Half-Elf NPCs [Level 14]

Half-Elf Battle Cleric [Level 14 Controller (Leader)]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +11; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 27, Reflex 23, Will 28
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+19 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+19 vs. AC; 1d10 + 10 damage, and one ally within 5 squares gains a +5 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
+19 vs. AC; 1d10 + 10 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] Arc of the Righteous (standard) ✦ Lightning, Weapon
+19 vs. AC; 2d10 + 10 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack: +19 vs. AC; 1d10 + 10 lightning damage.
○ [R] Plague of Doom (standard)
Ranged 10; +16 vs. Fortitude; 3d8 + 9 damage, and the target takes a -3 penalty to all defenses until the end of the half-elf cleric’s next turn.
Mass Cure Light Wounds (standard) ✦ Healing
The half-elf cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +3 hit points.
○○ Healing Word (minor) ✦ Healing
The half-elf cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +16, Religion +12
Str 20 (+12); Dex 12 (+8); Wis 18 (+11);
Con 15 (+9); Int 11 (+7); Cha 16 (+10)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Elf Devoted Cleric [Level 14 Controller (Leader)]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +12; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 24, Reflex 23, Will 29
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +17 vs. Reflex; 1d8 + 10 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
+19 vs. AC; 1d10 + 10 damage, and the half-elf cleric gains 5 temporary hit points.
○ [R] Plague of Doom (standard)
Ranged 10; +17 vs. Fortitude; 3d8 + 10 damage, and the target takes a -5 penalty to all defenses until the end of the half-elf cleric’s next turn.
□ [A] Flame Strike (standard) ✦ Fire
Area burst 2 within 10; targets enemies; +17 vs. Reflex; 2d10 + 10 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and no ongoing fire damage.
Mass Cure Light Wounds (standard) ✦ Healing
The half-elf cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +5 hit points.
○○ Healing Word (minor) ✦ Healing
The half-elf cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +17, Religion +12
Str 14 (+9); Dex 12 (+8); Wis 20 (+12);
Con 15 (+9); Int 11 (+7); Cha 20 (+12)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Elf Greatweapon Fighter [Level 14 Soldier]

Medium natural humanoid [XP 1000]

Initiative +9; Senses Perception +8; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 29; Fortitude 29, Reflex 24, Will 24
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +19 vs. AC; 1d6 + 10 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12). Miss: 5 damage.
○ [M] Viper’s Strike (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12). 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] Giant’s Wake (standard) ✦ Weapon
+19 vs. AC; 2d12 + 15 damage (crit 39 + 2d12), and make a secondary attack against each enemy adjacent to the primary target and within the half-elf fighter’s melee reach. Secondary Attack: +19 vs. AC; 1d12 + 15 damage (crit 27 + 2d12).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +19 vs. AC; 2d12 + 10 damage (crit 34 + 2d12), and the half-elf fighter slides the target 1 square. Miss: Half damage.
Into the Fray (minor)
The half-elf fighter can move 3 squares, as long as the move ends adjacent to an enemy.
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 +17, Intimidate +14
Str 20 (+12); Dex 14 (+9); Wis 13 (+8);
Con 20 (+12); Int 11 (+7); Cha 14 (+9)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Half-Elf Guardian Fighter [Level 14 Soldier]

Medium natural humanoid [XP 1000]

Initiative +11; Senses Perception +8; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 24
Speed 5

● [m] Longsword (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+20 vs. AC; 1d8 + 10 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
+20 vs. AC; 1d8 + 10 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] Storm of Blows (standard) ✦ Weapon
+20 vs. AC; 1d8 + 14 damage. Hit or Miss: After the attack, the half-elf fighter can shift 1 square and repeat the attack against another target within reach. The half-elf fighter can then shift 1 square and repeat the attack against a third target within reach. After the final attack, the half-elf fighter can shift 1 square.
□ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
Close burst 1; targets visible enemies; +20 vs. AC; 3d8 + 10 damage, and the target is slowed (save ends). Miss: The power is not expended.
Stalwart Guard (minor) ✦ Stance
Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the half-elf fighter. Stance: This power lasts until the end of the encounter or until the half-elf fighter uses another stance power.
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 +13, Intimidate +14
Str 20 (+12); Dex 18 (+11); Wis 13 (+8);
Con 16 (+10); Int 11 (+7); Cha 14 (+9)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Avenging Paladin [Level 14 Soldier]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +9; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 28, Reflex 24, Will 28
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+20 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+20 vs. AC; 1d10 + 10 radiant damage. If the half-elf paladin has marked the target, the half-elf paladin gains a +2 bonus to the damage roll.
○ [M] Reaping Strike (standard) ✦ Weapon
+20 vs. AC; 1d10 + 10 damage. Miss: 5 damage.
○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
+20 vs. AC; 3d10 + 10 radiant damage, and the target is marked until the end of the half-elf paladin’s next turn. The half-elf paladin can fly 2 squares and must charge as part of this attack.
□ [C] One Stands Alone (standard) ✦ Radiant
Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +17 vs. Will; 2d8 + 10 radiant damage. Hit or Miss: The targets are weakened (save ends).
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 11 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.
Cleansing Spirit (minor)
The half-elf paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
□□ 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 +17, Religion +12
Str 20 (+12); Dex 12 (+8); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 20 (+12)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Half-Elf Protecting Paladin [Level 14 Soldier]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +9; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 32; Fortitude 27, Reflex 26, Will 29
Speed 5

