Half-Elf NPCs [Level 17]

Half-Elf Battle Cleric [Level 17 Controller (Leader)]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +12; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 29, Reflex 25, Will 30
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 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
+21 vs. AC; 1d10 + 11 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] Blinding Light (standard) ✦ Radiant, Weapon
+21 vs. Fortitude; 2d10 + 11 radiant damage, and the target is blinded until the end of the half-elf cleric’s next turn.
□ [M] Holy Spark (standard) ✦ Lightning, Weapon
+21 vs. Will; 2d10 + 11 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss: Half damage, and no ongoing lightning damage.
Divine Armor (standard) ✦ Healing
The half-elf cleric gains a +2 power bonus to AC. The half-elf cleric and each ally within 3 squares gain resist 5 to all damage until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The half-elf cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +13
Str 20 (+13); Dex 12 (+9); Wis 18 (+12);
Con 15 (+10); Int 11 (+8); Cha 16 (+11)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Elf Devoted Cleric [Level 17 Controller (Leader)]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +13; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 26, Reflex 25, Will 31
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+18 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +19 vs. Reflex; 1d8 + 11 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
+21 vs. AC; 1d10 + 11 damage, and the half-elf cleric gains 5 temporary hit points.
○ [C] Thunderous Word (standard) ✦ Thunder
Close blast 5; targets enemies; +19 vs. Reflex; 3d6 + 11 thunder damage, and the target is pushed 8 squares. Hit or Miss: Allies in the blast can shift 1 square.
□ [C] Seal of Warding (standard) ✦ Radiant, Zone
Close burst 3; targets enemies; +19 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the half-elf cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of difficult terrain that grants cover to the half-elf cleric and the half-elf cleric’s allies against ranged attacks until the end of the half-elf cleric’s next turn. Sustain Minor: The zone persists.
Hallowed Ground (standard) ✦ Zone
Close burst 5. The burst creates a zone of hallowed ground. The half-elf cleric and any allies gain the following benefits while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The half-elf cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +18, Religion +13
Str 14 (+10); Dex 12 (+9); Wis 20 (+13);
Con 15 (+10); Int 11 (+8); Cha 20 (+13)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Elf Greatweapon Fighter [Level 17 Soldier]

Medium natural humanoid [XP 1600]

Initiative +10; Senses Perception +9; low-light
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○
AC 31; Fortitude 31, Reflex 26, Will 26
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 5 damage.
○ [M] Viper’s Strike (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 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] Mountain Breaking Blow (standard) ✦ Weapon
+21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the half-elf fighter can shift the same distance the half-elf fighter pushed the target. The half-elf fighter must end the move adjacent to the target.
Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
The half-elf fighter gains regeneration 5, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to the half-elf fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as long as the half-elf fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the half-elf fighter uses another stance power.
Iron Warrior (minor) ✦ Healing
The half-elf fighter spends a healing surge, regaining an additional 2d6 + 5 hit points, and makes a saving throw against one effect that a save can end.
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 +18, Intimidate +15
Str 20 (+13); Dex 14 (+10); Wis 13 (+9);
Con 20 (+13); Int 11 (+8); Cha 14 (+10)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Half-Elf Guardian Fighter [Level 17 Soldier]

Medium natural humanoid [XP 1600]

Initiative +12; Senses Perception +9; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○
AC 33; Fortitude 31, Reflex 30, Will 26
Speed 5

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+22 vs. AC; 1d8 + 11 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
+22 vs. AC; 1d8 + 11 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] Warrior’s Challenge (standard) ✦ Weapon
+22 vs. AC; 3d8 + 11 damage, and the target is pushed 2 squares. All of the half-elf fighter’s enemies within 2 squares of the target are marked until the end of the half-elf fighter’s next turn.
□ [M] Dragon’s Fangs (standard) ✦ Weapon
Two attacks against one or two creatures; +22 vs. AC; 3d8 + 11 damage. Miss: Half damage.
Interposing Shield (immediate interrupt)
When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
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 +14, Intimidate +15
Str 20 (+13); Dex 18 (+12); Wis 13 (+9);
Con 16 (+11); Int 11 (+8); Cha 14 (+10)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Avenging Paladin [Level 17 Soldier]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +10; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 32; Fortitude 30, Reflex 26, Will 30
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+22 vs. AC; 1d10 + 11 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
+22 vs. AC; 1d10 + 11 damage. Miss: 5 damage.
○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
+22 vs. AC; 3d10 + 11 damage, and the target is pushed 5 squares. The target can’t move nearer to the half-elf paladin on its next turn.
□ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
Usable only while bloodied.
+22 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The half-elf paladin can spend a healing surge.
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.
□□ 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.
Angelic Intercession (immediate interrupt) ✦ Teleportation
When an ally within 5 squares of the half-elf paladin is hit by an attack.
The half-elf paladin teleports adjacent to the ally and is hit by the attack instead.

