Half-Elf NPCs [Level 20]
Half-Elf Battle Cleric [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +14; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 32, Reflex 28, Will 33
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 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
- +24 vs. AC; 1d10 + 12 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
- +24 vs. Fortitude; 2d10 + 12 radiant damage, and the target is blinded until the end of the half-elf cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +24 vs. AC; 3d10 + 12 damage. Miss: Half damage. Hit or Miss: The half-elf cleric and each ally within 5 squares
of the half-elf cleric regains hit points as if the half-elf cleric had each spent a healing surge.
- □ 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 +19, Religion +15
Str 21 (+15); Dex 12 (+11); Wis 19 (+14);
Con 15 (+12); Int 11 (+10); Cha 16 (+13)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Devoted Cleric [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 29, Reflex 28, Will 34
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +22 vs. Reflex; 1d8 + 12 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
- +24 vs. AC; 1d10 + 12 damage, and the half-elf cleric gains 5 temporary hit points.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +22 vs. Reflex; 3d6 + 12 thunder damage, and the target is pushed 8 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +22 vs. Reflex; 5d10 + 12 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the half-elf cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 12 fire damage. 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 +20, Religion +15
Str 14 (+12); Dex 12 (+11); Wis 21 (+15);
Con 15 (+12); Int 11 (+10); Cha 21 (+15)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Half-Elf Greatweapon Fighter [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +11; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 34, Reflex 29, Will 29
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 5 damage.
- ○ [M] Viper’s Strike (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 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
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 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.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12). Miss: Half damage. Hit or
Miss: Until the start of the half-elf fighter’s next turn, the half-elf fighter can make a secondary attack as a free
action against any enemy that starts its turn adjacent to the half-elf fighter. Secondary Attack: +24 vs. AC; 1d12
+ 12 damage (crit 24 + 2d12).
- □ 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 +20, Intimidate +17
Str 21 (+15); Dex 14 (+12); Wis 13 (+11);
Con 21 (+15); Int 11 (+10); Cha 14 (+12)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Half-Elf Guardian Fighter [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +11; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 36; Fortitude 34, Reflex 33, Will 29
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+25 vs. AC; 1d8 + 12 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
- +25 vs. AC; 1d8 + 12 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
- +25 vs. AC; 3d8 + 12 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] Strike of the Watchful Guard (standard) ✦ Weapon
- +25 vs. AC; 4d8 + 12 damage. Hit or Miss: Until the end of the encounter, the half-elf fighter can make a melee basic
attack against the target as a free action if the half-elf fighter is adjacent to it and it either shifts or attacks one of
the half-elf fighter’s allies.
- ○ 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 +16, Intimidate +17
Str 21 (+15); Dex 19 (+14); Wis 13 (+11);
Con 16 (+13); Int 11 (+10); Cha 14 (+12)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Avenging Paladin [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +12; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 29, Will 33
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +25 vs. AC; 1d10 + 12 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
- +25 vs. AC; 1d10 + 12 damage. Miss: 5 damage.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +25 vs. AC; 3d10 + 12 damage, and the target is pushed 5 squares. The target can’t move nearer to the half-elf paladin on
its next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +25 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The half-elf paladin and allies adjacent to the
half-elf paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 +20, Religion +15
Str 21 (+15); Dex 12 (+11); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 21 (+15)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Half-Elf Protecting Paladin [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +12; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 37; Fortitude 32, Reflex 31, Will 34
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 11 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage, and the half-elf paladin gains 2 temporary hit points.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +23 vs. Will; 1d6 + 13 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
- +26 vs. Will; 2d8 + 13 damage, and the target is weakened until the end of the half-elf paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +23 vs. Reflex; 3d10 + 13 fire damage, and the target grants combat advantage to
the half-elf paladin and the half-elf paladin’s allies until the end of the half-elf paladin’s next turn. Miss: Half
damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until
the end of the half-elf paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7 fire damage
and grant combat advantage to the half-elf paladin and the half-elf paladin’s allies. Sustain Minor: The zone persists.
