Shadar-kai NPCs [Level 1]
Shadar-kai Battle Cleric [Level 1 Controller (Leader)]
Medium shadow humanoid [XP 100]
Initiative +1; Senses Perception +2; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 11, Will 14
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the shadar-kai cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the target is dazed until the end of the shadar-kai cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +5 vs. AC; 2d10 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai cleric teleports 3 squares and become insubstantial until the start of the shadar-kai cleric’s next turn.
- ○○ Healing Word (minor) ✦ Healing
- The shadar-kai cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The shadar-kai cleric gains a +1 bonus to the shadar-kai cleric’s next attack roll or saving throw before the end of the shadar-kai
cleric’s next turn.
Skills Heal +7, Religion +6
Str 16 (+3); Dex 13 (+1); Wis 14 (+2);
Con 12 (+1); Int 12 (+1); Cha 13 (+1)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Shadar-kai Devoted Cleric [Level 1 Controller (Leader)]
Medium shadow humanoid [XP 100]
Initiative +1; Senses Perception +3; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 11, Will 15
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the shadar-kai cleric can see gains a +2 power bonus to his
or her next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +3 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the shadar-kai cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the shadar-kai cleric’s attacks
(save ends). Miss: Half damage, and the target gains no vulnerability.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai cleric teleports 3 squares and become insubstantial until the start of the shadar-kai cleric’s next turn.
- ○○ Healing Word (minor) ✦ Healing
- The shadar-kai cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The shadar-kai cleric gains a +1 bonus to the shadar-kai cleric’s next attack roll or saving throw before the end of the shadar-kai
cleric’s next turn.
Skills Heal +8, Religion +6
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 12 (+1); Int 12 (+1); Cha 14 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Shadar-kai Greatweapon Fighter [Level 1 Soldier]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +1; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 16, Reflex 12, Will 11
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +5 vs. AC; 2d12 + 3 damage (crit 27 + 1d12), and the target is slowed and cannot shift until end of the shadar-kai fighter’s
next turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: The power is not expended.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai fighter teleports 3 squares and become insubstantial until the start of the shadar-kai fighter’s next turn.
- Combat Challenge
- Every time the shadar-kai fighter attacks an enemy, the shadar-kai fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the shadar-kai fighter’s next turn. If the marked creature makes an attack that doesn’t
include the shadar-kai fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the shadar-kai fighter and shifts or makes an attack that does not include the shadar-kai fighter, the shadar-kai
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +8, Intimidate +5
Str 16 (+3); Dex 15 (+2); Wis 12 (+1);
Con 14 (+2); Int 12 (+1); Cha 11 (+0)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Shadar-kai Guardian Fighter [Level 1 Soldier]
Medium shadow humanoid [XP 100]
Initiative +3; Senses Perception +1; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 19; Fortitude 16, Reflex 15, Will 11
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+6 vs. AC; 1d8 + 3 damage, and the target is pushed 1 square if it is the shadar-kai fighter’s size, smaller than the shadar-kai
fighter, or one size category larger. The shadar-kai fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +6 vs. AC; 2d8 + 3 damage, and the shadar-kai fighter can spend a healing surge. Miss: The power is not expended.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai fighter teleports 3 squares and become insubstantial until the start of the shadar-kai fighter’s next turn.
- Combat Challenge
- Every time the shadar-kai fighter attacks an enemy, the shadar-kai fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the shadar-kai fighter’s next turn. If the marked creature makes an attack that doesn’t
include the shadar-kai fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the shadar-kai fighter and shifts or makes an attack that does not include the shadar-kai fighter, the shadar-kai
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +6, Intimidate +5
Str 16 (+3); Dex 16 (+3); Wis 12 (+1);
Con 13 (+1); Int 12 (+1); Cha 11 (+0)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Avenging Paladin [Level 1 Soldier]
Medium shadow humanoid [XP 100]
Initiative +1; Senses Perception +1; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 18; Fortitude 15, Reflex 12, Will 13
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 radiant damage. If the shadar-kai paladin has marked the target, the shadar-kai paladin gains a +1 bonus
to the damage roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +6 vs. AC; 2d10 + 4 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +6 vs. AC; 3d10 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai paladin teleports 3 squares and become insubstantial until the start of the shadar-kai paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The shadar-kai paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
shadar-kai 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 5 radiant damage. The shadar-kai 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 shadar-kai paladin challenges another target. Divine Challenge
can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The shadar-kai paladin spends a healing surge but regains no hit points. Instead, one creature touched by the shadar-kai paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
Skills Intimidate +7, Religion +6
Str 16 (+3); Dex 13 (+1); Wis 13 (+1);
Con 12 (+1); Int 12 (+1); Cha 14 (+2)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Shadar-kai Protecting Paladin [Level 1 Soldier]
Medium shadow humanoid [XP 100]
Initiative +1; Senses Perception +1; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 20; Fortitude 14, Reflex 14, Will 14
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the shadar-kai paladin gains 1 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage. Hit or Miss: Until the end of the shadar-kai paladin’s next turn, one ally within 5 squares
of the shadar-kai paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 3d8 + 3 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the shadar-kai paladin’s next turn.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai paladin teleports 3 squares and become insubstantial until the start of the shadar-kai paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The shadar-kai paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
shadar-kai 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 6 radiant damage. The shadar-kai 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 shadar-kai paladin challenges another target. Divine Challenge
can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The shadar-kai paladin spends a healing surge but regains no hit points. Instead, one creature touched by the shadar-kai paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
Skills Intimidate +8, Religion +6
Str 14 (+2); Dex 13 (+1); Wis 13 (+1);
Con 12 (+1); Int 12 (+1); Cha 16 (+3)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Archer Ranger [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +4; Senses Perception +6; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 17; Fortitude 14, Reflex 15, Will 11
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +5/+5 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The shadar-kai ranger can shift 2 squares either before or after the attack.