Skills Intimidate +18, Religion +13
Str 20 (+13); Dex 12 (+9); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Half-Elf Protecting Paladin [Level 17 Soldier]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +10; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 34; Fortitude 29, Reflex 28, Will 31
Speed 5

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 damage, and the half-elf paladin gains 2 temporary hit points.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 1d6 + 12 psychic damage, and the half-elf paladin is invisible to the target until the start of the half-elf paladin’s next turn.
○ [M] Enervating Smite (standard) ✦ Weapon
+23 vs. Will; 2d8 + 12 damage, and the target is weakened until the end of the half-elf paladin’s next turn.
□ [R] True Nemesis (standard)
Ranged 5; +20 vs. Will; 2d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the target is within 5 squares of the half-elf paladin and attacks the half-elf paladin or an ally, the half-elf paladin can make a secondary attack against the target as an immediate reaction. Secondary Attack: +20 vs. Will; 2d10 + 12 damage. Miss: Half damage.
Death Ward (standard) ✦ Healing
The half-elf paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
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 +19, Religion +13
Str 18 (+12); Dex 12 (+9); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 22 (+14)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Archer Ranger [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +13; Senses Perception +15; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +21 vs. AC; 1d10 + 11 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
○ [R] Triple Shot (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +21 vs. AC; 1d10 + 11 damage per attack.
□ [R] Confounding Arrows (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +21 vs. AC; 1d10 + 11 damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2d10 damage. Miss: The target is dazed (save ends).
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.
Momentary Respite (standard)
The half-elf ranger shifts 2 squares and makes a saving throw. The half-elf ranger is no longer marked by any enemy.
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.
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 +15, Stealth +17
Str 18 (+12); Dex 20 (+13); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Half-Elf Two-Blade Ranger [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +12; Senses Perception +15; low-light
HP 169; Bloodied 84
Healing Surges (+42 hp) ○○
AC 31; Fortitude 30, Reflex 29, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +20 vs. AC; 1d10 + 10 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage (off-hand).
Longbow: Ranged 20/40; +20 vs. AC (twice); 1d10 + 6 damage.
○ [M] Wolf Pack Tactics (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 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.
○ [C] Cheetah’s Rake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +22 vs. AC; 1d8 + 11 damage, and the target is immobilized and knocked prone until the end of the half-elf ranger’s next turn.
□ [M] Blade Cascade (standard) ✦ Weapon
Attack one or more creatures.
Longsword (main): +22 vs. AC; 2d8 + 11 damage.
Longsword (off hand): +22 vs. AC; 2d8 + 11 damage.
Alternate main and off-hand weapon attacks until the half-elf ranger misses or until the half-elf ranger makes five attacks. As soon as an attack misses, this attack ends.
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.
Evade the Blow (immediate interrupt)
When an enemy hits the half-elf ranger with a melee attack.
Shift 1 square away from the enemy.
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 +15, Perception +15
Str 20 (+13); Dex 18 (+12); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Half-Elf Brawny Rogue [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +13; Senses Perception +9; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 31; Fortitude 28, Reflex 31, Will 27
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +22 vs. AC; 1d6 + 11 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+22 vs. Reflex; 1d6 + 11 damage.
○ [R] Nimble Strike (standard) ✦ Weapon
The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +22 vs. AC; 1d6 + 11 damage.
○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
Short Sword: +22 vs. Fortitude; 3d6 + 11 damage.
Shuriken: Ranged 6/12; +22 vs. Fortitude; 3d6 + 11 damage.
Hit: If the target attacks the half-elf rogue before the start of the half-elf rogue’s next turn, the half-elf rogue can attack it again as an immediate interrupt.
Short Sword: +22 vs. Fortitude; 2d6 + 11 damage.
Shuriken: Ranged 6/12; +22 vs. Fortitude; 2d6 + 11 damage.
□ [M] Garrote Grip (standard) ✦ Reliable, Weapon
The half-elf rogue can use this power as a minor action if the half-elf rogue has already grabbed a creature. Doing so requires no attack roll. +22 vs. Reflex; 2d6 + 11 damage, and the half-elf rogue grabs the target. Until the target escapes, the half-elf rogue has cover, and any melee attack or ranged attack that misses the half-elf rogue hits the target instead. Sustain Minor: Sustain the grab for another round. The third time the half-elf rogue sustains the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
Leaping Dodge (immediate interrupt)
When an enemy targets the half-elf rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
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 +18, Thievery +18
Str 18 (+12); Dex 20 (+13); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 16 (+11)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Half-Elf Trickster Rogue [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +13; Senses Perception +14; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 31; Fortitude 26, Reflex 31, Will 29
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+19 vs. AC; 1d6 + 8 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +22 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
The half-elf rogue can move 2 squares before the attack.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 1d6 + 11 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] Hounding Strike (standard) ✦ Weapon
Short Sword: +22 vs. Will; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. Will; 3d6 + 11 damage.
Hit: Until the end of the half-elf rogue’s next turn, the half-elf rogue gains combat advantage against the target and a +1 power bonus to all defenses against its attacks.
□ [M/R] Slaying Strike (standard) ✦ Weapon
Short Sword: +22 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 3d6 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 13 damage (short sword) or 5d6 + 13 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
Hide in Plain Sight (minor)
The half-elf rogue must already be hidden to use this power. The half-elf rogue is invisible until the half-elf rogue leaves the half-elf rogue’s current square. No other action that the half-elf rogue performs makes the half-elf rogue visible.
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 +18, Thievery +18
Str 14 (+10); Dex 20 (+13); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 20 (+13)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Half-Elf Fey-Pact Warlock [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +9; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○
AC 30; Fortitude 27, Reflex 29, Will 31
Speed 6

