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 3 squares and is knocked prone.
□ [A] Fires of Life (standard) ✦ Fire, Healing
Area burst 1 within 10; targets enemies; +6 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends). If the target drops to 0 hit points before it saves against the ongoing damage, one creature of the half-elf druid’s choice within 5 squares of the target regains 8 hit points. Aftereffect: One creature of the half-elf druid’s choice within 5 squares of the target regains 3 hit points. Miss: Half damage.
Wild Shape (minor) ✦ Polymorph
The half-elf druid changes from the half-elf druid’s humanoid form to beast form or vice versa. When the half-elf druid changes from beast form back to the half-elf druid’s humanoid form, the half-elf druid shifts 1 square. While the half-elf druid is in beast form, the half-elf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the half-elf druid can sustain such powers. The half-elf druid can use this power once per round.
Barkskin (minor)
The half-elf druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the half-elf druid’s next turn.
Primal Guardian
While the half-elf druid is not wearing heavy armor, the half-elf druid can use the half-elf druid’s Constitution modifier in place of the half-elf druid’s Dexterity or Intelligence modifier to determine the half-elf druid’s AC.

Skills Heal +10, Nature +10
Str 12 (+3); Dex 13 (+3); Wis 17 (+5);
Con 17 (+5); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Elf Predator Druid [Level 4 Controller]

Medium natural humanoid [XP 175]

Initiative +4; Senses Perception +10; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 17
Speed 7

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+6 vs. Reflex; 1d8 + 4 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; +6 vs. Reflex; 1d6 + 1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of the half-elf druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
○ [R] Haunting Spirits (standard) ✦ Psychic
Ranged 5; +6 vs. Will; 1d6 + 4 psychic damage, and until the end of the half-elf druid’s next turn, the target grants combat advantage to an ally of the half-elf druid’s choice.
○ [M] Predator’s Flurry (standard) ✦ Beast Form
+6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the half-elf druid’s next turn. Hit or Miss: The half-elf druid shifts 2 squares and then make a secondary attack against one creature other than the primary target. Secondary Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the half-elf druid’s next turn.
□ [C] Savage Frenzy (standard) ✦ Beast Form
Close burst 1; targets visible enemies; +6 vs. Reflex; 1d6 + 4 damage, and the target is dazed and slowed (save ends both). Miss: Half damage, and the target is slowed until the end of the half-elf druid’s next turn.
Wild Shape (minor) ✦ Polymorph
The half-elf druid changes from the half-elf druid’s humanoid form to beast form or vice versa. When the half-elf druid changes from beast form back to the half-elf druid’s humanoid form, the half-elf druid shifts 1 square. While the half-elf druid is in beast form, the half-elf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the half-elf druid can sustain such powers. The half-elf druid can use this power once per round.
Fleet Pursuit (minor) ✦ Beast Form
Until the end of the encounter, the half-elf druid gains a +2 power bonus to the half-elf druid’s speed while the half-elf druid is in beast form.
Primal Predator
While the half-elf druid is not wearing heavy armor, the half-elf druid gains a +1 bonus to the half-elf druid’s speed.

Skills Nature +10, Perception +10
Str 12 (+3); Dex 15 (+4); Wis 17 (+5);
Con 15 (+4); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Elf Preserving Invoker [Level 4 Artillery]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +5; low-light
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +6 vs. Reflex; 1d8 + 4 radiant damage, and the half-elf invoker slides the target 1 square. The half-elf invoker can use this power as a ranged basic attack.
○ [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the half-elf invoker can see gains a +2 power bonus to his or her next attack roll against the target.
○ [R] Offering of Justice (standard) ✦ Radiant
Ranged 10; if the target attacks the half-elf invoker or the half-elf invoker’s allies before the end of its next turn, the target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the half-elf invoker or the half-elf invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
□ [C] Binding Invocation of Chains (standard)
Close burst 10; targets enemies; +6 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until the end of the half-elf invoker’s next turn.
Divine Call (minor)
One or two allies within 10 squares are pulled 3 squares.
Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
When an enemy within 10 squares of the half-elf invoker hits the half-elf invoker’s ally.
The half-elf invoker gains a +2 bonus to the half-elf invoker’s next attack roll against the triggering enemy if that attack occurs before the end of the half-elf invoker’s next turn.
Covenant of Preservation
When the half-elf invoker uses a divine encounter or daily attack power on the half-elf invoker’s turn, the half-elf invoker can slide an ally within 10 squares of the half-elf invoker 1 square.