Longsword: +5 vs. AC; 2d8 + 2 damage.
Longbow: Ranged 20/40; +6 vs. AC; 2d10 + 4 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +6 vs. AC; 2d10 + 4 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai ranger teleports 3 squares and become insubstantial until the start of the shadar-kai ranger’s next turn.
- ● Hunter’s Quarry (minor)
- The shadar-kai ranger can designate the nearest visible enemy as the shadar-kai ranger’s quarry. Once per round when hitting
this quarry, the shadar-kai ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter
or until the shadar-kai ranger designates a different target as the quarry. The shadar-kai ranger can only designate one enemy
as quarry at a time.
- Archer Fighting Style
- The shadar-kai ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The shadar-kai ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +6, Stealth +10
Str 14 (+2); Dex 18 (+4); Wis 13 (+1);
Con 12 (+1); Int 12 (+1); Cha 11 (+0)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Shadar-kai Two-Blade Ranger [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +3; Senses Perception +6; low-light
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 15, Reflex 14, Will 11
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +6/+6 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +6 vs. AC; 1d8 + 3 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +6 vs. AC; 2d8 + 3 damage.
Longsword (off hand):
+6 vs. AC; 2d8 + 3 damage.
Miss: Half damage per attack.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai ranger teleports 3 squares and become insubstantial until the start of the shadar-kai ranger’s next turn.
- ● Hunter’s Quarry (minor)
- The shadar-kai ranger can designate the nearest visible enemy as the shadar-kai ranger’s quarry. Once per round when hitting
this quarry, the shadar-kai ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter
or until the shadar-kai ranger designates a different target as the quarry. The shadar-kai ranger can only designate one enemy
as quarry at a time.
- Two-Blade Fighting Style
- The shadar-kai ranger can wield a one-handed weapon in the shadar-kai ranger’s off hand as if it were an off-hand weapon.
In addition, the shadar-kai ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The shadar-kai ranger gains an additional +5 hit points.
Skills Nature +6, Perception +6
Str 16 (+3); Dex 16 (+3); Wis 13 (+1);
Con 12 (+1); Int 12 (+1); Cha 11 (+0)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Shadar-kai Brawny Rogue [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +4; Senses Perception +0; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 16, Will 11
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 4 damage.
Hit:
The target is slowed and grants combat advantage to the shadar-kai rogue (save ends both). Miss: Half damage, and the
target grants combat advantage to the shadar-kai rogue until the end of the shadar-kai rogue’s next turn.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai rogue teleports 3 squares and become insubstantial until the start of the shadar-kai rogue’s next turn.
- First Strike
- At the start of an encounter, the shadar-kai rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the shadar-kai rogue’s weapon damage die increases by one size. When wielding a dagger, the shadar-kai
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the shadar-kai rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the shadar-kai rogue deals an extra 2d6 damage.
Skills Acrobatics +11, Thievery +9
Str 14 (+2); Dex 18 (+4); Wis 11 (+0);
Con 12 (+1); Int 12 (+1); Cha 13 (+1)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Shadar-kai Trickster Rogue [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +4; Senses Perception +5; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 12
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +4 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
The shadar-kai rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 4 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the shadar-kai rogue
hits the target the shadar-kai rogue slides it 1 square.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai rogue teleports 3 squares and become insubstantial until the start of the shadar-kai rogue’s next turn.
- First Strike
- At the start of an encounter, the shadar-kai rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the shadar-kai rogue’s weapon damage die increases by one size. When wielding a dagger, the shadar-kai
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the shadar-kai rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the shadar-kai rogue deals an extra 2d6 damage.
Skills Stealth +11, Thievery +9
Str 13 (+1); Dex 18 (+4); Wis 11 (+0);
Con 12 (+1); Int 12 (+1); Cha 14 (+2)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Shadar-kai Fey-Pact Warlock [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +1; Senses Perception +1; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 14, Will 14
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the shadar-kai warlock is invisible to the target until the start of the
shadar-kai warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –5 penalty to attack rolls until the end of the shadar-kai
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai warlock teleports 3 squares and become insubstantial until the start of the shadar-kai warlock’s next turn.
