Half-Elf NPCs [Level 21]

Half-Elf Battle Cleric [Level 21 Controller (Leader)]

Medium natural humanoid [XP 3200]

Initiative +11; Senses Perception +15; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 34, Reflex 29, Will 35
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage, and one ally within 5 squares gains a +6 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
+26 vs. AC; 2d10 + 14 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
+26 vs. Fortitude; 2d10 + 14 radiant damage, and the target is blinded until the end of the half-elf cleric’s next turn.
□ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
+26 vs. AC; 3d10 + 14 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 15 squares can spend a healing surge and regain an additional 5d6 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 +16
Str 22 (+16); Dex 13 (+11); Wis 20 (+15);
Con 16 (+13); Int 12 (+11); Cha 17 (+13)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Elf Devoted Cleric [Level 21 Controller (Leader)]

Medium natural humanoid [XP 3200]

Initiative +11; Senses Perception +16; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 31, Reflex 29, Will 36
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+22 vs. AC; 2d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +24 vs. Reflex; 2d8 + 14 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
+26 vs. AC; 2d10 + 14 damage, and the half-elf cleric gains 6 temporary hit points.
○ [C] Thunderous Word (standard) ✦ Thunder
Close blast 5; targets enemies; +24 vs. Reflex; 3d6 + 14 thunder damage, and the target is pushed 9 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; +24 vs. Reflex; 5d10 + 14 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 + 14 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 15 squares can spend a healing surge and regain an additional 5d6 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 +21, Religion +16
Str 15 (+12); Dex 13 (+11); Wis 22 (+16);
Con 16 (+13); Int 12 (+11); Cha 22 (+16)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Elf Greatweapon Fighter [Level 21 Soldier]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +12; low-light
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 36, Reflex 30, Will 30
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +26 vs. AC; 2d6 + 14 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12). Miss: 6 damage.
○ [M] Viper’s Strike (standard) ✦ Weapon
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12). 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
+26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12), 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; +26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12). 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: +26 vs. AC; 1d12 + 14 damage (crit 26 + 3d12).
Iron Warrior (minor) ✦ Healing
The half-elf fighter spends a healing surge, regaining an additional 2d6 + 6 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 +21, Intimidate +17
Str 22 (+16); Dex 15 (+12); Wis 14 (+12);
Con 22 (+16); Int 12 (+11); Cha 15 (+12)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Half-Elf Guardian Fighter [Level 21 Soldier]

Medium natural humanoid [XP 3200]

Initiative +15; Senses Perception +12; low-light
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 36, Reflex 35, Will 30
Speed 5

● [m] Longsword (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+27 vs. AC; 2d8 + 14 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
+27 vs. AC; 2d8 + 14 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
+27 vs. AC; 3d8 + 14 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
+27 vs. AC; 4d8 + 14 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 +17, Intimidate +17
Str 22 (+16); Dex 20 (+15); Wis 14 (+12);
Con 17 (+13); Int 12 (+11); Cha 15 (+12)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Avenging Paladin [Level 21 Soldier]

Medium natural humanoid [XP 3200]

Initiative +11; Senses Perception +12; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 35, Reflex 30, Will 35
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+27 vs. AC; 2d10 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+27 vs. AC; 2d10 + 14 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
+27 vs. AC; 2d10 + 14 damage. Miss: 6 damage.
○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
+27 vs. AC; 3d10 + 14 damage, and the target is pushed 6 squares. The target can’t move nearer to the half-elf paladin on its next turn.
□ [M] Crusader’s Boon (standard) ✦ Weapon
+27 vs. AC; 4d10 + 14 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 15 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 +21, Religion +16
Str 22 (+16); Dex 13 (+11); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 22 (+16)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Half-Elf Protecting Paladin [Level 21 Soldier]

Medium natural humanoid [XP 3200]

Initiative +11; Senses Perception +12; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 38; Fortitude 34, Reflex 32, Will 36
Speed 5