● [m] Longsword (standard) ✦ Weapon
+19 vs. AC; 1d8 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 9 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+21 vs. AC; 1d8 + 11 damage, and the half-elf paladin gains 2 temporary hit points.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 1d6 + 11 psychic damage, and the half-elf paladin is invisible to the target until the start of the half-elf paladin’s next turn.
○ [M] Renewing Smite (standard) ✦ Healing, Weapon
+21 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the half-elf paladin regains 12 hit points.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +18 vs. Fortitude; 1d10 + 11 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +18 vs. Fortitude; 1d10 + 11 radiant damage, and the target is pushed 3 squares. Sustain Minor: Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
Turn the Tide (standard)
The half-elf paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
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 12 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 +18, Religion +12
Str 18 (+11); Dex 12 (+8); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 22 (+13)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Archer Ranger [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +12; Senses Perception +14; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 27, Reflex 28, Will 24
Speed 6

● [m] Longsword (standard) ✦ Weapon
+19 vs. AC; 1d8 + 9 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+19 vs. AC; 1d6 + 9 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +19 vs. AC; 1d10 + 10 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +19/+19 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage (off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
○ [M/R] Pinning Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +19/+19 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage (off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
Hit: The target is immobilized until the start of the half-elf ranger’s next turn.
□ [M/R] Attacks on the Run (standard) ✦ Weapon
The half-elf ranger can move at full speed. At any point during the move, the half-elf ranger can make two attacks.
Longsword: +19 vs. AC; 3d8 + 9 damage.
Longbow: Ranged 20/40; +19 vs. AC; 3d10 + 10 damage.
Miss: Half damage per attack.
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 2d6 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.
Open the Range (immediate interrupt)
When an enemy moves adjacent to the half-elf ranger.
The half-elf ranger can shift 1 square and then move 3 squares. The half-elf ranger cannot end the move adjacent to the triggering enemy.
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 +14, Stealth +16
Str 18 (+11); Dex 20 (+12); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Half-Elf Two-Blade Ranger [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +11; Senses Perception +14; low-light
HP 145; Bloodied 72
Healing Surges (+36 hp) ○○
AC 29; Fortitude 28, Reflex 27, Will 24
Speed 6

● [m] Longsword (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +18 vs. AC; 1d10 + 9 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +20/+20 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage (off-hand).
Longbow: Ranged 20/40; +18 vs. AC (twice); 1d10 + 5 damage.
○ [M] Wolf Pack Tactics (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 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] Armor Splinter (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +20 vs. AC; 1d8 + 10 damage.
Longsword (off hand): +20 vs. AC; 1d8 + 10 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the half-elf ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the half-elf ranger’s next turn.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +20 vs. AC; 2d8 + 10 damage. Miss: Half damage.
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 2d6 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.
Expeditious Stride (minor)
Until the end of the half-elf ranger’s next turn, the half-elf ranger’s speed increases by 4, and the half-elf ranger can shift 1 additional square when shifting.
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 +10 hit points.

Skills Nature +14, Perception +14
Str 20 (+12); Dex 18 (+11); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Half-Elf Brawny Rogue [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +12; Senses Perception +8; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 25
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+19 vs. AC; 1d6 + 9 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +20 vs. AC; 1d6 + 10 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+20 vs. Reflex; 1d6 + 10 damage.
○ [R] Nimble Strike (standard) ✦ Weapon
The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +20 vs. AC; 1d6 + 10 damage.
○ [M] Unbalancing Attack (standard) ✦ Weapon
+20 vs. AC; 3d6 + 10 damage, and the target cannot shift until the end of the half-elf rogue’s next turn. If the target provokes an opportunity attack from the half-elf rogue before the start of the half-elf rogue’s next turn, the half-elf rogue gains a +4 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
□ [M] Crimson Edge (standard) ✦ Weapon
+20 vs. Fortitude; 2d6 + 10 damage, and the target takes ongoing 9 damage and grants combat advantage to the half-elf rogue (save ends both). Miss: Half damage, and no ongoing damage.
Certain Freedom (move)
The half-elf rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
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 3d6 damage.

Skills Acrobatics +17, Thievery +17
Str 18 (+11); Dex 20 (+12); Wis 12 (+8);
Con 15 (+9); Int 11 (+7); Cha 16 (+10)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Half-Elf Trickster Rogue [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +12; Senses Perception +13; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 24, Reflex 29, Will 27
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+17 vs. AC; 1d6 + 7 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +20 vs. AC; 1d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
The half-elf rogue can move 2 squares before the attack.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +17 vs. Will; 1d6 + 10 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] Tornado Strike (standard) ✦ Weapon
Targets one or two creatures, one attack per target.
Short Sword: +20 vs. AC; 2d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 2d6 + 10 damage.
Hit: The target slides 2 squares. Hit or Miss: The half-elf rogue can move 3 squares after making the attack.
□ [M] Knockout (standard) ✦ Weapon
+20 vs. Fortitude; 2d6 + 10 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the half-elf rogue’s next turn.
Shadow Stride (move)
The half-elf rogue must be hidden to use this power. The half-elf rogue can move at full speed and must end the movement in a space where the half-elf rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful, the half-elf rogue remains during the movement, even if the half-elf rogue has no cover or concealment during it.
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 3d6 damage.