- □ 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 +21, Religion +15
Str 19 (+14); Dex 12 (+11); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 23 (+16)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Archer Ranger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +17; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 32, Reflex 33, Will 29
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +24 vs. AC; 1d6 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +24 vs. AC; 1d10 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +24/+24 vs. AC; 1d8 + 7 damage (main)/1d6 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +24 vs. AC (twice); 1d10 + 7 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +24 vs. AC; 1d10 + 12 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +24 vs. AC; 2d10 + 12 damage per attack. If the first attack hits, the half-elf
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- ○ Commander’s Strike (standard) ✦ Weapon
- Choose a target that the half-elf ranger could attack with a melee attack. One of the half-elf ranger’s ally can make a melee
basic attack with a +0 bonus to damage against that target as a free action.
- □ 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 +17, Stealth +19
Str 19 (+14); Dex 21 (+15); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Half-Elf Two-Blade Ranger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +17; low-light
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○
AC 34; Fortitude 33, Reflex 32, Will 29
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +23 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +25/+25 vs. AC; 1d8 + 7 damage (main)/1d8 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +23 vs. AC (twice); 1d10 + 7 damage.
- ○ [M] Wolf Pack Tactics (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 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; +25 vs. AC; 1d8 + 12 damage, and the target is immobilized and knocked prone until
the end of the half-elf ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +27 vs. AC; 2d8 + 12 damage.
Longsword (second attack; off hand): +27 vs. AC; 2d8 + 12 damage.
Longsword (third attack; main):
+27 vs. AC; 1d8 + 12 damage.
A target hit once is dazed until the end of the half-elf ranger’s next turn. A target
hit twice is stunned until the end of the half-elf ranger’s next turn. A target hit three times is weakened and stunned until
the end of the half-elf ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or
weakened. Hit or Miss: After the first attack and after the second attack, the half-elf ranger can shift 1 square.
- ● 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 +17, Perception +17
Str 21 (+15); Dex 19 (+14); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Half-Elf Brawny Rogue [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +11; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 31, Reflex 34, Will 30
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +24 vs. AC; 1d6 + 11 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +25 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +25 vs. Reflex; 1d6 + 12 damage.
- ○ [R] Nimble Strike (standard) ✦ Weapon
- The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +25 vs. AC; 1d6 + 12 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Fortitude; 3d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 3d6 + 12 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: +25 vs. Fortitude; 2d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 2d6 + 12 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +25 vs. Fortitude; 4d6 + 12 damage, and the half-elf rogue slides the target 4 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The half-elf rogue slides the target 4 squares, and no damage from obstacles.
- ○ 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 +20, Thievery +20
Str 19 (+14); Dex 21 (+15); Wis 12 (+11);
Con 15 (+12); Int 11 (+10); Cha 16 (+13)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Half-Elf Trickster Rogue [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +16; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 29, Reflex 34, Will 32
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 9 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +25 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
The half-elf rogue can move 2 squares before the attack.
- ○ [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +22 vs. Will; 1d6 + 12 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: +25 vs. Will; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 3d6 + 12 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] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 5d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 5d6 + 12 damage.
Hit or Miss: Until the end of the half-elf rogue’s next turn, all of the target’s defenses against the half-elf
rogue’s attacks take a -5 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ 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 +20, Thievery +20
Str 14 (+12); Dex 21 (+15); Wis 12 (+11);
Con 15 (+12); Int 11 (+10); Cha 21 (+15)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Half-Elf Fey-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +11; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 30, Reflex 32, Will 34
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +23 vs. Will; 1d6 + 13 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; +21 vs. Fortitude; 1d6 + 11 thunder damage, and the target is pushed 1 square.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +23 vs. Fortitude; 3d6 + 13 damage, and the half-elf warlock can spend a healing surge, regaining an additional
+4 hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +23 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the half-elf warlock since the half-elf warlock’s last turn. If no one attacked the half-elf warlock since the half-elf
warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When
the half-elf warlock sustains this power, the half-elf warlock can repeat the attack against the target. If the half-elf warlock
misses, the half-elf warlock can no longer sustain the power.