Skills Arcana +9, Religion +9
Str 10 (+2); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, morningstar

-1 Level / +1 Level

Half-Elf Wrathful Invoker [Level 4 Artillery]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +5; low-light
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 19; Fortitude 17, Reflex 15, Will 17
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +6 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +3 radiant damage. The half-elf invoker can use this power as a ranged basic attack.
○ [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the half-elf invoker can see gains a +2 power bonus to his or her next attack roll against the target.
○ [A] Chains of Carceri (standard)
Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the half-elf invoker’s next turn.
□ [R] Purging Flame (standard) ✦ Fire
Ranged 10; +6 vs. Reflex; 1d10 + 4 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing 5 fire damage (save ends).
○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
When an enemy within 5 squares of the half-elf invoker hits the half-elf invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
Shroud of Warning (no action)
When the half-elf invoker and the half-elf invoker’s allies roll initiative at the beginning of an encounter.
The half-elf invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
Covenant of Wrath
When the half-elf invoker uses a divine encounter or daily attack power on the half-elf invoker’s turn, the half-elf invoker gains a bonus to the damage roll equal to 1 for each enemy the half-elf invoker attacks with the power.

Skills Endurance +9, Religion +8
Str 10 (+2); Dex 12 (+3); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 13 (+3)
Equipment chainmail, morningstar

-1 Level / +1 Level

Half-Elf Bear Shaman [Level 4 Controller (Leader)]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +10; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 16; Fortitude 17, Reflex 14, Will 17
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the half-elf shaman’s spirit companion gains 3 temporary hit points.
○ [A] Chill Wind (standard) ✦ Cold
Area burst 1 within 10; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the half-elf shaman’s spirit companion can spend a healing surge and regains 3 additional hit points.
□ [C] Spirit of the Healing Flood (standard) ✦ Healing
Close burst 5; targets enemies; +6 vs. Fortitude; 1d8 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the half-elf shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
Spirit of Life (standard) ✦ Healing
One ally within 10 squares regains hit points as if he or she had spent a healing surge.
Call Spirit Companion (minor) ✦ Conjuration
The half-elf shaman conjures the half-elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the half-elf shaman falls unconscious or until the half-elf shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the half-elf shaman takes a move action, the half-elf shaman can also move the spirit a number of squares equal to the half-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 12 damage to the spirit, the spirit disappears, and the half-elf shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
○○ Healing Spirit (minor) ✦ Healing
The half-elf shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the half-elf shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
When an enemy leaves a square adjacent to the half-elf shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the half-elf shaman’s spirit companion regains 3 hit points.
Protector Spirit
Any ally adjacent to the half-elf shaman’s spirit companion regains 3 additional hit points when he or she uses second wind or when the half-elf shaman uses a healing power on him or her.

Skills Nature +10, Perception +10
Str 11 (+2); Dex 12 (+3); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 12 (+3)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Elf Panther Shaman [Level 4 Controller (Leader)]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +10; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 17
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 damage, and until the end of the half-elf shaman’s next turn, the half-elf shaman’s spirit companion can flank with the half-elf shaman and the half-elf shaman’s allies. If the target is bloodied, the half-elf shaman gains a +1 bonus to the attack roll.
○ [A] Chill Wind (standard) ✦ Cold
Area burst 1 within 10; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
○ [R] Lightning Panther Spirit (standard) ✦ Lightning
Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the half-elf shaman’s next turn, any ally adjacent to the half-elf shaman’s spirit companion can shift as a minor action. In addition, until the end of the half-elf shaman’s next turn, any ally ignores difficult terrain in the half-elf shaman’s spirit companion’s space and in squares adjacent to it.
□ [C] Wrath of the Spirit World (standard) ✦ Psychic
Close burst 2; targets enemies in burst and each enemy adjacent to the half-elf shaman’s spirit companion; +6 vs. Will; 3d6 + 4 psychic damage, and the half-elf shaman knocks the target prone. Miss: Half damage.
Call Spirit Companion (minor) ✦ Conjuration
The half-elf shaman conjures the half-elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the half-elf shaman falls unconscious or until the half-elf shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the half-elf shaman takes a move action, the half-elf shaman can also move the spirit a number of squares equal to the half-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 12 damage to the spirit, the spirit disappears, and the half-elf shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
○○ Healing Spirit (minor) ✦ Healing
The half-elf shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the half-elf shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
Spirits of Battle (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter. While within the zone, the half-elf shaman’s allies gain a +1 bonus to attack rolls.
● [M] Spirit’s Fangs (opportunity) ✦ Spirit
When an enemy leaves a square adjacent to the half-elf shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 1d10 + 4 damage.
Stalker Spirit
Any ally adjacent to the half-elf shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.

