Half-Elf NPCs [Level 18]
Half-Elf Battle Cleric [Level 18 Controller (Leader)]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +13; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 30, Reflex 26, Will 31
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +22 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
- +22 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
- +22 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
- +22 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 +18, Religion +14
Str 21 (+14); Dex 12 (+10); Wis 19 (+13);
Con 15 (+11); Int 11 (+9); Cha 16 (+12)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Devoted Cleric [Level 18 Controller (Leader)]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +14; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 27, Reflex 26, Will 32
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +20 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
- +22 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; +20 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; +20 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 +19, Religion +14
Str 14 (+11); Dex 12 (+10); Wis 21 (+14);
Con 15 (+11); Int 11 (+9); Cha 21 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Greatweapon Fighter [Level 18 Soldier]
Medium natural humanoid [XP 2000]
Initiative +11; Senses Perception +10; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 32; Fortitude 32, Reflex 27, Will 27
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 5 damage.
- ○ [M] Viper’s Strike (standard) ✦ Weapon
- +22 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
- +22 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 +19, Intimidate +16
Str 21 (+14); Dex 14 (+11); Wis 13 (+10);
Con 21 (+14); Int 11 (+9); Cha 14 (+11)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Elf Guardian Fighter [Level 18 Soldier]
Medium natural humanoid [XP 2000]
Initiative +13; Senses Perception +10; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 34; Fortitude 32, Reflex 31, Will 27
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+23 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
- +23 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
- +23 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; +23 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 +15, Intimidate +16
Str 21 (+14); Dex 19 (+13); Wis 13 (+10);
Con 16 (+12); Int 11 (+9); Cha 14 (+11)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Avenging Paladin [Level 18 Soldier]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +11; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 31, Reflex 27, Will 31
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +23 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
- +23 vs. AC; 1d10 + 11 damage. Miss: 5 damage.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +23 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.
+23 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 +19, Religion +14
Str 21 (+14); Dex 12 (+10); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 21 (+14)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Elf Protecting Paladin [Level 18 Soldier]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +11; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 35; Fortitude 30, Reflex 29, Will 32
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage, and the half-elf paladin gains 2 temporary hit points.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +21 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
- +24 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; +21 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: +21 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 +20, Religion +14
Str 19 (+13); Dex 12 (+10); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 23 (+15)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Archer Ranger [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +14; Senses Perception +16; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 30, Reflex 31, Will 27
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 10 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 10 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +22 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 11 damage per attack.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +22 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 +16, Stealth +18
Str 19 (+13); Dex 21 (+14); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Elf Two-Blade Ranger [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +13; Senses Perception +16; low-light
HP 177; Bloodied 88
Healing Surges (+44 hp) ○○
AC 32; Fortitude 31, Reflex 30, Will 27
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +21 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +23/+23 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +23 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; +23 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): +23 vs. AC; 2d8 + 11 damage.
Longsword (off hand):
+23 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 +16, Perception +16
Str 21 (+14); Dex 19 (+13); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Elf Brawny Rogue [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +14; Senses Perception +10; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 28
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +23 vs. AC; 1d6 + 11 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +23 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; +23 vs. AC; 1d6 + 11 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +23 vs. Fortitude; 3d6 + 11 damage.
Shuriken: Ranged 6/12; +23 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: +23 vs. Fortitude; 2d6 + 11 damage.
Shuriken: Ranged 6/12; +23 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. +23 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 +19, Thievery +19
Str 19 (+13); Dex 21 (+14); Wis 12 (+10);
Con 15 (+11); Int 11 (+9); Cha 16 (+12)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Elf Trickster Rogue [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +14; Senses Perception +15; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 27, Reflex 32, Will 30
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +20 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +23 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
The half-elf rogue can move 2 squares before the attack.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +20 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: +23 vs. Will; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +22 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: +23 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +22 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 +19, Thievery +19
Str 14 (+11); Dex 21 (+14); Wis 12 (+10);
Con 15 (+11); Int 11 (+9); Cha 21 (+14)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Elf Fey-Pact Warlock [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +10; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 31; Fortitude 28, Reflex 30, Will 32
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +21 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; +19 vs. Fortitude; 1d6 + 10 thunder damage, and the target is pushed 1 square.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +21 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; +21 vs. Will; The target loses its next standard action. Sustain Standard: Make a +21 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 +18, Bluff +20
Str 11 (+9); Dex 12 (+10); Wis 13 (+10);
Con 16 (+12); Int 19 (+13); Cha 23 (+15)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Elf Infernal-Pact Warlock [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +10; low-light
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 31; Fortitude 31, Reflex 30, Will 29
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +21 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; +19 vs. Reflex; 1d6 + 10 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +21 vs. Fortitude; the half-elf warlock takes 14 damage, and the target takes 3d10 + 21 damage.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +21 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +21 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 18 temporary hit points.