Skills Stealth +17, Thievery +17
Str 14 (+9); Dex 20 (+12); Wis 12 (+8);
Con 15 (+9); Int 11 (+7); Cha 20 (+12)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Half-Elf Fey-Pact Warlock [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +8; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 28; Fortitude 25, Reflex 27, Will 29
Speed 6

● [m] Spear (standard) ✦ Weapon
+14 vs. AC; 1d8 + 5 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 1d6 + 11 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; +16 vs. Fortitude; 1d6 + 9 thunder damage, and the target is pushed 1 square.
○ [R] Bewitching Whispers (standard) ✦ Charm
Ranged 10; +18 vs. Will; until the end of the half-elf warlock’s next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these attack rolls.
□ [R] Curse of the Black Frost (standard) ✦ Cold
Ranged 10; +18 vs. Reflex; 2d8 + 11 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 5 cold damage (save ends). Sustain Minor: The target takes 2d8 + 5 cold damage. If the target saves, the half-elf warlock can no longer sustain this power.
Warlock’s Leap (move) ✦ Teleportation
The half-elf warlock can teleport 6 squares, even without a line of sight to the destination. If the half-elf warlock attempts to teleport to a space the half-elf warlock can’t occupy, the power fails.
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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The 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 +16, Bluff +18
Str 11 (+7); Dex 12 (+8); Wis 13 (+8);
Con 16 (+10); Int 18 (+11); Cha 22 (+13)
Equipment leather armor, spear

-1 Level / +1 Level

Half-Elf Infernal-Pact Warlock [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +8; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 26
Speed 6

● [m] Mace (standard) ✦ Weapon
+14 vs. AC; 1d8 + 5 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +18 vs. Reflex; 1d6 + 11 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 + 11 fire damage.
○ [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +16 vs. Reflex; 1d6 + 9 fire damage.
○ [R] Soul Flaying (standard) ✦ Necrotic
Ranged 10; +18 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the half-elf warlock’s next turn.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +18 vs. Reflex; 3d10 + 11 damage, and the target is immobilized (save ends). Miss: Half damage, and the target is not immobilized.
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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The half-elf warlock can only curse one target per turn.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-elf warlock gains 14 temporary hit points.
Shielding Shades (immediate reaction)
When the half-elf warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.

Skills Arcana +16, Intimidate +15
Str 11 (+7); Dex 13 (+8); Wis 12 (+8);
Con 22 (+13); Int 18 (+11); Cha 16 (+10)
Equipment leather armor, mace

-1 Level / +1 Level

Half-Elf Star-Pact Warlock [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +8; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 26; Fortitude 28, Reflex 25, Will 28
Speed 6

● [m] Sickle (standard) ✦ Weapon
+14 vs. AC; 1d6 + 5 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +18 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the half-elf warlock on its next turn, it takes an extra 1d6 + 11 damage.
○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
Ranged 10; +18 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +18 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +18 vs. Will; 2d10 + 11 psychic damage, and the half-elf warlock teleports the target to an unoccupied square within 3 squares of the half-elf warlock. Sustain Minor: Make a +18 vs. Will attack against the target. On a hit, the half-elf warlock teleports the target to an unoccupied square within 3 squares of the half-elf warlock. On a miss, the effect 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 +2 bonus to damage against that target as a free action.
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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The 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.
Shielding Shades (immediate reaction)
When the half-elf warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.

Skills Arcana +14, Insight +15
Str 11 (+7); Dex 13 (+8); Wis 12 (+8);
Con 22 (+13); Int 14 (+9); Cha 20 (+12)
Equipment leather armor, sickle

-1 Level / +1 Level

Half-Elf Inspiring Warlord [Level 14 Soldier (Leader)]

Medium natural humanoid [XP 1000]

Initiative +10; Senses Perception +7; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 28, Reflex 24, Will 28
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +19 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Furious Smash (standard) ✦ Weapon
+19 vs. Fortitude; 5 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 +5 bonus to the attack roll and the damage roll. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.
○ [M] Reaping Strike (standard) ✦ Weapon
+19 vs. AC; 1d10 + 10 damage. Miss: 5 damage.
○ [M] Bolstering Blow (standard) ✦ Weapon
+19 vs. AC; 3d10 + 10 damage, and the half-elf warlord grants 15 temporary hit points to an ally within 5 squares.
□ [M] White Raven Strike (standard) ✦ Weapon
+19 vs. AC; 3d10 + 10 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the half-elf warlord dropped the target to 0 hit points or fewer with this attack, add +5 to the temporary hit points the half-elf warlord’s allies gain.
Defensive Rally (standard) ✦ Healing
Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of the half-elf warlord’s next turn.
○○ Inspiring Word (minor) ✦ Healing
The half-elf warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This power can only be used once per round.
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 12 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 +12, History +14
Str 20 (+12); Dex 12 (+8); Wis 11 (+7);
Con 15 (+9); Int 14 (+9); Cha 20 (+12)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Half-Elf Tactical Warlord [Level 14 Soldier (Leader)]