Skills Nature +10, Perception +10
Str 11 (+2); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 12 (+3)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Elf Chaos Sorcerer [Level 4 Artillery]

Medium natural humanoid [XP 175]

Initiative +4; Senses Perception +2; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 19
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +8 vs. AC; 1d4 + 3 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +7 vs. Will; 1d10 + 7 psychic damage and if the half-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: +7 vs. Will; 1d6 + 3 psychic damage. If the half-elf sorcerer rolled an even number for the secondary attack roll, repeat the secondary attack. The half-elf sorcerer can attack a creature only once with a single use of this power.
○ [R] Spectral Claw (standard) ✦ Force
Ranged 10; +7 vs. Fortitude; 1d8 + 7 force damage, and the target is immobilized until the end of the half-elf sorcerer’s next turn. If the half-elf sorcerer rolled an even number on the attack roll, the half-elf sorcerer slides the target 2 squares.
□ [R] Dazzling Ray (standard) ✦ Radiant
Ranged 10; +7 vs. Will; 6d6 + 7 radiant damage and if the half-elf sorcerer rolled an even number on the attack roll, the target takes a -2 penalty to attack rolls against the half-elf sorcerer (save ends). Miss: Half damage.
Stretch Spell (minor)
Until the end of the half-elf sorcerer’s turn, add +2 to the range of the half-elf sorcerer’s ranged arcane powers.
Chaos Power
The half-elf sorcerer gains a +2 bonus to the damage rolls of arcane powers.
Unfettered Power
When the half-elf sorcerer rolls a natural 20 on an attack roll for an arcane power, the half-elf sorcerer slides the target 1 square and knock it prone after applying the attack’s other effects. When the half-elf sorcerer rolls a natural 1 on an attack roll for an arcane power, the half-elf sorcerer must push each creature within 5 squares of the half-elf sorcerer 1 square.

Skills Arcana +7, Bluff +11
Str 13 (+3); Dex 15 (+4); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, dagger

-1 Level / +1 Level

Half-Elf Dragon Sorcerer [Level 4 Skirmisher]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +2; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 15; Fortitude 15, Reflex 14, Will 19
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +7 vs. Reflex; 1d8 + 7 fire damage. The next enemy that hits the half-elf sorcerer with a melee attack before the end of the half-elf sorcerer’s next turn takes 2 fire damage.
○ [C] Poisonous Exhalation (standard) ✦ Poison
Close blast 3; +7 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –2 penalty to Fortitude until the end of the half-elf sorcerer’s next turn.
□ [C] Lightning Breath (standard) ✦ Lightning
Close blast 3; +7 vs. Reflex; 3d8 + 7 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the half-elf sorcerer’s next turn, whenever an enemy hits the half-elf sorcerer with a melee attack, the half-elf sorcerer pushes that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
Dragonflame Mantle (immediate interrupt) ✦ Fire
When the half-elf sorcerer is hit by an attack.
Until the end of the half-elf sorcerer’s next turn, the half-elf sorcerer gains a +1 power bonus to all defenses, and any creature that hits the half-elf sorcerer with a melee attack takes 1d6 + 3 fire damage.
Draconic Power
The half-elf sorcerer gains a +2 bonus to the damage rolls of arcane powers.
Draconic Resilience
While the half-elf sorcerer is not wearing heavy armor, the half-elf sorcerer can use the half-elf sorcerer’s Strength modifier in place of the half-elf sorcerer’s Dexterity or Intelligence modifier to determine the half-elf sorcerer’s AC.