● [m] Spear (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 1d6 + 12 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; +18 vs. Fortitude; 1d6 + 10 thunder damage, and the target is pushed 1 square.
○ [R] Thirsting Tendrils (standard) ✦ Healing
Ranged 10; +20 vs. Fortitude; 3d6 + 12 damage, and the half-elf warlock can spend a healing surge, regaining an additional +4 hit points.
□ [R] Curse of the Golden Mist (standard) ✦ Charm
Ranged 10; +20 vs. Will; The target loses its next standard action. Sustain Standard: Make a +20 vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.
Infuriating Elusiveness (move) ✦ Illusion, Teleportation
The half-elf warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start 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 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 +17, Bluff +19
Str 11 (+8); Dex 12 (+9); Wis 13 (+9);
Con 16 (+11); Int 18 (+12); Cha 22 (+14)
Equipment leather armor, spear

-1 Level / +1 Level

Half-Elf Infernal-Pact Warlock [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +9; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 30; Fortitude 30, Reflex 29, Will 28
Speed 6

● [m] Mace (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +20 vs. Reflex; 1d6 + 12 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 + 12 fire damage.
○ [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +18 vs. Reflex; 1d6 + 10 fire damage.
○ [R] Warlock’s Bargain (standard)
Ranged 5; +20 vs. Fortitude; the half-elf warlock takes 13 damage, and the target takes 3d10 + 20 damage.
□ [R] Fireswarm (standard) ✦ Fire, Poison
Ranged 10; +20 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +20 vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + 12 fire and poison damage. On a miss, the half-elf warlock deals half damage and the power ends.
Cloak of Shadow (move)
The half-elf warlock can fly a number of squares equal to the half-elf warlock’s speed + 2. If the half-elf warlock doesn’t land at the end of this move, the half-elf warlock falls. Until the end of the half-elf warlock’s next turn, the half-elf warlock is insubstantial, and the half-elf warlock cannot affect, attack, or use powers on creatures or objects.
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 17 temporary hit points.

Skills Arcana +17, Intimidate +16
Str 11 (+8); Dex 13 (+9); Wis 12 (+9);
Con 22 (+14); Int 18 (+12); Cha 16 (+11)
Equipment leather armor, mace

-1 Level / +1 Level

Half-Elf Star-Pact Warlock [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +9; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 28; Fortitude 30, Reflex 27, Will 30
Speed 6

● [m] Sickle (standard) ✦ Weapon
+16 vs. AC; 1d6 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +20 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the half-elf warlock on its next turn, it takes an extra 1d6 + 12 damage.
○ [R] Strand of Fate (standard)
Ranged 10; +19 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 12 to all attacks until the end of the half-elf warlock’s next turn.
□ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
Area burst 1 within 10; +20 vs. Fortitude; 4d10 + 12 cold damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of tendrils that lasts until the end of the half-elf warlock’s next turn. Sustain Minor: Make a +20 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 12 cold damage and is immobilized (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 +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.
Eye of the Warlock (minor)
Ranged 10; the half-elf warlock sees through the target’s eyes. The target is not aware that the half-elf warlock is doing so. The half-elf warlock has line of sight and line of effect from the target for the half-elf warlock’s attacks. The half-elf warlock’s warlock powers can originate in the target’s square. Each time the half-elf warlock uses a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends).
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 +15, Insight +16
Str 11 (+8); Dex 13 (+9); Wis 12 (+9);
Con 22 (+14); Int 14 (+10); Cha 20 (+13)
Equipment leather armor, sickle