Skills Arcana +18, Intimidate +17
Str 11 (+9); Dex 13 (+10); Wis 12 (+10);
Con 23 (+15); Int 19 (+13); Cha 16 (+12)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Elf Star-Pact Warlock [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +10; low-light
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 29; Fortitude 31, Reflex 28, Will 31
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +21 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; +20 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; +21 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 +21 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 +16, Insight +17
Str 11 (+9); Dex 13 (+10); Wis 12 (+10);
Con 23 (+15); Int 14 (+11); Cha 21 (+14)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Elf Inspiring Warlord [Level 18 Soldier (Leader)]
Medium natural humanoid [XP 2000]
Initiative +12; Senses Perception +9; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 31, Reflex 27, Will 31
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +22 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +22 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
- +22 vs. AC; 1d10 + 11 damage. Miss: 5 damage.
- ○ [M] Battle On (standard) ✦ Weapon
- +22 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
- +22 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 14 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 +14, History +16
Str 21 (+14); Dex 12 (+10); Wis 11 (+9);
Con 15 (+11); Int 14 (+11); Cha 21 (+14)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Elf Tactical Warlord [Level 18 Soldier (Leader)]
Medium natural humanoid [XP 2000]
Initiative +12; Senses Perception +9; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 31, Reflex 30, Will 29
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +23 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
- +23 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
- +23 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
- +23 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 +14, History +18
Str 21 (+14); Dex 12 (+10); Wis 11 (+9);
Con 15 (+11); Int 19 (+13); Cha 16 (+12)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Control Wizard [Level 18 Artillery]
Medium natural humanoid [XP 2000]
Initiative +11; Senses Perception +13; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 30; Fortitude 27, Reflex 30, Will 31
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 6 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +20 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; +20 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; +20 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 +19, Insight +20
Str 11 (+9); Dex 14 (+11); Wis 19 (+13);
Con 15 (+11); Int 21 (+14); Cha 14 (+11)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Elf War Wizard [Level 18 Artillery]
Medium natural humanoid [XP 2000]
Initiative +13; Senses Perception +11; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 30; Fortitude 27, Reflex 30, Will 29
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 6 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +20 vs. Reflex; 1d6 + 11 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +20 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; +20 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 +19, History +19
Str 11 (+9); Dex 19 (+13); Wis 14 (+11);
Con 15 (+11); Int 21 (+14); Cha 14 (+11)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Elf Isolating Avenger [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +14; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 28, Reflex 30, Will 31
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +23 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; +20 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
- +23 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
- +23 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 +16, Religion +18
Str 14 (+11); Dex 12 (+10); Wis 21 (+14);
Con 15 (+11); Int 19 (+13); Cha 13 (+10)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Elf Pursuing Avenger [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +13; Senses Perception +14; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 28, Reflex 30, Will 31
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +21 vs. AC; 1d8 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +23 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; +20 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
- +23 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; +20 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 +15, Stealth +18
Str 14 (+11); Dex 19 (+13); Wis 21 (+14);
Con 15 (+11); Int 12 (+10); Cha 13 (+10)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Elf Rageblood Barbarian [Level 18 Brute]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +15; low-light
HP 211; Bloodied 105
Healing Surges (+52 hp) ○○
AC 31; Fortitude 32, Reflex 28, Will 28
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 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
- +22 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
- +22 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the half-elf barbarian gains 14 temporary hit points.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +22 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 +18, Perception +15
Str 21 (+14); Dex 13 (+10); Wis 12 (+10);
Con 21 (+14); Int 11 (+9); Cha 16 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Thaneborn Barbarian [Level 18 Brute]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +15; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○
AC 31; Fortitude 32, Reflex 28, Will 30
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 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
- +22 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
- +22 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
- +22 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 +18, Perception +15
Str 21 (+14); Dex 13 (+10); Wis 12 (+10);
Con 16 (+12); Int 11 (+9); Cha 21 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Cunning Bard [Level 18 Controller (Leader)]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +14; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 33; Fortitude 28, Reflex 31, Will 32
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +21 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; +21 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; +21 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; +21 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 +18, Bluff +20
Str 13 (+10); Dex 12 (+10); Wis 11 (+9);
Con 16 (+12); Int 19 (+13); Cha 23 (+15)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Elf Valorous Bard [Level 18 Controller (Leader)]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +14; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 32
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +24 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; +21 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
- +24 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
- +24 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 +16, Athletics +14