- ● Warlock’s Curse (minor)
- The shadar-kai warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy,
the shadar-kai warlock can deal an extra 1d6 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 shadar-kai warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The shadar-kai warlock can immediately teleport 3 squares.
Skills Arcana +8, Bluff +8
Str 10 (+0); Dex 13 (+1); Wis 12 (+1);
Con 13 (+1); Int 16 (+3); Cha 16 (+3)
Equipment leather armor, spear
-1 Level / +1 Level
Shadar-kai Infernal-Pact Warlock [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +0; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 15; Fortitude 14, Reflex 14, Will 12
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d6 + 3 fire damage. If the shadar-kai warlock takes damage before the end of the shadar-kai warlock’s
next turn, the target takes an extra 1d6 + 3 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +3 vs. Will; 2d8 + 3 necrotic damage, and the shadar-kai warlock gains 8 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 3d10 + 3 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai warlock teleports 3 squares and become insubstantial until the start of the shadar-kai warlock’s next turn.
- ● Warlock’s Curse (minor)
- The shadar-kai warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy,
the shadar-kai warlock can deal an extra 1d6 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 shadar-kai 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 shadar-kai warlock gains 1 temporary hit points.
Skills Arcana +8, Intimidate +6
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 16 (+3); Int 16 (+3); Cha 13 (+1)
Equipment leather armor, mace
-1 Level / +1 Level
Shadar-kai Star-Pact Warlock [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +0; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 14, Reflex 13, Will 13
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +2 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the shadar-kai warlock on its next turn,
it takes an extra 1d6 + 3 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +2 vs. Will; 2d8 + 2 psychic damage, and the target takes a –3 penalty to Will defense until the end of the shadar-kai
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +2 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the shadar-kai warlock’s next
turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai warlock teleports 3 squares and become insubstantial until the start of the shadar-kai warlock’s next turn.
- ● Warlock’s Curse (minor)
- The shadar-kai warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy,
the shadar-kai warlock can deal an extra 1d6 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 shadar-kai warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The shadar-kai warlock gains a +1 bonus to a single d20 roll the shadar-kai warlock makes during the shadar-kai warlock’s
next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Skills Arcana +7, Insight +5
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 16 (+3); Int 15 (+2); Cha 14 (+2)
Equipment leather armor, sickle
-1 Level / +1 Level
Shadar-kai Inspiring Warlord [Level 1 Soldier (Leader)]
Medium shadow humanoid [XP 100]
Initiative +3; Senses Perception +0; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 15, Reflex 12, Will 13
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +5 vs. Fortitude; 3 damage, and choose one ally adjacent to either the shadar-kai warlord or the target. On his or her next
attack against the target, this ally gains a +2 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] Guarding Attack (standard) ✦ Weapon
- +5 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the shadar-kai warlord or the target gains a +3 power bonus to
AC against the target’s attacks until the end of the shadar-kai warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +5 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the shadar-kai warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the shadar-kai warlord gains 7 temporary hit points.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai warlord teleports 3 squares and become insubstantial until the start of the shadar-kai warlord’s next turn.
- ○○ Inspiring Word (minor) ✦ Healing
- The shadar-kai warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- Inspiring Presence
- When an ally who can see the shadar-kai warlord spends an action point to take an extra action, that ally also regains 2 lost
hit points.
- Combat Leader
- The shadar-kai warlord and each ally within 10 squares who can see and hear the shadar-kai warlord gains a +2 power bonus
to initiative.
Skills Heal +5, History +7
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 12 (+1); Int 15 (+2); Cha 14 (+2)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Shadar-kai Tactical Warlord [Level 1 Soldier (Leader)]
Medium shadow humanoid [XP 100]
Initiative +3; Senses Perception +0; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 17; Fortitude 15, Reflex 14, Will 12
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage. Before the shadar-kai warlord attacks, one ally adjacent to either the shadar-kai warlord or the
target may shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and one ally within 5 squares gains a +4 power bonus to attack rolls against the target until the
end of the shadar-kai warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +6 vs. AC; 3d8 + 3 damage, and the shadar-kai warlord and allies within 5 squares gain a +4 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai warlord teleports 3 squares and become insubstantial until the start of the shadar-kai warlord’s next turn.
- ○○ Inspiring Word (minor) ✦ Healing
- The shadar-kai warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- Tactical Presence
- When an ally the shadar-kai warlord can see spends an action point to make an extra attack, the ally gains a +3 bonus to the
attack roll.
- Combat Leader
- The shadar-kai warlord and each ally within 10 squares who can see and hear the shadar-kai warlord gains a +2 power bonus
to initiative.