-1 Level / +1 Level

Half-Elf Inspiring Warlord [Level 17 Soldier (Leader)]

Medium natural humanoid [XP 1600]

Initiative +11; Senses Perception +8; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 30, Reflex 26, Will 30
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Furious Smash (standard) ✦ Weapon
+21 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
+21 vs. AC; 1d10 + 11 damage. Miss: 5 damage.
○ [M] Battle On (standard) ✦ Weapon
+21 vs. AC; 3d10 + 11 damage, and every ally within 5 squares of the half-elf warlord makes a saving throw with a +5 bonus.
□ [M] Renew the Troops (standard) ✦ Healing, Weapon
+21 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the half-elf warlord regains hit points as if he or she had spent a healing surge, regaining an additional +5 extra hit points. Miss: Each ally who has line of sight to the half-elf warlord regains 15 hit points.
Warlord’s Banner (standard) ✦ Healing
Each ally within 5 squares can spend a healing surge. Until the end of the half-elf warlord’s next turn, each target gains a +2 power bonus to attack rolls.
○○○ Inspiring Word (minor) ✦ Healing
The half-elf warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 13 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 +13, History +15
Str 20 (+13); Dex 12 (+9); Wis 11 (+8);
Con 15 (+10); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Half-Elf Tactical Warlord [Level 17 Soldier (Leader)]

Medium natural humanoid [XP 1600]

Initiative +11; Senses Perception +8; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 28
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 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
+22 vs. AC; 1d8 + 11 damage, and an enemy adjacent to the half-elf warlord other than the target takes 5 damage.
○ [M] Thunderous Fury (standard) ✦ Weapon
+22 vs. AC; 3d8 + 11 damage, and the target is dazed until the end of the half-elf warlord’s next turn. Until the end of the half-elf warlord’s next turn, the half-elf warlord’s allies gain a +4 power bonus to attack rolls against the target.
□ [M] Make Them Bleed (standard) ✦ Weapon
+22 vs. AC; 3d8 + 11 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the half-elf warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
White Raven Formation (standard)
Each ally within 5 squares can take a move action.
○○○ Inspiring Word (minor) ✦ Healing
The half-elf warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +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 +13, History +17
Str 20 (+13); Dex 12 (+9); Wis 11 (+8);
Con 15 (+10); Int 18 (+12); Cha 16 (+11)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Control Wizard [Level 17 Artillery]

Medium natural humanoid [XP 1600]

Initiative +10; Senses Perception +12; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 30
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +19 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the half-elf wizard’s next turn.
○ [A] Crushing Titan’s Fist (standard) ✦ Force
Area burst 2 within 20; +19 vs. Reflex; 3d8 + 11 force damage, and the target is immobilized until the end of the half-elf wizard’s next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of the half-elf wizard’s next turn, and the half-elf wizard can dismiss it as a minor action.
□ [C] Prismatic Beams (standard) ✦ Fire, Poison
Close burst 5; targets enemies; +19 vs. Fortitude, Reflex, Will. The half-elf wizard makes only one attack per target, but compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
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.
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.
Displacement (immediate interrupt) ✦ Illusion
When a ranged or a melee attack hits the half-elf wizard or one ally within 5 squares.
The attacker must reroll the attack roll.

Skills Arcana +18, Insight +19
Str 11 (+8); Dex 14 (+10); Wis 18 (+12);
Con 15 (+10); Int 20 (+13); Cha 14 (+10)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Half-Elf War Wizard [Level 17 Artillery]

Medium natural humanoid [XP 1600]

Initiative +12; Senses Perception +10; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 28
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
○ [R] Force Volley (standard) ✦ Force
Ranged 20; targets one, two, or three creatures, one attack per target; +19 vs. Reflex; 3d6 + 11 force damage, and the target is dazed 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.
□ [C] Blast of Cold (standard) ✦ Cold
Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). 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.
Stoneskin (standard)
The half-elf wizard or one ally touched by the half-elf wizard gains resist 10 to all damage until the end of the encounter or for 5 minutes.
Wand of Accuracy (free)
The half-elf wizard gains a +4 bonus to a single attack roll.