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 2d8 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 2d6 + 13 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage, and the half-elf paladin gains 2 temporary hit points.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +25 vs. Will; 2d6 + 15 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
+28 vs. Will; 2d8 + 15 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; +25 vs. Reflex; 3d10 + 15 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 + 8 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 +7 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 16 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 +22, Religion +16
Str 20 (+15); Dex 13 (+11); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 24 (+17)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Archer Ranger [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +16; Senses Perception +17; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 34, Reflex 35, Will 30
Speed 6

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 2d8 + 13 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+26 vs. AC; 2d6 + 13 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +26 vs. AC; 2d10 + 14 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +26/+26 vs. AC; 2d8 + 8 damage (main)/2d6 + 8 damage (off-hand).
Longbow: Ranged 20/40; +26 vs. AC (twice); 2d10 + 8 damage.
○ [R] Triple Shot (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +26 vs. AC; 1d10 + 14 damage per attack.
□ [R] Two-in-One Shot (standard) ✦ Weapon
Ranged 20/40; two attacks against one creature; +26 vs. AC; 2d10 + 14 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 +1 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 3d6 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 +20
Str 20 (+15); Dex 22 (+16); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Half-Elf Two-Blade Ranger [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +15; Senses Perception +17; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 35, Reflex 34, Will 30
Speed 6

● [m] Longsword (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +25 vs. AC; 2d10 + 13 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +27/+27 vs. AC; 2d8 + 8 damage (main)/2d8 + 8 damage (off-hand).
Longbow: Ranged 20/40; +25 vs. AC (twice); 2d10 + 8 damage.
○ [M] Wolf Pack Tactics (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 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; +27 vs. AC; 1d8 + 14 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): +29 vs. AC; 2d8 + 14 damage.
Longsword (second attack; off hand): +29 vs. AC; 2d8 + 14 damage.
Longsword (third attack; main): +29 vs. AC; 1d8 + 14 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 3d6 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 +15 hit points.

Skills Nature +17, Perception +17
Str 22 (+16); Dex 20 (+15); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Half-Elf Brawny Rogue [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +16; Senses Perception +11; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 31
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+26 vs. AC; 2d6 + 13 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +27 vs. AC; 2d6 + 14 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+27 vs. Reflex; 2d6 + 14 damage.
○ [R] Nimble Strike (standard) ✦ Weapon
The half-elf rogue can shift 1 square before or after the attack. Ranged 6/12; +27 vs. AC; 2d6 + 14 damage.
○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
Short Sword: +27 vs. Fortitude; 3d6 + 14 damage.
Shuriken: Ranged 6/12; +27 vs. Fortitude; 3d6 + 14 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: +27 vs. Fortitude; 2d6 + 14 damage.
Shuriken: Ranged 6/12; +27 vs. Fortitude; 2d6 + 14 damage.
□ [M] Flying Foe (standard) ✦ Weapon
+27 vs. Fortitude; 4d6 + 14 damage, and the half-elf rogue slides the target 5 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 5 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 5d6 damage.

Skills Acrobatics +21, Thievery +21
Str 20 (+15); Dex 22 (+16); Wis 13 (+11);
Con 16 (+13); Int 12 (+11); Cha 17 (+13)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Half-Elf Trickster Rogue [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +16; Senses Perception +16; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 31, Reflex 36, Will 34
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+23 vs. AC; 2d6 + 10 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +27 vs. AC; 2d6 + 14 damage.
Hand Crossbow: Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
The half-elf rogue can move 2 squares before the attack.
○ [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +24 vs. Will; 2d6 + 14 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: +27 vs. Will; 3d6 + 14 damage.
Hand Crossbow: Ranged 10/20; +26 vs. Will; 3d6 + 14 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: +27 vs. Will; 5d6 + 14 damage.
Hand Crossbow: Ranged 10/20; +26 vs. Will; 5d6 + 14 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 -6 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 5d6 damage.