Medium natural humanoid [XP 1000]

Initiative +10; Senses Perception +7; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 28, Reflex 27, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 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
+20 vs. AC; 1d8 + 10 damage, and an enemy adjacent to the half-elf warlord other than the target takes 5 damage.
○ [M] Beat Them into the Ground (standard) ✦ Weapon
+20 vs. Fortitude; 2d8 + 10 damage, the target is knocked prone, and every ally within 5 squares of the half-elf warlord makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. The half-elf warlord’s allies have a +4 power bonus to these attack rolls.
□ [M] Iron Dragon Charge (standard) ✦ Weapon
Must charge as part of this attack.
+20 vs. AC; 3d8 + 10 damage. Hit or Miss: Until the end of the encounter, as an immediate reaction, an ally of the half-elf warlord’s choice within 5 squares of the half-elf warlord can charge a target that the half-elf warlord charges.
○○ Inspiring Word (minor) ✦ Healing
The half-elf warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This power can only be used once per round.
Tactical Shift (immediate interrupt)
When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 5 squares.
Tactical Presence
When an ally the half-elf warlord can see spends an action point to make an extra attack, the ally gains a +4 bonus to the attack roll.
Combat Leader
The 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 +12, History +16
Str 20 (+12); Dex 12 (+8); Wis 11 (+7);
Con 15 (+9); Int 18 (+11); Cha 16 (+10)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Control Wizard [Level 14 Artillery]

Medium natural humanoid [XP 1000]

Initiative +9; Senses Perception +11; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 28
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+14 vs. AC; 1d8 + 5 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +17 vs. Fortitude; 1d6 + 10 cold damage, and the target is slowed until the end of the half-elf wizard’s next turn.
○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
Ranged 10; targets one, two, or three creatures, one attack per target; +17 vs. Will; 2d6 + 10 psychic damage, and the target is immobilized until the end of the half-elf wizard’s next turn. If the half-elf wizard targets only one creature with this power, the half-elf wizard gains a +4 power bonus to the attack roll.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +17 vs. Reflex; 2d12 + 10 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (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 +5 bonus to damage against that target as a free action.
Mirror Image (minor) ✦ Illusion
Three duplicate images appear in the half-elf wizard’s space, and the half-elf wizard gains a +6 power bonus to AC. Each time an attack misses the half-elf wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all the half-elf wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
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 -4 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.

Skills Arcana +17, Insight +18
Str 11 (+7); Dex 14 (+9); Wis 18 (+11);
Con 15 (+9); Int 20 (+12); Cha 14 (+9)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Half-Elf War Wizard [Level 14 Artillery]

Medium natural humanoid [XP 1000]

Initiative +11; Senses Perception +9; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 26
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+14 vs. AC; 1d8 + 5 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +17 vs. Reflex; 1d6 + 10 fire damage.
○ [C] Thunderlance (standard) ✦ Thunder
Close blast 5; +17 vs. Reflex; 4d6 + 10 thunder damage, and the target is pushed 4 squares.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +17 vs. Fortitude; 2d8 + 10 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
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 +5 bonus to damage against that target as a free action.
Blur (minor) ✦ Illusion
Until the end of the encounter, the half-elf wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away from the half-elf wizard cannot see the half-elf wizard.
Wand of Accuracy (free)
The half-elf wizard gains a +4 bonus to a single attack roll.