Skills Arcana +18, History +18
Str 11 (+8); Dex 18 (+12); Wis 14 (+10);
Con 15 (+10); Int 20 (+13); Cha 14 (+10)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Half-Elf Isolating Avenger [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +13; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 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; +19 vs. Reflex; 1d8 + 11 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] Warding Blade (standard) ✦ Thunder, Weapon
+22 vs. AC; 2d10 + 11 thunder damage, and the half-elf avenger pushes any enemy within 2 squares of the half-elf avenger, other than the target, 2 squares. Until the end of the half-elf avenger’s next turn, if any enemy other than the target enters a square adjacent to the half-elf avenger or hits or misses the half-elf avenger from a square within the half-elf avenger’s reach, the half-elf avenger can make a melee basic attack against that enemy as an opportunity action. The half-elf avenger gains a +4 power bonus to the attack roll of the melee basic attack.
□ [M] Aspect of Fury (standard) ✦ Weapon
+22 vs. AC; 3d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn adjacent to the half-elf avenger or that hits or misses the half-elf avenger with a melee attack takes 5 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.
○ [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.
Bulwark of Defiance (no action)
When the half-elf avenger fails a saving throw other than a death saving throw.
Until the end of the half-elf avenger’s next turn, the effect the half-elf avenger failed the saving throw against doesn’t affect the half-elf avenger, but the half-elf avenger makes saving throws against it as normal.
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 +15, Religion +17
Str 14 (+10); Dex 12 (+9); Wis 20 (+13);
Con 15 (+10); Int 18 (+12); Cha 13 (+9)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Half-Elf Pursuing Avenger [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +12; Senses Perception +13; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +20 vs. AC; 1d8 + 10 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 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; +19 vs. Reflex; 1d8 + 11 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] Ready the Final Blow (standard) ✦ Weapon
+22 vs. AC; 2d10 + 11 damage, and the target is immobilized until the end of the half-elf avenger’s next turn. The half-elf avenger gains a +6 bonus to the half-elf avenger’s next attack roll against the target before the end of the half-elf avenger’s next turn.
□ [R] Sigil of Carceri (standard) ✦ Force
Ranged 10; +19 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the half-elf avenger’s next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
○ [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.
Astral Cloak (minor) ✦ Illusion
The half-elf avenger becomes invisible until the end of the half-elf avenger’s turn.
○ [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 +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 +14, Stealth +17
Str 14 (+10); Dex 18 (+12); Wis 20 (+13);
Con 15 (+10); Int 12 (+9); Cha 13 (+9)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Half-Elf Rageblood Barbarian [Level 17 Brute]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +14; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 27
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 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
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and an enemy adjacent to the half-elf barbarian other than the target takes 5 damage.
○ [M] Vigorous Strike (standard) ✦ Weapon
+21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the half-elf barbarian gains 13 temporary hit points.
□ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
+21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12). Miss: Half damage. Hit or Miss: The half-elf barbarian enters the rage of the hunting lion. Until the rage ends, the half-elf barbarian gains a +2 power bonus to attack rolls against any target that is granting combat advantage to the half-elf barbarian.
Primal Resistance (minor) ✦ Stance
Until the stance ends, the half-elf barbarian gains resist 10 against a damage type of the half-elf barbarian’s choice: acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the half-elf barbarian uses another stance power.
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 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 +17, Perception +14
Str 20 (+13); Dex 13 (+9); Wis 12 (+9);
Con 20 (+13); Int 11 (+8); Cha 16 (+11)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Elf Thaneborn Barbarian [Level 17 Brute]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +14; low-light
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 29
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 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
+21 vs. AC; 1d12 + 11 damage (crit 23 + 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] Devastating Blow (standard) ✦ Weapon
+21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12), and the target takes a –5 penalty to AC until the end of the half-elf barbarian’s next turn.
□ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
+21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the half-elf barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The half-elf barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the half-elf barbarian hits or misses the half-elf barbarian, the half-elf barbarian can make a melee basic attack against that enemy as an immediate reaction.
○ [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.
Spur the Cycle (free)
When the half-elf barbarian reducees an enemy to 0 hit points during the half-elf barbarian’s turn.
The half-elf barbarian takes a standard action.
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 +17, Perception +14
Str 20 (+13); Dex 13 (+9); Wis 12 (+9);
Con 16 (+11); Int 11 (+8); Cha 20 (+13)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Elf Cunning Bard [Level 17 Controller (Leader)]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +13; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 31
Speed 6