Skills Stealth +21, Thievery +21
Str 15 (+12); Dex 22 (+16); Wis 13 (+11);
Con 16 (+13); Int 12 (+11); Cha 22 (+16)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Half-Elf Fey-Pact Warlock [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +11; Senses Perception +12; low-light
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 35; Fortitude 31, Reflex 34, Will 36
Speed 6

● [m] Spear (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +25 vs. Will; 2d6 + 15 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; +23 vs. Fortitude; 2d6 + 13 thunder damage, and the target is pushed 2 squares.
○ [R] Thirsting Tendrils (standard) ✦ Healing
Ranged 10; +25 vs. Fortitude; 3d6 + 15 damage, and the half-elf warlock can spend a healing surge, regaining an additional +5 hit points.
□ [R] Delusions of Loyalty (standard) ✦ Charm
Ranged 10; +25 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 3d6 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 +20, Bluff +22
Str 12 (+11); Dex 13 (+11); Wis 14 (+12);
Con 17 (+13); Int 20 (+15); Cha 24 (+17)
Equipment leather armor, spear

-1 Level / +1 Level

Half-Elf Infernal-Pact Warlock [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +11; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 35; Fortitude 35, Reflex 34, Will 32
Speed 6

● [m] Mace (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +25 vs. Reflex; 2d6 + 15 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 2d6 + 15 fire damage.
○ [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +23 vs. Reflex; 2d6 + 13 fire damage.
○ [R] Warlock’s Bargain (standard)
Ranged 5; +25 vs. Fortitude; the half-elf warlock takes 16 damage, and the target takes 3d10 + 25 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 3d6 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 21 temporary hit points.

Skills Arcana +20, Intimidate +18
Str 12 (+11); Dex 14 (+12); Wis 13 (+11);
Con 24 (+17); Int 20 (+15); Cha 17 (+13)
Equipment leather armor, mace

-1 Level / +1 Level

Half-Elf Star-Pact Warlock [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +11; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 32; Fortitude 35, Reflex 31, Will 35
Speed 6

● [m] Sickle (standard) ✦ Weapon
+21 vs. AC; 2d6 + 9 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +25 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the half-elf warlock on its next turn, it takes an extra 2d6 + 15 damage.
○ [R] Strand of Fate (standard)
Ranged 10; +24 vs. Reflex; 1d8 + 14 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; +24 vs. Reflex; 4d10 + 14 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 + 8 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 3d6 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 12 (+11); Dex 14 (+12); Wis 13 (+11);
Con 24 (+17); Int 15 (+12); Cha 22 (+16)
Equipment leather armor, sickle

-1 Level / +1 Level

Half-Elf Inspiring Warlord [Level 21 Soldier (Leader)]

Medium natural humanoid [XP 3200]

Initiative +13; Senses Perception +11; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 35, Reflex 30, Will 35
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +26 vs. AC; 2d10 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Furious Smash (standard) ✦ Weapon
+26 vs. Fortitude; 6 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 +6 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
+26 vs. AC; 2d10 + 14 damage. Miss: 6 damage.
○ [M] Battle On (standard) ✦ Weapon
+26 vs. AC; 3d10 + 14 damage, and every ally within 5 squares of the half-elf warlord makes a saving throw with a +6 bonus.
□ [M] Victory Surge (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 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 15 squares can spend a healing surge and regain an additional 5d6 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 16 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 +16, History +17
Str 22 (+16); Dex 13 (+11); Wis 12 (+11);
Con 16 (+13); Int 15 (+12); Cha 22 (+16)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Half-Elf Tactical Warlord [Level 21 Soldier (Leader)]

Medium natural humanoid [XP 3200]

Initiative +13; Senses Perception +11; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 35, Reflex 34, Will 32
Speed 6