Skills Heal +5, History +8
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 12 (+1); Int 16 (+3); Cha 13 (+1)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Control Wizard [Level 1 Artillery]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +2; low-light
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 14; Fortitude 12, Reflex 14, Will 14
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +4 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the shadar-kai wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +4 vs. Reflex; 1d6 + 4 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the shadar-kai wizard’s next turn. The shadar-kai wizard can end this effect as
a minor action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +4 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai wizard teleports 3 squares and become insubstantial until the start of the shadar-kai wizard’s next turn.
- ○ Orb of Imposition (free)
- The shadar-kai wizard can choose one creature suffering from one of the shadar-kai wizard’s wizard spells whose effect ends
on a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the shadar-kai
wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the shadar-kai wizard’s current
turn, so that it lasts instead until the end of the shadar-kai wizard’s next turn.
Skills Arcana +9, Insight +7
Str 10 (+0); Dex 15 (+2); Wis 14 (+2);
Con 12 (+1); Int 18 (+4); Cha 11 (+0)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Shadar-kai War Wizard [Level 1 Artillery]
Medium shadow humanoid [XP 100]
Initiative +3; Senses Perception +1; low-light
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 14; Fortitude 12, Reflex 14, Will 13
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +4 vs. Reflex; 1d6 + 4 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +4 vs. Reflex; 2d6 + 4 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +4 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +4 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai wizard teleports 3 squares and become insubstantial until the start of the shadar-kai wizard’s next turn.
- ○ Wand of Accuracy (free)
- The shadar-kai wizard gains a +3 bonus to a single attack roll.
Skills Arcana +9, History +9
Str 10 (+0); Dex 16 (+3); Wis 13 (+1);
Con 12 (+1); Int 18 (+4); Cha 11 (+0)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Shadar-kai Isolating Avenger [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +1; Senses Perception +3; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 14
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the shadar-kai avenger shifts 1 square, sliding the target 1 square into the space the shadar-kai
avenger occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 damage, and until the end of the shadar-kai avenger’s next turn, any enemy that ends its turn adjacent
to the shadar-kai avenger or that hits or misses the shadar-kai avenger takes 8 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +6 vs. AC; 2d10 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the shadar-kai avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai avenger teleports 3 squares and become insubstantial until the start of the shadar-kai avenger’s next turn.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the shadar-kai avenger can see in within 10 squares. When the shadar-kai avenger makes a melee attack against
the target and the target is the only enemy adjacent to the shadar-kai avenger, the shadar-kai 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 shadar-kai avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the shadar-kai avenger makes an attack roll against the shadar-kai avenger’s oath of
enmity target.
The ally makes a second attack roll and uses either result.
- Censure of Retribution
- When any enemy other than the shadar-kai avenger’s oath of enmity target hits the shadar-kai avenger, the shadar-kai avenger
gains a +3 bonus to damage rolls against the shadar-kai avenger’s oath of enmity target until the end of the shadar-kai avenger’s
next turn. This bonus is cumulative.
- Armor of Faith
- The favor of the shadar-kai avenger’s deity wards the shadar-kai avenger from harm. While the shadar-kai avenger is neither
wearing heavy armor nor using a shield, the shadar-kai avenger gains a +3 bonus to AC.
Skills Athletics +6, Religion +8
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 12 (+1); Int 16 (+3); Cha 10 (+0)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Shadar-kai Pursuing Avenger [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +3; Senses Perception +3; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 14
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and if the target doesn’t end its next turn adjacent to the shadar-kai avenger, the shadar-kai
avenger can shift 4 squares as a free action. The shadar-kai avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage. Before the attack, the shadar-kai avenger shifts 4 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +6 vs. AC; 2d10 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the shadar-kai avenger at the start of the shadar-kai avenger’s turn, the shadar-kai avenger
can teleport to a space within 3 squares of it as a minor action. This effect ends if the shadar-kai avenger ends the shadar-kai
avenger’s turn more than 3 squares away from the target.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai avenger teleports 3 squares and become insubstantial until the start of the shadar-kai avenger’s next turn.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the shadar-kai avenger can see in within 10 squares. When the shadar-kai avenger makes a melee attack against
the target and the target is the only enemy adjacent to the shadar-kai avenger, the shadar-kai 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 shadar-kai avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the shadar-kai avenger makes an attack roll against the shadar-kai avenger’s oath of
enmity target.
The ally makes a second attack roll and uses either result.
- Censure of Pursuit
- If the shadar-kai avenger’s oath of enmity target moves away from the shadar-kai avenger willingly, the shadar-kai avenger
gains a +5 bonus to damage rolls against the target until the end of the shadar-kai avenger’s next turn.
- Armor of Faith
- The favor of the shadar-kai avenger’s deity wards the shadar-kai avenger from harm. While the shadar-kai avenger is neither
wearing heavy armor nor using a shield, the shadar-kai avenger gains a +3 bonus to AC.