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 1d6 + 12 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; +20 vs. Will; 1d6 + 12 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf bard’s next turn.
○ [R] Shout of Evasion (standard) ✦ Thunder
Ranged 10; +20 vs. Reflex; 2d8 + 12 thunder damage, and the half-elf bard and each ally within 10 squares of the half-elf bard can shift 5 squares as a free action.
□ [R] Confusing Chorus (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 3d6 + 12 psychic damage. As the first action of each of the target’s turns, the target makes a melee basic attack against a creature of the half-elf bard’s choice as a free action (save ends). Miss: Half damage. As the first action of the target’s next turn, the target makes a melee basic attack against a creature of the half-elf bard’s choice as a free action.
Blink Zone (standard) ✦ Teleportation, Zone
Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the half-elf bard’s next turn. While within the zone, the half-elf bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action. Sustain Minor: The zone persists.
○○○ Majestic Word (minor) ✦ Healing
The half-elf bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This power can only be used once per round. The half-elf bard can also slide the target 1 square.
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 +17, Bluff +19
Str 13 (+9); Dex 12 (+9); Wis 11 (+8);
Con 16 (+11); Int 18 (+12); Cha 22 (+14)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Half-Elf Valorous Bard [Level 17 Controller (Leader)]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +13; low-light
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 31
Speed 5

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 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; +20 vs. Will; 1d6 + 12 psychic damage, and the half-elf bard is invisible to the target until the start of the half-elf bard’s next turn.
○ [M] Song of Summons (standard) ✦ Teleportation, Weapon
+23 vs. AC; 2d8 + 12 damage, and the half-elf bard teleports an ally within 10 squares of the half-elf bard to a space adjacent to the half-elf bard and gains a +5 power bonus to attack rolls against the target.
□ [M] Quick Steel Dance (standard) ✦ Weapon
+23 vs. AC; 3d8 + 12 damage, and until the end of the half-elf bard’s next turn, the target is marked by an ally within 10 squares of the half-elf bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is adjacent to any of the half-elf bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
○○○ Majestic Word (minor) ✦ Healing
The half-elf bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This power can only be used once per round. The half-elf bard can also slide the target 1 square.
Chorus of Recovery (minor)
Close burst 3; the burst creates a zone of rejuvenation 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. Any ally who starts his or her turn within the zone can make a saving throw. 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 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 +15, Athletics +13
Str 13 (+9); Dex 12 (+9); Wis 11 (+8);
Con 20 (+13); Int 14 (+10); Cha 22 (+14)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Half-Elf Guardian Druid [Level 17 Controller]

Medium natural humanoid [XP 1600]

Initiative +10; Senses Perception +13; low-light
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○
AC 32; Fortitude 29, Reflex 27, Will 30
Speed 6

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
○ [R] Haunting Spirits (standard) ✦ Psychic
Ranged 5; +19 vs. Will; 1d6 + 11 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.
○ [A] Windstorm (standard)
Area burst 1 within 10; +19 vs. Fortitude; 3d6 + 11 damage, and the target slides 6 squares.
□ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and lightning that lasts until the end of the half-elf druid’s next turn. Any creature that enters the zone or starts its turn there is slowed until the end of the half-elf druid’s next turn. As a move action, the half-elf druid can move the zone 5 squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning 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.
Howl of the Wild (minor) ✦ Beast Form, Healing
The half-elf druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
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 +18, Nature +18
Str 13 (+9); Dex 14 (+10); Wis 20 (+13);
Con 20 (+13); Int 12 (+9); Cha 13 (+9)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Elf Predator Druid [Level 17 Controller]

Medium natural humanoid [XP 1600]

Initiative +12; Senses Perception +18; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 7