● [m] Longsword (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 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
+27 vs. AC; 2d8 + 14 damage, and an enemy adjacent to the half-elf warlord other than the target takes 6 damage.
○ [M] Thunderous Fury (standard) ✦ Weapon
+27 vs. AC; 3d8 + 14 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 +5 power bonus to attack rolls against the target.
□ [M] Break the Tempo (standard) ✦ Weapon
+27 vs. AC; 4d8 + 14 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 -5 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 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +16, History +20
Str 22 (+16); Dex 13 (+11); Wis 12 (+11);
Con 16 (+13); Int 20 (+15); Cha 17 (+13)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Half-Elf Control Wizard [Level 21 Artillery]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +15; low-light
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 34; Fortitude 31, Reflex 34, Will 35
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +24 vs. Fortitude; 2d6 + 14 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; +24 vs. Reflex; 3d8 + 14 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; +24 vs. Reflex; 2d10 + 14 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 + 8 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 +6 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 -5 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 +21, Insight +22
Str 12 (+11); Dex 15 (+12); Wis 20 (+15);
Con 16 (+13); Int 22 (+16); Cha 15 (+12)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Half-Elf War Wizard [Level 21 Artillery]

Medium natural humanoid [XP 3200]

Initiative +15; Senses Perception +12; low-light
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 34; Fortitude 31, Reflex 34, Will 32
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +24 vs. Reflex; 2d6 + 14 fire damage.
○ [R] Force Volley (standard) ✦ Force
Ranged 20; targets one, two, or three creatures, one attack per target; +24 vs. Reflex; 3d6 + 14 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; +24 vs. Reflex; 5d6 + 14 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 +6 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 +5 bonus to a single attack roll.

Skills Arcana +21, History +21
Str 12 (+11); Dex 20 (+15); Wis 15 (+12);
Con 16 (+13); Int 22 (+16); Cha 15 (+12)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Half-Elf Isolating Avenger [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +11; Senses Perception +16; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 32, Reflex 34, Will 35
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+23 vs. AC; 2d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+27 vs. AC; 2d10 + 14 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; +24 vs. Reflex; 2d8 + 14 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
+27 vs. AC; 2d10 + 14 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 +5 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; +24 vs. Will; 4d8 + 14 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 +5 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 +20
Str 15 (+12); Dex 13 (+11); Wis 22 (+16);
Con 16 (+13); Int 20 (+15); Cha 14 (+12)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Half-Elf Pursuing Avenger [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +15; Senses Perception +16; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 32, Reflex 34, Will 35
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+23 vs. AC; 2d10 + 10 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +25 vs. AC; 2d8 + 13 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+27 vs. AC; 2d10 + 14 damage, and if the target doesn’t end its next turn adjacent to the half-elf avenger, the half-elf avenger can shift 6 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; +24 vs. Reflex; 2d8 + 14 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
+27 vs. AC; 2d10 + 14 damage, and the target is immobilized until the end of the half-elf avenger’s next turn. The half-elf avenger gains a +7 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
+27 vs. AC; 5d10 + 14 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 +11 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 +20
Str 15 (+12); Dex 20 (+15); Wis 22 (+16);
Con 16 (+13); Int 13 (+11); Cha 14 (+12)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Half-Elf Rageblood Barbarian [Level 21 Brute]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +16; low-light
HP 242; Bloodied 121
Healing Surges (+60 hp) ○○○
AC 36; Fortitude 36, Reflex 33, Will 31
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+26 vs. AC; 2d12 + 3d8 + 14 damage (crit 62 + 3d12). 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
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12), and an enemy adjacent to the half-elf barbarian other than the target takes 6 damage.
○ [M] Vigorous Strike (standard) ✦ Weapon
+26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12), and the half-elf barbarian gains 16 temporary hit points.
□ [M] Hydra Rage (standard) ✦ Rage, Weapon
+26 vs. AC; 4d12 + 14 damage (crit 62 + 3d12), 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 16 temporary hit points.
Barbarian Agility
While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +3 bonus to AC and Reflex.