Skills Arcana +17, History +17
Str 11 (+7); Dex 18 (+11); Wis 14 (+9);
Con 15 (+9); Int 20 (+12); Cha 14 (+9)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Half-Elf Isolating Avenger [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +12; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+17 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+20 vs. AC; 1d10 + 10 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; +17 vs. Reflex; 1d8 + 10 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] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
+20 vs. Will; 2d10 + 10 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts until the end of the half-elf avenger’s next turn or until the half-elf avenger dismisses it as a minor action. Any enemy that enters the zone is dazed until the end of the half-elf avenger’s next turn. Hit or Miss: Until the end of the half-elf avenger’s next turn, the half-elf avenger gains a +2 bonus to attack rolls against the target.
□ [M] Enduring Strike (standard) ✦ Weapon
+20 vs. AC; 3d10 + 10 damage, and the half-elf avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the half-elf avenger makes a saving throw.
○ [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.
River of Life (minor) ✦ Healing
The half-elf avenger gains regeneration 5 until the end of the encounter.
○ [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 +4 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 +14, Religion +16
Str 14 (+9); Dex 12 (+8); Wis 20 (+12);
Con 15 (+9); Int 18 (+11); Cha 13 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Half-Elf Pursuing Avenger [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +11; Senses Perception +12; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+17 vs. AC; 1d10 + 7 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +18 vs. AC; 1d8 + 9 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+20 vs. AC; 1d10 + 10 damage, and if the target doesn’t end its next turn adjacent to the half-elf avenger, the half-elf avenger can shift 5 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; +17 vs. Reflex; 1d8 + 10 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.
○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
Ranged 10; +17 vs. Will; 2d8 + 10 thunder damage, and the half-elf avenger teleports the target 5 squares. The half-elf avenger then teleports to a space adjacent to the target. Until the end of the half-elf avenger’s next turn, any enemy that ends its turn adjacent to the half-elf avenger takes 4 thunder damage.
□ [M] Oath of Pursuit (standard) ✦ Weapon
+20 vs. AC; 2d10 + 10 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves on its turn, the half-elf avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The half-elf avenger must end this movement closer to the target.
○ [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.
Avenger’s Readiness (no action)
When the half-elf avenger rolls initiative at the beginning of an encounter.
The half-elf avenger gains a +5 power bonus to the initiative check. The half-elf avenger shifts 3 squares as a free action when the first creature in the initiative order starts its turn, even if the half-elf avenger is surprised.
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 +8 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 +13, Stealth +16
Str 14 (+9); Dex 18 (+11); Wis 20 (+12);
Con 15 (+9); Int 12 (+8); Cha 13 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Half-Elf Rageblood Barbarian [Level 14 Brute]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +13; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○
AC 28; Fortitude 29, Reflex 25, Will 25
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+19 vs. AC; 1d12 + 2d8 + 10 damage (crit 38 + 2d12). 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
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12), and an enemy adjacent to the half-elf barbarian other than the target takes 5 damage.
○ [C] Blade Whirlwind (standard) ✦ Weapon
Close burst 1; targets visible enemies; +19 vs. AC; 2d12 + 10 damage (crit 34 + 2d12) and the target is pushed 1 square.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+19 vs. AC; 3d12 + 10 damage (crit 46 + 2d12), and the target is knocked prone. Miss: Half damage. Hit or Miss: The half-elf barbarian enters the rage of the oak hammer. Until the rage ends, whenever the half-elf barbarian hits a target with a melee attack, the half-elf barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +5 damage.
Swift Charge (free)
When the half-elf barbarian’s attack reduces an enemy to 0 hit points.
The half-elf barbarian charges an enemy.
Deny Death (immediate interrupt)
When the half-elf barbarian drops to 0 hit points or fewer and doesn’t die.
The half-elf barbarian is dying but don’t fall unconscious because of that condition. At the end of the half-elf barbarian’s next turn, the half-elf barbarian falls unconscious if the half-elf barbarian is still dying.
Rageblood Vigor
Whenever the half-elf barbarian’s attack reduces an enemy to 0 hit points, the half-elf barbarian gains 10 temporary hit points.
Barbarian Agility
While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +2 bonus to AC and Reflex.

Skills Athletics +16, Perception +13
Str 20 (+12); Dex 13 (+8); Wis 12 (+8);
Con 20 (+12); Int 11 (+7); Cha 16 (+10)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Elf Thaneborn Barbarian [Level 14 Brute]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +13; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 28; Fortitude 29, Reflex 25, Will 27
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+19 vs. AC; 1d12 + 2d6 + 10 damage (crit 34 + 2d12). 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
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12). 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] Terror’s Cry (standard) ✦ Fear, Weapon
+19 vs. Fortitude; 3d12 + 10 damage (crit 46 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack: +19 vs. Will; the secondary target moves 2 squares away from the half-elf barbarian as a free action and takes a –5 penalty to attack rolls until the end of the half-elf barbarian’s next turn.
□ [M] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
+19 vs. AC; 2d12 + 10 acid damage (crit 34 + 2d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The half-elf barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the half-elf barbarian’s turns, each enemy adjacent to the half-elf barbarian is blinded until the end of the half-elf barbarian’s turn.
○ [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.
Mountain Roots (immediate interrupt) ✦ Stance
When the half-elf barbarian is pulled, pushed, or slid.
The half-elf barbarian negates the forced movement. Until the stance ends, the half-elf barbarian can negate forced movement against the half-elf barbarian. Stance: This power lasts until the end of the encounter or until the half-elf barbarian uses another stance power.
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 +5 bonus to the attack roll.
Barbarian Agility
While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +2 bonus to AC and Reflex.

Skills Athletics +16, Perception +13
Str 20 (+12); Dex 13 (+8); Wis 12 (+8);
Con 16 (+10); Int 11 (+7); Cha 20 (+12)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Elf Cunning Bard [Level 14 Controller (Leader)]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +12; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 30; Fortitude 25, Reflex 28, Will 29
Speed 6

● [m] Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 1d6 + 11 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; +18 vs. Will; 1d6 + 11 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf bard’s next turn.
○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 1d10 + 11 psychic damage. Until the end of the half-elf bard’s next turn, any attack the target makes provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
□ [R] Hideous Laughter (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 3d8 + 11 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage, and the target can’t take opportunity actions until the end of the half-elf bard’s next turn.
○○ Majestic Word (minor) ✦ Healing
The half-elf bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 6 hit points. This power can only be used once per round. The half-elf bard can also slide the target 1 square.
Illusory Erasure (minor) ✦ Illusion
One ally within 10 squares becomes invisible until the end of the half-elf bard’s next turn, and the half-elf bard slides the target 2 squares.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 9 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 +16, Bluff +18
Str 13 (+8); Dex 12 (+8); Wis 11 (+7);
Con 16 (+10); Int 18 (+11); Cha 22 (+13)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Half-Elf Valorous Bard [Level 14 Controller (Leader)]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +12; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 29; Fortitude 27, Reflex 26, Will 29
Speed 5