Skills Religion +6, Stealth +10
Str 13 (+1); Dex 16 (+3); Wis 16 (+3);
Con 12 (+1); Int 13 (+1); Cha 10 (+0)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Shadar-kai Rageblood Barbarian [Level 1 Brute]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +5; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 11
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d8 + 3 damage (crit 23 + 1d12). Hit or Miss: Until the start of the shadar-kai barbarian’s next
turn, any attacker gains a +2 bonus to attack rolls against the shadar-kai barbarian. If the shadar-kai barbarian is raging,
attackers do not gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +5 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Hit or Miss: Until the start of the shadar-kai barbarian’s next turn,
any attacker gains a +4 bonus to attack rolls against the shadar-kai barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: Half damage. Hit or Miss: The shadar-kai barbarian enters
the rage of the bloodhunt. Until the rage ends, the shadar-kai barbarian gains a +2 bonus to melee damage rolls if either
the shadar-kai barbarian or the shadar-kai barbarian’s target is bloodied.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai barbarian teleports 3 squares and become insubstantial until the start of the shadar-kai barbarian’s next turn.
- ○ Swift Charge (free)
- When the shadar-kai barbarian’s attack reduces an enemy to 0 hit points.
The shadar-kai barbarian charges an enemy.
- Rageblood Vigor
- Whenever the shadar-kai barbarian’s attack reduces an enemy to 0 hit points, the shadar-kai barbarian gains 2 temporary hit
points.
- Barbarian Agility
- While the shadar-kai barbarian is not wearing heavy armor, the shadar-kai barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 14 (+2); Int 12 (+1); Cha 13 (+1)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Shadar-kai Thaneborn Barbarian [Level 1 Brute]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +5; low-light
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 12
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). When charging, the shadar-kai barbarian can use this power in place of
a melee basic attack. If the shadar-kai barbarian is raging, the shadar-kai barbarian can move 2 extra squares as part of
the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). If the shadar-kai barbarian targets two creatures,
the shadar-kai barbarian can shift 2 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d12 + 3 damage (crit 15 + 1d12), and the shadar-kai barbarian knocks
the target prone. Miss: Half damage. Hit or Miss: The shadar-kai barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the shadar-kai barbarian hits, the shadar-kai barbarian gains 3 temporary hit points.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai barbarian teleports 3 squares and become insubstantial until the start of the shadar-kai barbarian’s next turn.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the shadar-kai 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 shadar-kai barbarian’s next turn.
- Thaneborn Triumph
- Whenever the shadar-kai barbarian bloodies an enemy, the next attack by the shadar-kai barbarian or an ally against that enemy
gains a +2 bonus to the attack roll.
- Barbarian Agility
- While the shadar-kai barbarian is not wearing heavy armor, the shadar-kai barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 13 (+1); Int 12 (+1); Cha 14 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Shadar-kai Cunning Bard [Level 1 Controller (Leader)]
Medium shadow humanoid [XP 100]
Initiative +1; Senses Perception +5; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 17; Fortitude 12, Reflex 15, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the shadar-kai
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +3 vs. Will; 1d6 + 3 damage, and the shadar-kai bard slides the target 4 squares. During the slide, the shadar-kai
bard or one of the shadar-kai bard’s allies can make a melee basic attack against the target as a free action, with a +2 power
bonus to the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +3 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai bard teleports 3 squares and become insubstantial until the start of the shadar-kai bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The shadar-kai bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The shadar-kai bard can also slide the target 1 square.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 8 squares of the shadar-kai bard, the shadar-kai bard can slide
that ally 1 square as a free action.
- Skill Versatility
- The shadar-kai bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Bluff +8
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 13 (+1); Int 16 (+3); Cha 16 (+3)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Shadar-kai Valorous Bard [Level 1 Controller (Leader)]
Medium shadow humanoid [XP 100]
Initiative +1; Senses Perception +5; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 14, Will 14
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the target takes a –2 penalty to the defense of the shadar-kai bard’s choice until the end
of the shadar-kai bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +3 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 2 squares. Hit or Miss:
The shadar-kai bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and the target grants combat advantage to the shadar-kai bard and the shadar-kai bard’s allies
(save ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the shadar-kai bard hits
an enemy, that enemy grants combat advantage to the shadar-kai bard and the shadar-kai bard’s allies until the end of the
shadar-kai bard’s next turn.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai bard teleports 3 squares and become insubstantial until the start of the shadar-kai bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The shadar-kai bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The shadar-kai bard can also slide the target 1 square.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the shadar-kai bard reduces an enemy to 0 hit points or bloodies an enemy,
the shadar-kai bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The shadar-kai bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Athletics +5
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 14 (+2); Int 15 (+2); Cha 16 (+3)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Shadar-kai Guardian Druid [Level 1 Controller]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the shadar-kai druid’s next turn. This power can
be used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 5 cold damage, and the target is immobilized until the end of the shadar-kai druid’s next
turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the shadar-kai druid’s choice within
5 squares of the target regains 7 hit points. Aftereffect: One creature of the shadar-kai druid’s choice within 5 squares
of the target regains 2 hit points. Miss: Half damage.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai druid teleports 3 squares and become insubstantial until the start of the shadar-kai druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The shadar-kai druid changes from the shadar-kai druid’s humanoid form to beast form or vice versa. When the shadar-kai druid
changes from beast form back to the shadar-kai druid’s humanoid form, the shadar-kai druid shifts 1 square. While the shadar-kai
druid is in beast form, the shadar-kai druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the shadar-kai druid can sustain such powers. The shadar-kai druid can use this power once per round.