Skills Athletics +20, Perception +16
Str 22 (+16); Dex 14 (+12); Wis 13 (+11);
Con 22 (+16); Int 12 (+11); Cha 17 (+13)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Elf Thaneborn Barbarian [Level 21 Brute]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +16; low-light
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 36; Fortitude 36, Reflex 33, Will 34
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+26 vs. AC; 2d12 + 3d6 + 14 damage (crit 56 + 3d12). 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
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12). 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
+26 vs. AC; 4d12 + 14 damage (crit 62 + 3d12), and the target takes a –6 penalty to AC until the end of the half-elf barbarian’s next turn.
□ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
+26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12), 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 +6 bonus to the attack roll.
Barbarian Agility
While the half-elf barbarian is not wearing heavy armor, the half-elf barbarian gains a +3 bonus to AC and Reflex.

Skills Athletics +20, Perception +16
Str 22 (+16); Dex 14 (+12); Wis 13 (+11);
Con 17 (+13); Int 12 (+11); Cha 22 (+16)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Elf Cunning Bard [Level 21 Controller (Leader)]

Medium natural humanoid [XP 3200]

Initiative +11; Senses Perception +16; low-light
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 31, Reflex 35, Will 36
Speed 6

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +25 vs. Will; 2d6 + 15 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; +25 vs. Will; 2d6 + 15 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; +25 vs. Reflex; 2d8 + 15 thunder damage, and the half-elf bard and each ally within 10 squares of the half-elf bard can shift 6 squares as a free action.
□ [R] Encircling Dance (standard) ✦ Radiant
Ranged 10; targets one or two creatures; +25 vs. Reflex; 3d8 + 15 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 15 squares can spend a healing surge and regain an additional 4d6 + 7 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 10 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 +20, Bluff +22
Str 14 (+12); Dex 13 (+11); Wis 12 (+11);
Con 17 (+13); Int 20 (+15); Cha 24 (+17)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Half-Elf Valorous Bard [Level 21 Controller (Leader)]

Medium natural humanoid [XP 3200]

Initiative +11; Senses Perception +16; low-light
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 34, Reflex 32, Will 36
Speed 5

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 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; +25 vs. Will; 2d6 + 15 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
+28 vs. AC; 2d8 + 15 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 +6 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 15 squares can spend a healing surge and regain an additional 4d6 + 7 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 11 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 +16
Str 14 (+12); Dex 13 (+11); Wis 12 (+11);
Con 22 (+16); Int 15 (+12); Cha 24 (+17)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Half-Elf Guardian Druid [Level 21 Controller]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +16; low-light
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 37; Fortitude 34, Reflex 31, Will 35
Speed 6

● [m] Scythe (standard) ✦ Weapon
+22 vs. AC; 4d4 + 10 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+24 vs. Reflex; 2d8 + 14 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; +24 vs. Fortitude; 2d6 + 8 cold damage, and the target slides 1 square.
○ [R] Haunting Spirits (standard) ✦ Psychic
Ranged 5; +24 vs. Will; 2d6 + 14 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; +24 vs. Fortitude; 3d6 + 14 damage, and the target slides 7 squares.
□ [A] Entangling Thorns (standard)
Area burst 2 within 10; +24 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect: 2d6 + 14 damage. Miss: 1d6 + 14 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 3d6 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 +21, Nature +21
Str 14 (+12); Dex 15 (+12); Wis 22 (+16);
Con 22 (+16); Int 13 (+11); Cha 14 (+12)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Elf Predator Druid [Level 21 Controller]

Medium natural humanoid [XP 3200]

Initiative +15; Senses Perception +21; low-light
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 31, Reflex 34, Will 35
Speed 7