Str 13 (+10); Dex 12 (+10); Wis 11 (+9);
Con 21 (+14); Int 14 (+11); Cha 23 (+15)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Elf Guardian Druid [Level 18 Controller]
Medium natural humanoid [XP 2000]
Initiative +11; Senses Perception +14; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 33; Fortitude 30, Reflex 28, Will 31
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +18 vs. AC; 2d4 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +20 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; +20 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +20 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; +20 vs. Fortitude; 3d6 + 11 damage, and the target slides 6 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +20 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 +19, Nature +19
Str 13 (+10); Dex 14 (+11); Wis 21 (+14);
Con 21 (+14); Int 12 (+10); Cha 13 (+10)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Predator Druid [Level 18 Controller]
Medium natural humanoid [XP 2000]
Initiative +13; Senses Perception +19; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 32; Fortitude 28, Reflex 30, Will 31
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +18 vs. AC; 2d4 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +20 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; +20 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; +20 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
- +20 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
- +20 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 +19, Perception +19
Str 13 (+10); Dex 19 (+13); Wis 21 (+14);
Con 16 (+12); Int 12 (+10); Cha 13 (+10)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Preserving Invoker [Level 18 Artillery]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +14; low-light
HP 130; Bloodied 65
Healing Surges (+32 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 31
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +20 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; +20 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; +20 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; +20 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 +18, Religion +18
Str 11 (+9); Dex 13 (+10); Wis 21 (+14);
Con 16 (+12); Int 19 (+13); Cha 14 (+11)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Elf Wrathful Invoker [Level 18 Artillery]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +14; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 31
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +20 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; +20 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; +20 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; +20 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 +18, Religion +16
Str 11 (+9); Dex 13 (+10); Wis 21 (+14);
Con 21 (+14); Int 14 (+11); Cha 14 (+11)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Elf Bear Shaman [Level 18 Controller (Leader)]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +19; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 29; Fortitude 31, Reflex 27, Will 31
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +18 vs. AC; 1d10 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +20 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; +20 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +20 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; +20 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 19 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 14 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; +20 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 +19, Perception +19
Str 12 (+10); Dex 13 (+10); Wis 21 (+14);
Con 21 (+14); Int 14 (+11); Cha 13 (+10)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Panther Shaman [Level 18 Controller (Leader)]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +19; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 31; Fortitude 29, Reflex 29, Will 31
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +18 vs. AC; 1d10 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +20 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; +20 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; +20 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; +20 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 19 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 14 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; +20 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 +19, Perception +19
Str 12 (+10); Dex 13 (+10); Wis 21 (+14);
Con 16 (+12); Int 19 (+13); Cha 13 (+10)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Chaos Sorcerer [Level 18 Artillery]
Medium natural humanoid [XP 2000]
Initiative +13; Senses Perception +9; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 29; Fortitude 27, Reflex 29, Will 33
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d4 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +21 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:
+21 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; +21 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; +21 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 +15, Bluff +20
Str 14 (+11); Dex 19 (+13); Wis 11 (+9);
Con 15 (+11); Int 12 (+10); Cha 23 (+15)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Elf Dragon Sorcerer [Level 18 Skirmisher]
Medium natural humanoid [XP 2000]
Initiative +11; Senses Perception +9; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 33
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +21 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; +21 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; +21 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 +15, Athletics +18
Str 19 (+13); Dex 14 (+11); Wis 11 (+9);
Con 15 (+11); Int 12 (+10); Cha 23 (+15)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Elf Earth Warden [Level 18 Brute]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +16; low-light
HP 211; Bloodied 105
Healing Surges (+52 hp) ○○
AC 35; Fortitude 31, Reflex 28, Will 28
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +22 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
- +22 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
- +22 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: +22 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 +16, Perception +16
Str 21 (+14); Dex 13 (+10); Wis 14 (+11);
Con 21 (+14); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Elf Wild Warden [Level 18 Brute]
Medium natural humanoid [XP 2000]
Initiative +10; Senses Perception +18; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○
AC 32; Fortitude 31, Reflex 26, Will 30
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +22 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
- +22 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
- +22 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; +22 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; +22 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 +18, Perception +18
Str 21 (+14); Dex 13 (+10); Wis 19 (+13);
Con 16 (+12); Int 11 (+9); Cha 14 (+11)
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.