● [m] Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+21 vs. AC; 1d8 + 11 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; +18 vs. Will; 1d6 + 11 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf bard’s next turn.
○ [M] Earthquake Strike (standard) ✦ Weapon
+21 vs. AC; 2d8 + 11 damage, and the half-elf bard knocks the target prone. Until the end of the half-elf bard’s next turn, each ally within 10 squares of the half-elf bard can knock prone any creature he or she hits and gains a +5 bonus to damage rolls.
□ [M] Thunder Blade (standard) ✦ Thunder, Weapon
+21 vs. AC; 3d8 + 11 thunder damage, and the half-elf bard slides the target 2 squares. Hit or Miss: Until the end of the encounter, whenever the half-elf bard hits a target with an at-will attack power, the half-elf bard slides the target 2 squares to a space that must be adjacent to at least one of the half-elf bard’s allies.
○○ Majestic Word (minor) ✦ Healing
The half-elf bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 6 hit points. This power can only be used once per round. The half-elf bard can also slide the target 1 square.
Word of Life (immediate reaction) ✦ Healing
When an enemy attack reduces an ally within 20 squares of the half-elf bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the half-elf bard’s next turn.
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 8 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 +14, Athletics +12
Str 13 (+8); Dex 12 (+8); Wis 11 (+7);
Con 20 (+12); Int 14 (+9); Cha 22 (+13)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Half-Elf Guardian Druid [Level 14 Controller]

Medium natural humanoid [XP 1000]

Initiative +9; Senses Perception +12; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 30; Fortitude 27, Reflex 25, Will 28
Speed 6

● [m] Scythe (standard) ✦ Weapon
+15 vs. AC; 2d4 + 6 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+17 vs. Reflex; 1d8 + 10 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; +17 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
○ [R] Haunting Spirits (standard) ✦ Psychic
Ranged 5; +17 vs. Will; 1d6 + 10 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] Tidal Surge (standard)
Close blast 5; +17 vs. Fortitude; 2d6 + 10 damage, and the half-elf druid slides the target 3 squares.
□ [A] Sunbeam (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +17 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 10 radiant damage. Miss: 1d10 + 10 radiant damage.
Feywild Sojourn (move) ✦ Teleportation
The half-elf druid teleports to a safe place in the Feywild. While the half-elf druid is there, the half-elf druid can’t take any actions other than using the half-elf druid’s second wind and wild shape. At the end of the half-elf druid’s next turn or as a move action before then, the half-elf druid reappears in an unoccupied space within 10 squares of the space the half-elf druid left.
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.
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 +17, Nature +17
Str 13 (+8); Dex 14 (+9); Wis 20 (+12);
Con 20 (+12); Int 12 (+8); Cha 13 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Elf Predator Druid [Level 14 Controller]

Medium natural humanoid [XP 1000]

Initiative +11; Senses Perception +17; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Speed 7

● [m] Scythe (standard) ✦ Weapon
+15 vs. AC; 2d4 + 6 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+17 vs. Reflex; 1d8 + 10 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; +17 vs. Reflex; 1d6 + 5 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 5 fire damage.
○ [R] Haunting Spirits (standard) ✦ Psychic
Ranged 5; +17 vs. Will; 1d6 + 10 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] Claws of Retribution (standard) ✦ Beast Form
+17 vs. Reflex; 2d6 + 10 damage, and until the end of the half-elf druid’s next turn, the half-elf druid can make a melee basic attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the half-elf druid that hits or misses with an attack.
□ [M] Primal Wolf (standard) ✦ Beast Form
+17 vs. Reflex; 2d8 + 10 damage, the half-elf druid knocks the target prone, and it can’t stand up (save ends). Miss: Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the half-elf druid gains a +2 bonus to attack rolls against prone targets. In addition, whenever the half-elf druid hits an enemy with a melee attack while the half-elf druid is in beast form, the half-elf druid can knock that enemy prone.
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.
Armor of the Wild (minor) ✦ Beast Form
Until the end of the encounter, while the half-elf druid is in beast form, the half-elf druid gains resist 3 to all damage.
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 +17, Perception +17
Str 13 (+8); Dex 18 (+11); Wis 20 (+12);
Con 16 (+10); Int 12 (+8); Cha 13 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Elf Preserving Invoker [Level 14 Artillery]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +12; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 28
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+14 vs. AC; 1d10 + 5 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +17 vs. Reflex; 1d8 + 10 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; +17 vs. Reflex; 1d8 + 10 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] Winds of Celestia (standard)
Area burst 1 within 10; targets enemies; +17 vs. Fortitude; 3d6 + 10 damage, and the half-elf invoker either slides the target 5 squares or the half-elf invoker slides the target 1 square and knocks it prone.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +17 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the end of the half-elf invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses the half-elf invoker takes 5 psychic damage.
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 +4 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.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the half-elf invoker makes an attack roll against the half-elf invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +16, Religion +16
Str 11 (+7); Dex 13 (+8); Wis 20 (+12);
Con 16 (+10); Int 18 (+11); Cha 14 (+9)
Equipment hide armor, morningstar