Skills Arcana +7, Athletics +9
Str 15 (+4); Dex 13 (+3); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Half-Elf Earth Warden [Level 4 Brute]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +8; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 21; Fortitude 17, Reflex 16, Will 15
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the half-elf warden gains a +1 power bonus to AC until the end of the half-elf warden’s next turn.
○ [M] Wolf Pack Tactics (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage. Before the half-elf warden attacks, one ally adjacent to either the half-elf warden or the target may shift 1 square as a free action.
○ [M] Earthgrasp Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the half-elf warden knocks the target prone. The target can’t stand up until the end of the half-elf warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 4 damage.
Nature’s Abundance (standard) ✦ Zone
Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The half-elf warden and the half-elf warden’s allies have cover while within the zone.
Form of the Willow Sentinel (minor) ✦ Polymorph
The half-elf warden assumes the guardian form of the willow sentinel until the end of the encounter. While the half-elf warden is in this form, the half-elf warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to the half-elf warden. Once during this encounter, the half-elf warden can make the following attack while the half-elf warden is in this form as an immediate interrupt when an enemy adjacent to the half-elf warden makes an attack roll against the half-elf warden’s ally.
Secondary Attack: Targets the triggering enemy; +8 vs. AC; 1d10 + 4 damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering attack roll.
● [C] Warden’s Grasp (immediate reaction)
When an enemy marked by the half-elf warden that is within 5 squares of the half-elf warden makes an attack that does not include the half-elf warden as a target.
Targets the triggering enemy; The half-elf warden slides the target 1 square. The target is slowed and cannot shift until the end of its turn.
Earthstrength
When the half-elf warden uses the half-elf warden’s second wind, the half-elf warden gains an additional +3 bonus to AC. The bonus lasts until the end of the half-elf warden’s next turn.
Font of Life
At the start of the half-elf warden’s turn, the half-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 half-elf warden on the half-elf warden’s current turn. If the half-elf warden fails the saving throw, the half-elf warden still makes a saving throw against the effect at the end of the half-elf warden’s turn.
Nature’s Wrath
Once during each of the half-elf warden’s turns, the half-elf warden can mark each adjacent enemy as a free action. This mark lasts until the end of the half-elf warden’s next turn.

Skills Athletics +7, Perception +8
Str 17 (+5); Dex 12 (+3); Wis 13 (+3);
Con 17 (+5); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Half-Elf Wild Warden [Level 4 Brute]

Medium natural humanoid [XP 175]

Initiative +3; Senses Perception +9; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 18; Fortitude 17, Reflex 14, Will 16
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the half-elf warden’s next turn.
○ [M] Cleave (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and an enemy adjacent to the half-elf warden other than the target takes 3 damage.
○ [M] Predatory Guardian (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). If the target shifts before the start of the half-elf warden’s next turn, the half-elf warden shifts 3 squares as an immediate reaction.
Eyes of the Hawk (minor)
The half-elf warden makes a Perception check with a +10 power bonus.
Form of the Relentless Panther (minor) ✦ Polymorph
The half-elf warden assumes the guardian form of the relentless panther until the end of the encounter. While the half-elf warden is in this form, the half-elf warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the half-elf warden. In addition, the half-elf warden can shift 2 squares as a move action. Once during this encounter, the half-elf warden can make the following attack while the half-elf warden is in this form as a standard action.
Secondary Attack: Before the attack, the half-elf warden shifts the half-elf warden’s speed; +8 vs. Reflex; 2d12 + 4 damage (crit 28 + 1d12), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
When an enemy marked by the half-elf warden makes an attack that does not include the half-elf warden as a target.
Targets the triggering enemy; +8 vs. Fortitude; 1d12 + 4 damage (crit 16 + 1d12), and the target grants combat advantage to the half-elf warden and the half-elf warden’s allies until the end of the half-elf warden’s next turn.
Wildblood
When the half-elf warden uses the half-elf warden’s second wind, each enemy marked by the half-elf warden takes an additional -2 penalty to attack rolls for attacks that don’t include the half-elf warden as a target, until the end of the half-elf warden’s next turn.
Font of Life
At the start of the half-elf warden’s turn, the half-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 half-elf warden on the half-elf warden’s current turn. If the half-elf warden fails the saving throw, the half-elf warden still makes a saving throw against the effect at the end of the half-elf warden’s turn.
Nature’s Wrath
Once during each of the half-elf warden’s turns, the half-elf warden can mark each adjacent enemy as a free action. This mark lasts until the end of the half-elf warden’s next turn.

Skills Athletics +9, Perception +9
Str 17 (+5); Dex 12 (+3); Wis 15 (+4);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
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.