- Primal Guardian
- While the shadar-kai druid is not wearing heavy armor, the shadar-kai druid can use the shadar-kai druid’s Constitution modifier
in place of the shadar-kai druid’s Dexterity or Intelligence modifier to determine the shadar-kai druid’s AC.
Skills Heal +8, Nature +8
Str 12 (+1); Dex 15 (+2); Wis 16 (+3);
Con 14 (+2); Int 13 (+1); Cha 10 (+0)
Equipment hide armor, scythe
-1 Level / +1 Level
Shadar-kai Predator Druid [Level 1 Controller]
Medium shadow humanoid [XP 100]
Initiative +3; Senses Perception +8; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 14
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 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; +3 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the shadar-kai druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +3 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the shadar-kai druid can
shift 3 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +3 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the shadar-kai druid’s next turn.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai druid teleports 3 squares and become insubstantial until the start of the shadar-kai druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The shadar-kai druid changes from the shadar-kai druid’s humanoid form to beast form or vice versa. When the shadar-kai druid
changes from beast form back to the shadar-kai druid’s humanoid form, the shadar-kai druid shifts 1 square. While the shadar-kai
druid is in beast form, the shadar-kai druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the shadar-kai druid can sustain such powers. The shadar-kai druid can use this power once per round.
- Primal Predator
- While the shadar-kai druid is not wearing heavy armor, the shadar-kai druid gains a +1 bonus to the shadar-kai druid’s speed.
Skills Nature +8, Perception +8
Str 12 (+1); Dex 16 (+3); Wis 16 (+3);
Con 13 (+1); Int 13 (+1); Cha 10 (+0)
Equipment hide armor, scythe
-1 Level / +1 Level
Shadar-kai Preserving Invoker [Level 1 Artillery]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 25; Bloodied 12
Healing Surges (+6 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 14
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +3 vs. Reflex; 1d8 + 3 radiant damage, and the shadar-kai invoker slides the target 1 square. The shadar-kai invoker
can use this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +4 power bonus to AC until the end of the shadar-kai invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +3 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the shadar-kai invoker’s next turn.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai invoker teleports 3 squares and become insubstantial until the start of the shadar-kai invoker’s next turn.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the shadar-kai invoker hits the shadar-kai invoker’s ally.
The shadar-kai invoker gains a +3 bonus to the shadar-kai invoker’s next attack roll against the triggering enemy if that
attack occurs before the end of the shadar-kai invoker’s next turn.
- Covenant of Preservation
- When the shadar-kai invoker uses a divine encounter or daily attack power on the shadar-kai invoker’s turn, the shadar-kai
invoker can slide an ally within 10 squares of the shadar-kai invoker 1 square.
Skills Arcana +8, Religion +8
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 13 (+1); Int 16 (+3); Cha 11 (+0)
Equipment hide armor, morningstar
-1 Level / +1 Level
Shadar-kai Wrathful Invoker [Level 1 Artillery]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 16; Fortitude 14, Reflex 13, Will 14
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The shadar-kai invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +3 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
shadar-kai invoker targets only one creature. In addition, the target is dazed until the end of the shadar-kai invoker’s next
turn and is pushed 2 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai invoker teleports 3 squares and become insubstantial until the start of the shadar-kai invoker’s next turn.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the shadar-kai invoker hits the shadar-kai invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- Covenant of Wrath
- When the shadar-kai invoker uses a divine encounter or daily attack power on the shadar-kai invoker’s turn, the shadar-kai
invoker gains a bonus to the damage roll equal to 1 for each enemy the shadar-kai invoker attacks with the power.
Skills Endurance +6, Religion +7
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 14 (+2); Int 15 (+2); Cha 11 (+0)
Equipment chainmail, morningstar
-1 Level / +1 Level
Shadar-kai Bear Shaman [Level 1 Controller (Leader)]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +8; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 14, Reflex 12, Will 14
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Will; 1d8 + 3 damage, and each ally adjacent to the shadar-kai shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +3 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the shadar-kai shaman’s next turn, the shadar-kai
shaman and the shadar-kai shaman’s allies gain 2 resistance to all damage while adjacent to the shadar-kai shaman’s spirit
companion. In addition, the shadar-kai shaman or one ally within 5 squares of the shadar-kai shaman gains 2 temporary hit
points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +3 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the shadar-kai shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action,
a character can end this effect on himself or herself to regain 10 hit points.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai shaman teleports 3 squares and become insubstantial until the start of the shadar-kai shaman’s next turn.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The shadar-kai shaman conjures the shadar-kai shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the shadar-kai shaman falls unconscious or until the shadar-kai shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the shadar-kai shaman takes a move action,
the shadar-kai shaman can also move the spirit a number of squares equal to the shadar-kai 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 10 damage
to the spirit, the spirit disappears, and the shadar-kai shaman takes 5 damage. Otherwise, the spirit is unaffected by the
attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The shadar-kai shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to
the shadar-kai shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once
per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the shadar-kai shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the shadar-kai shaman’s
spirit companion regains 3 hit points.