-1 Level / +1 Level

Half-Elf Wrathful Invoker [Level 14 Artillery]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +12; low-light
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 28; Fortitude 28, Reflex 25, Will 28
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+14 vs. AC; 1d10 + 5 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +17 vs. Fortitude; 1d10 + 10 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +5 radiant damage. The half-elf invoker can use this power as a ranged basic attack.
○ [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +17 vs. Reflex; 1d8 + 10 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] Seal of the Heretic (standard)
Ranged 10; targets one, two, or three creatures; +17 vs. Will; 2d8 + 10 damage, or 3d8 + 10 damage if the half-elf invoker targets only one creature. The target takes a –5 penalty to all saving throws until the end of the half-elf invoker’s next turn.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +17 vs. Reflex; 3d6 + 10 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of cerulean light that lasts until the end of the half-elf invoker’s next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
○ [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 1d6+5 radiant damage and is pushed 2 squares.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the half-elf invoker makes an attack roll against the half-elf invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +16, Religion +14
Str 11 (+7); Dex 13 (+8); Wis 20 (+12);
Con 20 (+12); Int 14 (+9); Cha 14 (+9)
Equipment chainmail, morningstar

-1 Level / +1 Level

Half-Elf Bear Shaman [Level 14 Controller (Leader)]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +17; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 26; Fortitude 28, Reflex 24, Will 28
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +15 vs. AC; 1d10 + 6 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +17 vs. Will; 1d8 + 10 damage, and each ally adjacent to the half-elf shaman’s spirit companion gains 5 temporary hit points.
○ [A] Chill Wind (standard) ✦ Cold
Area burst 1 within 10; +17 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
Spirit melee 1; +17 vs. Fortitude; 2d6 + 10 damage. Until the end of the half-elf shaman’s next turn, the half-elf shaman and the half-elf shaman’s allies gain resist 9 to all damage while adjacent to the half-elf shaman’s spirit companion.
□ [R] Clever Trickster Spirit (standard) ✦ Psychic
Ranged 10; +17 vs. Will; 2d8 + 10 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage (save ends both).
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 17 damage to the spirit, the spirit disappears, and the half-elf shaman takes 12 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 3d6 hit points. This power can only be used once per round.
Rock Shield Spirits (minor) ✦ Zone
Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the half-elf shaman can move the zone 5 squares.
● [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; +17 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the half-elf shaman’s spirit companion regains 5 hit points.
Protector Spirit
Any ally adjacent to the half-elf shaman’s spirit companion regains 5 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 +17, Perception +17
Str 12 (+8); Dex 13 (+8); Wis 20 (+12);
Con 20 (+12); Int 14 (+9); Cha 13 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Elf Panther Shaman [Level 14 Controller (Leader)]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +17; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 28; Fortitude 26, Reflex 26, Will 28
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +15 vs. AC; 1d10 + 6 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +17 vs. Fortitude; 1d10 + 10 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 +2 bonus to the attack roll.
○ [A] Chill Wind (standard) ✦ Cold
Area burst 1 within 10; +17 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
Spirit melee 1; +17 vs. Reflex; 2d10 + 10 damage. Until the start of the half-elf shaman’s next turn, if an ally adjacent to the half-elf shaman’s spirit companion misses with an attack, the half-elf shaman can use an immediate interrupt to allow that ally to reroll the attack with a +4 bonus to the attack roll.
□ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
Ranged 10; +17 vs. Fortitude; 3d6 + 10 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The half-elf shaman and each ally within 10 squares of the half-elf shaman regains 5 hit points.
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 17 damage to the spirit, the spirit disappears, and the half-elf shaman takes 12 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 3d6 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 half-elf shaman’s spirit companion without shifting.
Targets triggering enemy; +17 vs. Reflex; 1d10 + 10 damage.
Spirit Summons (free)
Until the end of the encounter, the half-elf shaman can use the half-elf shaman’s call spirit companion power to conjure a second spirit companion. When the half-elf shaman attacks with a spirit power, the half-elf shaman chooses which spirit companion to use for the attack. When an effect applies to creatures adjacent to the half-elf shaman’s spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
Stalker Spirit
Any ally adjacent to the half-elf shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.