- ○ 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 +19, Bluff +21
Str 11 (+10); Dex 12 (+11); Wis 13 (+11);
Con 16 (+13); Int 19 (+14); Cha 23 (+16)
Equipment leather armor, spear
-1 Level / +1 Level
Half-Elf Infernal-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +11; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 33; Fortitude 33, Reflex 32, Will 31
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +23 vs. Reflex; 1d6 + 13 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 + 13 fire damage.
- ○ [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +21 vs. Reflex; 1d6 + 11 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +23 vs. Fortitude; the half-elf warlock takes 16 damage, and the target takes 3d10 + 23 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The half-elf warlock conjures flames in the shape of diabolic imps that appear at the half-elf warlock’s feet. The half-elf
warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the half-elf warlock takes 2d10 fire damage
and is pushed 3 squares. This effect applies once per creature per round. It ends when the half-elf warlock has no temporary
hit points remaining.
- ○ 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 20 temporary hit points.
Skills Arcana +19, Intimidate +18
Str 11 (+10); Dex 13 (+11); Wis 12 (+11);
Con 23 (+16); Int 19 (+14); Cha 16 (+13)
Equipment leather armor, mace
-1 Level / +1 Level
Half-Elf Star-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +11; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 30, Will 33
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +23 vs. Fortitude; 1d6 + 13 radiant damage. If the target moves nearer to the half-elf warlock on its next turn,
it takes an extra 1d6 + 13 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +22 vs. Reflex; 1d8 + 12 damage, and the target gains vulnerability 12 to all attacks until the end of the half-elf
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +22 vs. Reflex; 4d10 + 12 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ○ 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 +17, Insight +18
Str 11 (+10); Dex 13 (+11); Wis 12 (+11);
Con 23 (+16); Int 14 (+12); Cha 21 (+15)
Equipment leather armor, sickle
-1 Level / +1 Level
Half-Elf Inspiring Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +10; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 33, Reflex 29, Will 33
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +24 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
- +24 vs. AC; 1d10 + 12 damage. Miss: 5 damage.
- ○ [M] Battle On (standard) ✦ Weapon
- +24 vs. AC; 3d10 + 12 damage, and every ally within 5 squares of the half-elf warlord makes a saving throw with a +5 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 12 damage. Until the start of the half-elf warlord’s next turn, every ally within 10 squares of the half-elf
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the half-elf
warlord’s next turn, one ally of the half-elf warlord’s choice within 10 squares of the half-elf warlord can follow up a standard
action with a basic attack made as a free action. Sustain Minor: Until the start of the half-elf warlord’s next turn,
one ally of the half-elf warlord’s choice within 10 squares of the half-elf warlord can follow up a standard action with a
basic attack made as a free action.
- ○ 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 15 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 +15, History +17
Str 21 (+15); Dex 12 (+11); Wis 11 (+10);
Con 15 (+12); Int 14 (+12); Cha 21 (+15)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Half-Elf Tactical Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +10; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 32, Will 31
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 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
- +25 vs. AC; 1d8 + 12 damage, and an enemy adjacent to the half-elf warlord other than the target takes 5 damage.
- ○ [M] Thunderous Fury (standard) ✦ Weapon
- +25 vs. AC; 3d8 + 12 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] Break the Tempo (standard) ✦ Weapon
- +25 vs. AC; 4d8 + 12 damage. Hit or Miss: If the target attacks before the end of the half-elf warlord’s next turn,
the half-elf warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If
the half-elf warlord deals damage, the target takes a -4 penalty to its attack roll. Sustain Minor: The effect continues
until the end of the half-elf warlord’s next turn.