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 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; +19 vs. Will; 1d6 + 11 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] Scavenger’s Prize (standard) ✦ Beast Form
+19 vs. Fortitude; 3d10 + 11 damage, the half-elf druid grabs the target and shifts 4 squares, pulling the target with the half-elf druid.
□ [M] Revitalizing Pounce (standard) ✦ Beast Form
+19 vs. Reflex; 3d8 + 11 damage, and remove from the half-elf druid every effect that a save can end. Miss: Half damage, and the half-elf druid makes a saving throw against each effect that a save can end.
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.
Insect Plague (free)
Until the end of the encounter, the half-elf druid can use wild shape to assume the form of a cloud of insects. In this form, the half-elf druid gains a fly speed equal to the half-elf druid’s speed, and the half-elf druid can hover. The half-elf druid also becomes insubstantial. When the half-elf druid squeezes, the half-elf druid can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. The half-elf druid can’t attack, pick up anything, or manipulate objects. Until this power ends, the half-elf druid can use wild shape to change among this form, another beast form, and the half-elf druid’s humanoid 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 +18, Perception +18
Str 13 (+9); Dex 18 (+12); Wis 20 (+13);
Con 16 (+11); Int 12 (+9); Cha 13 (+9)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Elf Preserving Invoker [Level 17 Artillery]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +13; low-light
HP 124; Bloodied 62
Healing Surges (+31 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d8 + 11 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] Glyph of Three Blades (standard)
Area burst 1 within 10; +19 vs. Reflex; 2d8 + 11 damage. If the target moves more than 1 square before the end of the half-elf invoker’s next turn, the target takes 9 damage.
□ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
Area burst 2 within 10; targets enemies; +19 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the half-elf invoker can teleport a creature within the zone 5 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 +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.
Shield of Justice (immediate interrupt)
When an enemy within 10 squares of the half-elf invoker makes an attack roll against the half-elf invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the half-elf invoker’s next turn, any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
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 +17, Religion +17
Str 11 (+8); Dex 13 (+9); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, morningstar

-1 Level / +1 Level

Half-Elf Wrathful Invoker [Level 17 Artillery]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +13; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 30
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +19 vs. Fortitude; 1d10 + 11 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; +19 vs. Reflex; 1d8 + 11 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] Blood Debt (standard) ✦ Radiant
Ranged 10; +19 vs. Will; 3d10 + 11 radiant damage, and until the end of the half-elf invoker’s next turn, each creature that the target attacks gains a +6 bonus to its next attack roll against the target.
□ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
Area wall 8 within 20; the half-elf invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can be up to 4 squares high, and it lasts until the end of the half-elf invoker’s next turn. The wall provides cover to the half-elf invoker and the half-elf invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 11 radiant damage. While the half-elf invoker is within 5 squares of the wall, the half-elf invoker can make the following attack as a standard action. Secondary Attack: Ranged 10; +19 vs. Reflex; 2d10 + 11 radiant damage. Before the attack, remove a square of the wall. Sustain Minor: The wall persists.
Walk Between Worlds (minor)
The half-elf invoker or one ally within 10 squares gains phasing until the end of the half-elf invoker’s next turn. Sustain Minor: The effect 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.
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 +17, Religion +15
Str 11 (+8); Dex 13 (+9); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 14 (+10)
Equipment chainmail, morningstar

-1 Level / +1 Level

Half-Elf Bear Shaman [Level 17 Controller (Leader)]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +18; low-light
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○
AC 28; Fortitude 30, Reflex 26, Will 30
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Will; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
Ranged 10; +19 vs. Will; 3d6 + 11 damage, and each ally adjacent to the half-elf shaman’s spirit companion can spend a healing surge and regains an additional 10 hit points.
□ [R] Storm Guardian Spirit (standard) ✦ Thunder
Ranged 5; +19 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5 squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and is pushed 1 square from the ally.
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 18 damage to the spirit, the spirit disappears, and the half-elf shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Fate Weaver’s Shield (minor)
One ally within 5 squares gains a +5 bonus to all defenses until the end of the half-elf shaman’s next turn or until it attacks.
● [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; +19 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 +18, Perception +18
Str 12 (+9); Dex 13 (+9); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 13 (+9)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Elf Panther Shaman [Level 17 Controller (Leader)]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +18; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 30
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
○ [R] Shackles of the Mountain (standard)
Ranged 10; targets one or two creatures; +19 vs. Reflex; 2d10 + 11 damage. Until the end of the half-elf shaman’s next turn, any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the half-elf shaman’s spirit companion.
□ [C] Searing Wind of the South (standard) ✦ Fire
Close blast 5; targets enemies; +19 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The half-elf shaman slides each ally in the blast to another space in or adjacent to the blast.
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 18 damage to the spirit, the spirit disappears, and the half-elf shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Spirits of the Dancing Zephyr (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the half-elf shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action, the half-elf shaman can move the zone 5 squares.
● [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; +19 vs. Reflex; 1d10 + 11 damage.
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 +18, Perception +18
Str 12 (+9); Dex 13 (+9); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 13 (+9)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Elf Chaos Sorcerer [Level 17 Artillery]

Medium natural humanoid [XP 1600]