Skills Nature +17, Perception +17
Str 12 (+8); Dex 13 (+8); Wis 20 (+12);
Con 16 (+10); Int 18 (+11); Cha 13 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Elf Chaos Sorcerer [Level 14 Artillery]

Medium natural humanoid [XP 1000]

Initiative +11; Senses Perception +7; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○○
AC 26; Fortitude 24, Reflex 26, Will 30
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +19 vs. AC; 1d4 + 9 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +18 vs. Will; 1d10 + 17 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: +18 vs. Will; 1d6 + 11 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] Mind Hammer (standard) ✦ Psychic
Ranged 10; +18 vs. Will; 2d10 + 17 psychic damage, and the half-elf sorcerer knocks the target prone. If the half-elf sorcerer rolled an even number on the attack roll, the target can’t stand up until the end of the half-elf sorcerer’s next turn. If the half-elf sorcerer rolled an odd number on the attack roll, the half-elf sorcerer slides the target 4 squares.
□ [R] Contagious Curse (standard) ✦ Poison
Ranged 10; +18 vs. Fortitude; 2d10 + 17 poison damage. Hit or Miss: The half-elf sorcerer slides the target 6 squares. The target is poisonous to the half-elf sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 + 11 poison damage. If the half-elf sorcerer rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 11 poison damage.
Chaos Link (immediate reaction)
When the half-elf sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
Chaos Power
The half-elf sorcerer gains a +6 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 +13, Bluff +18
Str 14 (+9); Dex 18 (+11); Wis 11 (+7);
Con 15 (+9); Int 12 (+8); Cha 22 (+13)
Equipment cloth armor, dagger

-1 Level / +1 Level

Half-Elf Dragon Sorcerer [Level 14 Skirmisher]

Medium natural humanoid [XP 1000]

Initiative +9; Senses Perception +7; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 26; Fortitude 26, Reflex 24, Will 30
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+18 vs. AC; 1d8 + 9 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +18 vs. Reflex; 1d8 + 17 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 4 fire damage.
○ [C] Thunder Breath (standard) ✦ Thunder
Close blast 3; +18 vs. Fortitude; 2d6 + 17 thunder damage, and the target is dazed and slowed until the end of the half-elf sorcerer’s next turn.
□ [C] Adamantine Echo (standard) ✦ Thunder
Close blast 3; +18 vs. Fortitude; 2d6 + 17 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends). Hit or Miss: The half-elf sorcerer gains a +4 power bonus to AC until the end of the encounter.
Invert Resistance (minor)
Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance against (save ends both).
Draconic Power
The half-elf sorcerer gains a +6 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 +13, Athletics +16
Str 18 (+11); Dex 14 (+9); Wis 11 (+7);
Con 15 (+9); Int 12 (+8); Cha 22 (+13)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Half-Elf Earth Warden [Level 14 Brute]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +14; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○
AC 32; Fortitude 28, Reflex 25, Will 25
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+19 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+19 vs. AC; 1d10 + 10 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
+19 vs. AC; 1d10 + 10 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] Ponderous Strike (standard) ✦ Weapon
+19 vs. AC; 3d10 + 10 damage. Hit or Miss: The target provokes an opportunity attack from the half-elf warden if it shifts before the end of the half-elf warden’s next turn.
Shield of Stone (minor)
The half-elf warden slides one ally within 5 squares by 5 squares. Until the end of the half-elf warden’s next turn, that ally gains resist 5 to all damage and a +2 power bonus to all defenses.
Form of the Oak Sentinel (minor) ✦ Polymorph
The half-elf warden assumes the guardian form of the oak sentinel until the end of the encounter. While the half-elf warden is in this form, the half-elf warden’s melee reach increases by 1. In addition, any enemy that hits the half-elf warden with a melee attack takes 5 damage. 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 within the half-elf warden’s reach makes a melee attack against the half-elf warden’s ally.
Secondary Attack: targets the triggering enemy; +19 vs. AC; 2d10 + 10 damage. Miss: Half damage. Hit or Miss: The half-elf warden becomes the target of the triggering attack, even if the half-elf warden is not within that attack’s range.
● [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 +5 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 +14, Perception +14
Str 20 (+12); Dex 13 (+8); Wis 14 (+9);
Con 20 (+12); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Half-Elf Wild Warden [Level 14 Brute]

Medium natural humanoid [XP 1000]

Initiative +8; Senses Perception +16; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 29; Fortitude 28, Reflex 23, Will 27
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12), and the target is slowed until the end of the half-elf warden’s next turn.
○ [M] Cleave (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12), and an enemy adjacent to the half-elf warden other than the target takes 5 damage.
○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
+19 vs. AC; 1d12 + 10 radiant damage (crit 22 + 2d12), and the target is blinded until the end of the half-elf warden’s next turn. If the target is bloodied, the half-elf warden shifts 2 squares.
Returning Strength (minor) ✦ Healing
The half-elf warden spends a healing surge and regains +5 additional hit points.
Form of the Frenzied Wolverine (minor) ✦ Polymorph
The half-elf warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the half-elf warden is in this form, the half-elf warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, the half-elf warden can use the half-elf warden’s second wind as a minor 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: +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12), 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; +19 vs. Fortitude; 1d12 + 10 damage (crit 22 + 2d12), 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 -4 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 +16, Perception +16
Str 20 (+12); Dex 13 (+8); Wis 18 (+11);
Con 16 (+10); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Copyright 2009 by Paul Strack. The contents of this document may be used in accordance with the Open Gaming License, version 1.0a. 100% of the document is open gaming content, as per section 8 of the Open Gaming License.