- □ 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 +15, History +19
Str 21 (+15); Dex 12 (+11); Wis 11 (+10);
Con 15 (+12); Int 19 (+14); Cha 16 (+13)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Half-Elf Control Wizard [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +14; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 33
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +22 vs. Fortitude; 1d6 + 12 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; +22 vs. Reflex; 3d8 + 12 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.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +22 vs. Reflex; 2d10 + 12 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the half-elf wizard’s next turn. Sustain Minor:
When the half-elf wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 7 necrotic damage to creatures that are immobilized.
- ○ 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 +20, Insight +21
Str 11 (+10); Dex 14 (+12); Wis 19 (+14);
Con 15 (+12); Int 21 (+15); Cha 14 (+12)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Half-Elf War Wizard [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +12; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 31
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +22 vs. Reflex; 1d6 + 12 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +22 vs. Reflex; 3d6 + 12 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] Acid Wave (standard) ✦ Acid
- Close blast 5; +22 vs. Reflex; 5d6 + 12 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (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 +20, History +20
Str 11 (+10); Dex 19 (+14); Wis 14 (+12);
Con 15 (+12); Int 21 (+15); Cha 14 (+12)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Half-Elf Isolating Avenger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 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; +22 vs. Reflex; 1d8 + 12 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
- +25 vs. AC; 2d10 + 12 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.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +22 vs. Will; 4d8 + 12 psychic damage, and the target is pulled 3 squares. At
the start of each of the half-elf avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and
the target is pulled 2 squares. At the start of the half-elf avenger’s next turn, the target is pulled 3 squares.
- ○ [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 +17, Religion +19
Str 14 (+12); Dex 12 (+11); Wis 21 (+15);
Con 15 (+12); Int 19 (+14); Cha 13 (+11)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Half-Elf Pursuing Avenger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 9 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +23 vs. AC; 1d8 + 11 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 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; +22 vs. Reflex; 1d8 + 12 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
- +25 vs. AC; 2d10 + 12 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.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +25 vs. AC; 5d10 + 12 damage. Miss: Half damage. The half-elf avenger gains a +5 power bonus to the half-elf avenger’s
next damage roll against the target before the end of the encounter, unless the half-elf avenger attacks another creature
first.
- ○ [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 +16, Stealth +19
Str 14 (+12); Dex 19 (+14); Wis 21 (+15);
Con 15 (+12); Int 12 (+11); Cha 13 (+11)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Half-Elf Rageblood Barbarian [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 33; Fortitude 34, Reflex 30, Will 30
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 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
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and an enemy adjacent to the half-elf barbarian other than the target takes
5 damage.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the half-elf barbarian gains 15 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The half-elf barbarian enters the rage of the hydra. Until the rage ends, once per round when the half-elf barbarian makes
an attack that misses, the half-elf barbarian can make a melee basic attack as a free action.
- □ 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 +19, Perception +16
Str 21 (+15); Dex 13 (+11); Wis 12 (+11);
Con 21 (+15); Int 11 (+10); Cha 16 (+13)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Thaneborn Barbarian [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16; low-light
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 33; Fortitude 34, Reflex 30, Will 32
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 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
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 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
- +24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target takes a –5 penalty to AC until the end of the half-elf barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The half-elf barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn
next to the half-elf barbarian grants combat advantage to the half-elf barbarian and the half-elf barbarian’s allies until
the end of its next turn.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the half-elf barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the half-elf barbarian’s next turn.