Initiative +12; Senses Perception +8; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○○
AC 28; Fortitude 26, Reflex 28, Will 32
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +21 vs. AC; 1d4 + 10 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +20 vs. Will; 1d10 + 18 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: +20 vs. Will; 1d6 + 12 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] Thunder Summons (standard) ✦ Teleportation, Thunder
Ranged 10; targets one, two, or three creatures; +20 vs. Will; 3d8 + 18 thunder damage, and the half-elf sorcerer teleports the target to a space adjacent to the half-elf sorcerer’s enemy that is nearest to it. If the half-elf sorcerer rolled an even number on the attack roll, the half-elf sorcerer can teleport the target to a space adjacent to the half-elf sorcerer’s ally, not the half-elf sorcerer’s enemy, who is nearest to it.
□ [R] Hostility Charm (standard) ✦ Charm, Psychic
Ranged 10; +20 vs. Will; 5d6 + 18 psychic damage, and as a free action, the target charges the half-elf sorcerer’s enemy nearest to it that it can charge and makes a melee basic attack. If the half-elf sorcerer rolled an even number on the attack roll, the half-elf sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that they provoke (save ends). Miss: Half damage.
Chaos Echoes (immediate reaction)
When the half-elf sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
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 +14, Bluff +19
Str 14 (+10); Dex 18 (+12); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 22 (+14)
Equipment cloth armor, dagger

-1 Level / +1 Level

Half-Elf Dragon Sorcerer [Level 17 Skirmisher]

Medium natural humanoid [XP 1600]

Initiative +10; Senses Perception +8; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 28; Fortitude 28, Reflex 26, Will 32
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +20 vs. Reflex; 1d8 + 18 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] Spitfire Furnace (standard) ✦ Fire
Close blast 3; +20 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn within 2 squares of the half-elf sorcerer takes 6 fire damage.
Draconic Majesty (minor) ✦ Fear, Zone
Close burst 3; the burst creates a zone of fear that lasts until the end of the half-elf sorcerer’s next turn. When the half-elf sorcerer moves, the zone moves with the half-elf sorcerer, remaining centered on the half-elf sorcerer. The zone is difficult terrain for the half-elf sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
When an enemy moves into a space where it flanks the half-elf sorcerer.
Targets the triggering creature; +20 vs. Reflex; 2d10 + 18 lightning damage and the half-elf sorcerer pushes the target 4 squares.
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 +14, Athletics +17
Str 18 (+12); Dex 14 (+10); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 22 (+14)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Half-Elf Earth Warden [Level 17 Brute]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +15; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○
AC 34; Fortitude 30, Reflex 27, Will 27
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 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
+21 vs. AC; 1d10 + 11 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] Eager Vine Strike (standard) ✦ Weapon
+21 vs. AC; 2d10 + 11 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the half-elf warden’s next turn.
Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
The half-elf warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the half-elf warden is in this form, the half-elf warden gains resist 10 lightning, and the half-elf warden’s melee reach increases by 1. In addition, if any enemy starts its turn within 3 squares of the half-elf warden and the half-elf warden is able to take actions, that enemy is marked until the end of the half-elf warden’s next turn. 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: +21 vs. AC; 2d10 + 11 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage, and the target is dazed until the end of the half-elf warden’s next turn.
● [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.
Cleansing Earth (immediate reaction)
When the half-elf warden is subjected to an effect that a save can end.
The half-elf warden makes a saving throw against the triggering effect, with a +5 power bonus.
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 +15, Perception +15
Str 20 (+13); Dex 13 (+9); Wis 14 (+10);
Con 20 (+13); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Half-Elf Wild Warden [Level 17 Brute]

Medium natural humanoid [XP 1600]

Initiative +9; Senses Perception +17; low-light
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○
AC 31; Fortitude 30, Reflex 25, Will 29
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the half-elf warden’s next turn.
○ [M] Cleave (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and an enemy adjacent to the half-elf warden other than the target takes 5 damage.
○ [M] Razorleaf Cut (standard) ✦ Weapon
+21 vs. Fortitude; 2d12 + 15 damage (crit 39 + 2d12), and the target is weakened until the end of the half-elf warden’s next turn.
Form of the Charging Boar (minor) ✦ Polymorph
The half-elf warden assumes the guardian form of the charging boar until the end of the encounter. While the half-elf warden is in this form, the half-elf warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. 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 moves the half-elf warden’s speed; +21 vs. Reflex; 3d12 + 11 damage (crit 47 + 2d12), and the half-elf warden slides the target 2 squares. Miss: Half damage, and the half-elf warden slides the target 1 square.
Verdant Life (minor) ✦ Healing
The half-elf warden can spend two healing surges.
● [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; +21 vs. Fortitude; 1d12 + 11 damage (crit 23 + 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 +17, Perception +17
Str 20 (+13); Dex 13 (+9); Wis 18 (+12);
Con 16 (+11); Int 11 (+8); Cha 14 (+10)
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.