● [m] Scythe (standard) ✦ Weapon
+22 vs. AC; 4d4 + 10 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+24 vs. Reflex; 2d8 + 14 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; +24 vs. Reflex; 2d6 + 8 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 6 fire damage.
○ [R] Haunting Spirits (standard) ✦ Psychic
Ranged 5; +24 vs. Will; 2d6 + 14 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
+24 vs. Fortitude; 3d10 + 14 damage, the half-elf druid grabs the target and shifts 5 squares, pulling the target with the half-elf druid.
□ [M] Primal Bear (standard) ✦ Beast Form, Healing
+24 vs. Fortitude; 3d10 + 14 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 +21, Perception +21
Str 14 (+12); Dex 20 (+15); Wis 22 (+16);
Con 17 (+13); Int 13 (+11); Cha 14 (+12)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Elf Preserving Invoker [Level 21 Artillery]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +16; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 36; Fortitude 32, Reflex 34, Will 35
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+21 vs. AC; 2d10 + 9 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +24 vs. Reflex; 2d8 + 14 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; +24 vs. Reflex; 2d8 + 14 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; +24 vs. Reflex; 2d8 + 14 damage. If the target moves more than 1 square before the end of the half-elf invoker’s next turn, the target takes 10 damage.
□ [R] Malediction of Gartak (standard)
Ranged 10; +24 vs. Will; 5d6 + 14 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 +5 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 +20, Religion +20
Str 12 (+11); Dex 14 (+12); Wis 22 (+16);
Con 17 (+13); Int 20 (+15); Cha 15 (+12)
Equipment hide armor, morningstar

-1 Level / +1 Level

Half-Elf Wrathful Invoker [Level 21 Artillery]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +16; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○○
AC 34; Fortitude 35, Reflex 31, Will 35
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+21 vs. AC; 2d10 + 9 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +24 vs. Fortitude; 2d10 + 14 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +6 radiant damage. The half-elf invoker can use this power as a ranged basic attack.
○ [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +24 vs. Reflex; 2d8 + 14 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; +24 vs. Will; 3d10 + 14 radiant damage, and until the end of the half-elf invoker’s next turn, each creature that the target attacks gains a +7 bonus to its next attack roll against the target.
□ [A] Astral Tempest (standard)
Area burst 2 within 10; +24 vs. Fortitude; 7d6 + 14 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 2d6+6 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 +20, Religion +17
Str 12 (+11); Dex 14 (+12); Wis 22 (+16);
Con 22 (+16); Int 15 (+12); Cha 15 (+12)
Equipment chainmail, morningstar

-1 Level / +1 Level

Half-Elf Bear Shaman [Level 21 Controller (Leader)]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +21; low-light
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 32; Fortitude 35, Reflex 30, Will 35
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +21 vs. AC; 2d10 + 9 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +24 vs. Will; 2d8 + 14 damage, and each ally adjacent to the half-elf shaman’s spirit companion gains 6 temporary hit points.
○ [A] Chill Wind (standard) ✦ Cold
Area burst 1 within 10; +24 vs. Fortitude; 2d6 + 8 cold damage, and the target slides 1 square.
○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
Ranged 10; +24 vs. Will; 3d6 + 14 damage, and each ally adjacent to the half-elf shaman’s spirit companion can spend a healing surge and regains an additional 12 hit points.
□ [R] Great Bear Guardian (standard) ✦ Conjuration
Ranged 10; +24 vs. Fortitude; 2d10 + 14 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: +24 vs. Reflex; 2d10 + 14 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 5d6 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; +24 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the half-elf shaman’s spirit companion regains 6 hit points.
Protector Spirit
Any ally adjacent to the half-elf shaman’s spirit companion regains 6 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 +21, Perception +21
Str 13 (+11); Dex 14 (+12); Wis 22 (+16);
Con 22 (+16); Int 15 (+12); Cha 14 (+12)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Elf Panther Shaman [Level 21 Controller (Leader)]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +21; low-light
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 35; Fortitude 32, Reflex 33, Will 35
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +21 vs. AC; 2d10 + 9 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +24 vs. Fortitude; 2d10 + 14 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; +24 vs. Fortitude; 2d6 + 8 cold damage, and the target slides 1 square.
○ [R] Shackles of the Mountain (standard)
Ranged 10; targets one or two creatures; +24 vs. Reflex; 2d10 + 14 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; +24 vs. Reflex; 4d8 + 14 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 5d6 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; +24 vs. Reflex; 2d10 + 14 damage.
Stalker Spirit
Any ally adjacent to the half-elf shaman’s spirit companion gains a +5 bonus to damage rolls against bloodied enemies.