- Protector Spirit
- Any ally adjacent to the shadar-kai shaman’s spirit companion regains 2 additional hit points when he or she uses second wind
or when the shadar-kai shaman uses a healing power on him or her.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 14 (+2); Int 15 (+2); Cha 10 (+0)
Equipment leather armor, longspear
-1 Level / +1 Level
Shadar-kai Panther Shaman [Level 1 Controller (Leader)]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +8; low-light
HP 29; Bloodied 14
Healing Surges (+7 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Fortitude; 1d10 + 3 damage, and until the end of the shadar-kai shaman’s next turn, the shadar-kai
shaman’s spirit companion can flank with the shadar-kai shaman and the shadar-kai shaman’s allies. If the target is bloodied,
the shadar-kai shaman gains a +1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +3 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the shadar-kai
shaman gains a +3 bonus to the attack roll. Hit: Until the end of the shadar-kai shaman’s next turn, the shadar-kai
shaman and the shadar-kai shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the
shadar-kai shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the shadar-kai shaman’s spirit companion; +3 vs. Will;
3d6 + 3 psychic damage, and the shadar-kai shaman knocks the target prone. Miss: Half damage.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai shaman teleports 3 squares and become insubstantial until the start of the shadar-kai shaman’s next turn.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The shadar-kai shaman conjures the shadar-kai shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the shadar-kai shaman falls unconscious or until the shadar-kai shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the shadar-kai shaman takes a move action,
the shadar-kai shaman can also move the spirit a number of squares equal to the shadar-kai 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 10 damage
to the spirit, the spirit disappears, and the shadar-kai shaman takes 5 damage. Otherwise, the spirit is unaffected by the
attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The shadar-kai shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to
the shadar-kai shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once
per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the shadar-kai shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 1d10 + 3 damage.
- Stalker Spirit
- Any ally adjacent to the shadar-kai shaman’s spirit companion gains a +3 bonus to damage rolls against bloodied enemies.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 13 (+1); Int 16 (+3); Cha 10 (+0)
Equipment leather armor, longspear
-1 Level / +1 Level
Shadar-kai Chaos Sorcerer [Level 1 Artillery]
Medium shadow humanoid [XP 100]
Initiative +3; Senses Perception +0; low-light
HP 24; Bloodied 12
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 15
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +3 vs. Will; 1d10 + 6 psychic damage and if the shadar-kai 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:
+3 vs. Will; 1d6 + 3 psychic damage. If the shadar-kai sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The shadar-kai sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +3 vs. Will; 1d10 + 6 psychic damage, and the target is pushed 3 squares. If
the shadar-kai sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 6d6 + 6 radiant damage and if the shadar-kai sorcerer rolled an even number on the attack roll, the
target takes a -3 penalty to attack rolls against the shadar-kai sorcerer (save ends). Miss: Half damage.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai sorcerer teleports 3 squares and become insubstantial until the start of the shadar-kai sorcerer’s next turn.
- Chaos Power
- The shadar-kai sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the shadar-kai sorcerer rolls a natural 20 on an attack roll for an arcane power, the shadar-kai sorcerer slides the
target 1 square and knock it prone after applying the attack’s other effects. When the shadar-kai sorcerer rolls a natural
1 on an attack roll for an arcane power, the shadar-kai sorcerer must push each creature within 5 squares of the shadar-kai
sorcerer 1 square.
Skills Arcana +6, Bluff +8
Str 13 (+1); Dex 16 (+3); Wis 10 (+0);
Con 12 (+1); Int 13 (+1); Cha 16 (+3)
Equipment cloth armor, dagger
-1 Level / +1 Level
Shadar-kai Dragon Sorcerer [Level 1 Skirmisher]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +0; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 12; Fortitude 13, Reflex 12, Will 15
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +3 vs. Reflex; 1d8 + 5 fire damage. The next enemy that hits the shadar-kai sorcerer with a melee attack before
the end of the shadar-kai sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +3 vs. Reflex; 2d6 + 5 acid damage, and the target can’t gain combat advantage against any creature until the
end of the shadar-kai sorcerer’s next turn. The shadar-kai sorcerer gains concealment until the end of the shadar-kai sorcerer’s
next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +3 vs. Reflex; 3d8 + 5 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
shadar-kai sorcerer’s next turn, whenever an enemy hits the shadar-kai sorcerer with a melee attack, the shadar-kai sorcerer
pushes that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai sorcerer teleports 3 squares and become insubstantial until the start of the shadar-kai sorcerer’s next turn.