- □ 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 +19, Perception +16
Str 21 (+15); Dex 13 (+11); Wis 12 (+11);
Con 16 (+13); Int 11 (+10); Cha 21 (+15)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Half-Elf Cunning Bard [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 35; Fortitude 30, Reflex 33, Will 34
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 8 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +23 vs. Will; 1d6 + 13 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; +23 vs. Will; 1d6 + 13 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; +23 vs. Reflex; 2d8 + 13 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] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +23 vs. Reflex; 3d8 + 13 radiant damage. Miss: Half damage. Hit or Miss:
The half-elf bard and each ally within 10 squares of the half-elf bard can shift 5 squares 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 +19, Bluff +21
Str 13 (+11); Dex 12 (+11); Wis 11 (+10);
Con 16 (+13); Int 19 (+14); Cha 23 (+16)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Half-Elf Valorous Bard [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 32, Reflex 31, Will 34
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 8 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 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; +23 vs. Will; 1d6 + 13 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
- +26 vs. AC; 2d8 + 13 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.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free 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 +17, Athletics +15
Str 13 (+11); Dex 12 (+11); Wis 11 (+10);
Con 21 (+15); Int 14 (+12); Cha 23 (+16)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Half-Elf Guardian Druid [Level 20 Controller]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +15; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 35; Fortitude 32, Reflex 30, Will 33
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +20 vs. AC; 2d4 + 8 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +22 vs. Reflex; 1d8 + 12 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; +22 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
- ○ [R] Haunting Spirits (standard) ✦ Psychic
- Ranged 5; +22 vs. Will; 1d6 + 12 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; +22 vs. Fortitude; 3d6 + 12 damage, and the target slides 6 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +22 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 12 damage. Miss: 1d6 + 12 damage, and the target is immobilized until the end of the half-elf druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The half-elf druid changes from the half-elf druid’s humanoid form to beast form or vice versa. When the half-elf druid changes
from beast form back to the half-elf druid’s humanoid form, the half-elf druid shifts 1 square. While the half-elf druid is
in beast form, the half-elf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
half-elf druid can sustain such powers. The half-elf druid can use this power once per round.
- □ 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 +20, Nature +20
Str 13 (+11); Dex 14 (+12); Wis 21 (+15);
Con 21 (+15); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Predator Druid [Level 20 Controller]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +20; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +20 vs. AC; 2d4 + 8 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 1d6 + 7 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; +22 vs. Will; 1d6 + 12 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
- +22 vs. Fortitude; 3d10 + 12 damage, the half-elf druid grabs the target and shifts 4 squares, pulling the target with the
half-elf druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +22 vs. Fortitude; 3d10 + 12 damage, and the half-elf druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the half-elf druid’s turn. Miss: Half damage, and the half-elf druid grabs the target. Hit or Miss:
Until the end of the encounter, while the half-elf druid is in beast form, the half-elf druid gains a +2 bonus to AC and Fortitude.
- ● 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 +20, Perception +20
Str 13 (+11); Dex 19 (+14); Wis 21 (+15);
Con 16 (+13); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, scythe
-1 Level / +1 Level
Half-Elf Preserving Invoker [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 7 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 2d8 + 12 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.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +22 vs. Will; 5d6 + 12 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ 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 +19, Religion +19
Str 11 (+10); Dex 13 (+11); Wis 21 (+15);
Con 16 (+13); Int 19 (+14); Cha 14 (+12)
Equipment hide armor, morningstar
-1 Level / +1 Level
Half-Elf Wrathful Invoker [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15; low-light
HP 147; Bloodied 73
Healing Surges (+36 hp) ○○
AC 33; Fortitude 33, Reflex 30, Will 33
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 7 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +22 vs. Fortitude; 1d10 + 12 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; +22 vs. Reflex; 1d8 + 12 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; +22 vs. Will; 3d10 + 12 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] Astral Tempest (standard)
- Area burst 2 within 10; +22 vs. Fortitude; 7d6 + 12 damage, and the half-elf invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the half-elf invoker slides the target 3 squares and knock it prone.
- □ 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 +19, Religion +17
Str 11 (+10); Dex 13 (+11); Wis 21 (+15);
Con 21 (+15); Int 14 (+12); Cha 14 (+12)
Equipment chainmail, morningstar
-1 Level / +1 Level
Half-Elf Bear Shaman [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +20; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 29, Will 33
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +22 vs. Will; 1d8 + 12 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; +22 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +22 vs. Will; 3d6 + 12 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] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +22 vs. Fortitude; 2d10 + 12 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The half-elf shaman conjures a bear spirit in an unoccupied square
adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move
through its space, but allies can. As a move action, the half-elf shaman can move the spirit 5 squares.