Skills Nature +21, Perception +21
Str 13 (+11); Dex 14 (+12); Wis 22 (+16);
Con 17 (+13); Int 20 (+15); Cha 14 (+12)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Elf Chaos Sorcerer [Level 21 Artillery]

Medium natural humanoid [XP 3200]

Initiative +15; Senses Perception +11; low-light
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 33; Fortitude 31, Reflex 33, Will 37
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +26 vs. AC; 2d4 + 13 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +25 vs. Will; 2d10 + 24 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: +25 vs. Will; 1d6 + 17 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; +25 vs. Will; 3d8 + 24 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; +25 vs. Reflex; 6d6 + 24 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 +9 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 +22
Str 15 (+12); Dex 20 (+15); Wis 12 (+11);
Con 16 (+13); Int 13 (+11); Cha 24 (+17)
Equipment cloth armor, dagger

-1 Level / +1 Level

Half-Elf Dragon Sorcerer [Level 21 Skirmisher]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +11; low-light
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 33; Fortitude 33, Reflex 30, Will 37
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+25 vs. AC; 2d8 + 13 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +25 vs. Reflex; 2d8 + 24 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 5 fire damage.
□ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
Ranged 10; +25 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 5 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 -5 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; +25 vs. Reflex; 2d10 + 24 lightning damage and the half-elf sorcerer pushes the target 5 squares.
Draconic Power
The half-elf sorcerer gains a +9 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 +20
Str 20 (+15); Dex 15 (+12); Wis 12 (+11);
Con 16 (+13); Int 13 (+11); Cha 24 (+17)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Half-Elf Earth Warden [Level 21 Brute]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +17; low-light
HP 242; Bloodied 121
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 35, Reflex 32, Will 31
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 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
+26 vs. AC; 2d10 + 14 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
+26 vs. AC; 2d10 + 14 damage. The target is immobilized and takes a -6 penalty to AC and Reflex until the end of the half-elf warden’s next turn.
□ [M] Blizzard Strike (standard) ✦ Cold, Weapon
+26 vs. AC; 4d10 + 14 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 +6 power bonus.
Earthstrength
When the half-elf warden uses the half-elf warden’s second wind, the half-elf warden gains an additional +6 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 +18, Perception +17
Str 22 (+16); Dex 14 (+12); Wis 15 (+12);
Con 22 (+16); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Half-Elf Wild Warden [Level 21 Brute]

Medium natural humanoid [XP 3200]

Initiative +12; Senses Perception +20; low-light
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 36; Fortitude 35, Reflex 30, Will 34
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12), and the target is slowed until the end of the half-elf warden’s next turn.
○ [M] Cleave (standard) ✦ Weapon
+26 vs. AC; 2d12 + 14 damage (crit 38 + 3d12), and an enemy adjacent to the half-elf warden other than the target takes 6 damage.
○ [M] Razorleaf Cut (standard) ✦ Weapon
+26 vs. Fortitude; 2d12 + 19 damage (crit 43 + 3d12), 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. +26 vs. AC; 3d12 + 14 damage (crit 50 + 3d12), 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; +26 vs. Fortitude; 2d12 + 14 damage (crit 38 + 3d12), 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 -5 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 +20, Perception +20
Str 22 (+16); Dex 14 (+12); Wis 20 (+15);
Con 17 (+13); Int 12 (+11); Cha 15 (+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.