- Draconic Power
- The shadar-kai sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the shadar-kai sorcerer is not wearing heavy armor, the shadar-kai sorcerer can use the shadar-kai sorcerer’s Strength
modifier in place of the shadar-kai sorcerer’s Dexterity or Intelligence modifier to determine the shadar-kai sorcerer’s AC.
Skills Arcana +6, Athletics +7
Str 14 (+2); Dex 15 (+2); Wis 10 (+0);
Con 12 (+1); Int 13 (+1); Cha 16 (+3)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Shadar-kai Earth Warden [Level 1 Brute]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +6; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 17; Fortitude 15, Reflex 14, Will 12
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and the shadar-kai warden gains a +1 power bonus to AC until the end of the shadar-kai warden’s
next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the shadar-kai warden pushes the target 2 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +5 vs. Fortitude; 1d6 thunder damage, and the shadar-kai warden pushes the secondary target 1 square.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai warden teleports 3 squares and become insubstantial until the start of the shadar-kai warden’s next turn.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The shadar-kai warden assumes the guardian form of the willow sentinel until the end of the encounter. While the shadar-kai
warden is in this form, the shadar-kai warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power
bonus to Fortitude while adjacent to the shadar-kai warden. Once during this encounter, the shadar-kai warden can make the
following attack while the shadar-kai warden is in this form as an immediate interrupt when an enemy adjacent to the shadar-kai
warden makes an attack roll against the shadar-kai warden’s ally.
Secondary Attack: Targets the triggering enemy;
+5 vs. AC; 1d10 + 3 damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and
the target takes a –2 penalty to the triggering attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the shadar-kai warden that is within 5 squares of the shadar-kai warden makes an attack that does
not include the shadar-kai warden as a target.
Targets the triggering enemy; The shadar-kai warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Earthstrength
- When the shadar-kai warden uses the shadar-kai warden’s second wind, the shadar-kai warden gains an additional +2 bonus to
AC. The bonus lasts until the end of the shadar-kai warden’s next turn.
- Font of Life
- At the start of the shadar-kai warden’s turn, the shadar-kai 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 shadar-kai warden on the shadar-kai warden’s
current turn. If the shadar-kai warden fails the saving throw, the shadar-kai warden still makes a saving throw against the
effect at the end of the shadar-kai warden’s turn.
- Nature’s Wrath
- Once during each of the shadar-kai warden’s turns, the shadar-kai warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the shadar-kai warden’s next turn.
Skills Athletics +5, Perception +6
Str 16 (+3); Dex 14 (+2); Wis 13 (+1);
Con 14 (+2); Int 12 (+1); Cha 11 (+0)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Shadar-kai Wild Warden [Level 1 Brute]
Medium shadow humanoid [XP 100]
Initiative +2; Senses Perception +7; low-light
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 15; Fortitude 15, Reflex 12, Will 13
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and the target is slowed until the end of the shadar-kai warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +5 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai warden teleports 3 squares and become insubstantial until the start of the shadar-kai warden’s next turn.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The shadar-kai warden assumes the guardian form of the relentless panther until the end of the encounter. While the shadar-kai
warden is in this form, the shadar-kai warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked
by the shadar-kai warden. In addition, the shadar-kai warden can shift 2 squares as a move action. Once during this encounter,
the shadar-kai warden can make the following attack while the shadar-kai warden is in this form as a standard action.
Secondary Attack: Before the attack, the shadar-kai warden shifts the shadar-kai warden’s speed; +5 vs. Reflex;
2d12 + 3 damage (crit 27 + 1d12), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the shadar-kai warden makes an attack that does not include the shadar-kai warden as a target.
Targets the triggering enemy; +5 vs. Fortitude; 1d12 + 3 damage (crit 15 + 1d12), and the target grants combat advantage to
the shadar-kai warden and the shadar-kai warden’s allies until the end of the shadar-kai warden’s next turn.
- Wildblood
- When the shadar-kai warden uses the shadar-kai warden’s second wind, each enemy marked by the shadar-kai warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the shadar-kai warden as a target, until the end of the shadar-kai
warden’s next turn.
- Font of Life
- At the start of the shadar-kai warden’s turn, the shadar-kai 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 shadar-kai warden on the shadar-kai warden’s
current turn. If the shadar-kai warden fails the saving throw, the shadar-kai warden still makes a saving throw against the
effect at the end of the shadar-kai warden’s turn.
- Nature’s Wrath
- Once during each of the shadar-kai warden’s turns, the shadar-kai warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the shadar-kai warden’s next turn.
Skills Athletics +7, Perception +7
Str 16 (+3); Dex 14 (+2); Wis 14 (+2);
Con 13 (+1); Int 12 (+1); Cha 11 (+0)
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.