The spirit
can flank enemies with the half-elf shaman and the half-elf shaman’s allies, and it can make opportunity attacks against the
half-elf shaman’s enemies: +22 vs. Reflex; 2d10 + 12 damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The half-elf shaman conjures the half-elf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the half-elf shaman falls unconscious or until the half-elf shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the half-elf shaman takes a move action, the half-elf
shaman can also move the spirit a number of squares equal to the half-elf shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 20 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 15 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; +22 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 +20, Perception +20
Str 12 (+11); Dex 13 (+11); Wis 21 (+15);
Con 21 (+15); Int 14 (+12); Cha 13 (+11)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Panther Shaman [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +20; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 33
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +22 vs. Fortitude; 1d10 + 12 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; +22 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +22 vs. Reflex; 2d10 + 12 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.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +22 vs. Reflex; 4d8 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the half-elf shaman’s
next turn, the half-elf shaman and the half-elf shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls
against the target. As a free action before the half-elf shaman’s next turn, each ally within 20 squares of the target can
make a saving throw and shift 3 squares as the first action of his or her turn.
- ● 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 20 damage to the spirit,
the spirit disappears, and the half-elf shaman takes 15 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; +22 vs. Reflex; 1d10 + 12 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 +20, Perception +20
Str 12 (+11); Dex 13 (+11); Wis 21 (+15);
Con 16 (+13); Int 19 (+14); Cha 13 (+11)
Equipment leather armor, longspear
-1 Level / +1 Level
Half-Elf Chaos Sorcerer [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +10; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 31; Fortitude 29, Reflex 31, Will 35
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d4 + 11 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +23 vs. Will; 1d10 + 19 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:
+23 vs. Will; 1d6 + 13 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; +23 vs. Will; 3d8 + 19 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] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +23 vs. Reflex; 6d6 + 19 lightning damage. If the half-elf sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the half-elf sorcerer rolled an odd number on the attack
roll, the target is dazed (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 +16, Bluff +21
Str 14 (+12); Dex 19 (+14); Wis 11 (+10);
Con 15 (+12); Int 12 (+11); Cha 23 (+16)
Equipment cloth armor, dagger
-1 Level / +1 Level
Half-Elf Dragon Sorcerer [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +10; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 31; Fortitude 31, Reflex 29, Will 35
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +23 vs. Reflex; 1d8 + 19 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.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +23 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the half-elf sorcerer
slides the target 4 squares.
- ○ 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; +23 vs. Reflex; 2d10 + 19 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 +16, Athletics +19
Str 19 (+14); Dex 14 (+12); Wis 11 (+10);
Con 15 (+12); Int 12 (+11); Cha 23 (+16)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Half-Elf Earth Warden [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +17; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 37; Fortitude 33, Reflex 30, Will 30
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 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
- +24 vs. AC; 1d10 + 12 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
- +24 vs. AC; 2d10 + 12 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.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +24 vs. AC; 4d10 + 12 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the half-elf warden’s next turn. Hit or Miss: Each enemy within
3 squares of the half-elf warden, other than the target, is slowed 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 +17, Perception +17
Str 21 (+15); Dex 13 (+11); Wis 14 (+12);
Con 21 (+15); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Half-Elf Wild Warden [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +19; low-light
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 34; Fortitude 33, Reflex 28, Will 32
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is slowed until the end of the half-elf warden’s next turn.
- ○ [M] Cleave (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and an enemy adjacent to the half-elf warden other than the target takes 5
damage.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +24 vs. Fortitude; 2d12 + 16 damage (crit 40 + 2d12), and the target is weakened until the end of the half-elf warden’s next
turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the half-elf warden shifts 1 square. +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ 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; +24 vs. Fortitude; 1d12 + 12 damage (crit 24 + 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 +19, Perception +19
Str 21 (+15); Dex 13 (+11); Wis 19 (+14);
Con 16 (+13); Int 11 (+10); Cha 14 (+12)
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.