Shadar-kai NPCs [Level 5]
Shadar-kai Battle Cleric [Level 5 Controller (Leader)]
Medium shadow humanoid [XP 200]
Initiative +3; Senses Perception +4; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 14, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 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] Split the Sky (standard) ✦ Thunder, Weapon
- +8 vs. Fortitude; 1d10 + 4 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ Bless (standard)
- The shadar-kai cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○ 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.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the shadar-kai cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ 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 +9, Religion +8
Str 17 (+5); Dex 13 (+3); Wis 15 (+4);
Con 12 (+3); Int 12 (+3); Cha 13 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Shadar-kai Devoted Cleric [Level 5 Controller (Leader)]
Medium shadow humanoid [XP 200]
Initiative +3; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 14, Will 18
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 1d8 + 4 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.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the shadar-kai cleric can see gains combat
advantage against the target until the end of the shadar-kai cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +6 vs. AC; 1d10 + 4 damage. The shadar-kai cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The shadar-kai cleric’s allies gain combat advantage against the target. The shadar-kai cleric can move
the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the shadar-kai cleric’s
next turn. Sustain Minor: Repeat the attack. The shadar-kai cleric’s allies continue to gain combat advantage against
the weapon’s target.
- □ Cure Light Wounds (standard) ✦ Healing
- The shadar-kai cleric or one creature touched by the shadar-kai cleric regains hit points as if spending a healing surge.
- ○ 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 +10, Religion +8
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 12 (+3); Int 12 (+3); Cha 15 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Shadar-kai Greatweapon Fighter [Level 5 Soldier]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +3; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 19, Reflex 15, Will 14
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 3 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 6 damage (crit 30 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12), and the target is immobilized (save ends). 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.
- □ Unstoppable (minor) ✦ Healing
- The shadar-kai fighter gains 2d6 + 2 temporary hit points.
- 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 +10, Intimidate +7
Str 17 (+5); Dex 15 (+4); Wis 12 (+3);
Con 15 (+4); Int 12 (+3); Cha 11 (+2)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Shadar-kai Guardian Fighter [Level 5 Soldier]
Medium shadow humanoid [XP 200]
Initiative +5; Senses Perception +3; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 22; Fortitude 19, Reflex 18, Will 14
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+9 vs. AC; 1d8 + 4 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] Dance of Steel (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and the target is immobilized until the end of the shadar-kai fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +9 vs. AC; 2d8 + 4 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). 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.
- ○ Get Over Here (move)
- The shadar-kai fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the shadar-kai fighter.
- 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 +8, Intimidate +7
Str 17 (+5); Dex 17 (+5); Wis 12 (+3);
Con 13 (+3); Int 12 (+3); Cha 11 (+2)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Avenging Paladin [Level 5 Soldier]
Medium shadow humanoid [XP 200]
Initiative +3; Senses Perception +3; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 21; Fortitude 18, Reflex 15, Will 16
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +9 vs. AC; 1d10 + 4 radiant damage. If the shadar-kai paladin has marked the target, the shadar-kai paladin gains a +1 bonus
to the damage roll.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +9 vs. AC against one or two targets; 1d10 + 4 damage, and the target is marked until the end of the shadar-kai paladin’s
next turn.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The shadar-kai paladin must spend a healing surge without regaining any hit points.
+9 vs. AC; 4d10 + 4 radiant damage. Miss: Half damage.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the shadar-kai paladin and allies within
it a +1 power bonus to AC.
- ○ 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 +9, Religion +8
Str 17 (+5); Dex 13 (+3); Wis 13 (+3);
Con 12 (+3); Int 12 (+3); Cha 15 (+4)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Shadar-kai Protecting Paladin [Level 5 Soldier]
Medium shadow humanoid [XP 200]
Initiative +3; Senses Perception +3; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 23; Fortitude 17, Reflex 17, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage, and the shadar-kai paladin gains 1 temporary hit points.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +9 vs. Will; 2d8 + 4 damage. If the shadar-kai paladin is bloodied, the shadar-kai paladin regains 6 hit points. Bloodied
allies within 5 squares of the shadar-kai paladin also regain 6 hit points.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +6 vs. Reflex; 2d6 + 4 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The shadar-kai paladin and the shadar-kai paladin’s allies gain a +1 power bonus
to all defenses while within the zone.
- ○ 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.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The shadar-kai paladin is hit by the attack instead.
Skills Intimidate +10, Religion +8
Str 15 (+4); Dex 13 (+3); Wis 13 (+3);
Con 12 (+3); Int 12 (+3); Cha 17 (+5)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Archer Ranger [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +6; Senses Perception +8; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 1 damage.
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 3d10 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ○ 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.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the shadar-kai ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +8 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +9
vs. AC; 1d10 + 5 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the shadar-kai ranger with a melee attack.
The shadar-kai ranger can shift 1 square. The shadar-kai ranger gains a +2 power bonus to all defenses until the end of the
shadar-kai ranger’s next turn.
- 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 +8, Stealth +12
Str 15 (+4); Dex 19 (+6); Wis 13 (+3);
Con 12 (+3); Int 12 (+3); Cha 11 (+2)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Shadar-kai Two-Blade Ranger [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +5; Senses Perception +8; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 4 damage.
After the first or the second
attack, the shadar-kai ranger can shift 2 squares.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The shadar-kai ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+9 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +9 vs. AC; 1d8 + 4 damage.
Hit or Miss: After
attacking the primary target, the shadar-kai ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +9 vs. AC; 1d8 + 4 damage (off-hand).
- ○ 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.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the shadar-kai ranger with a melee attack.
The shadar-kai ranger slides the enemy into a square adjacent to the shadar-kai ranger and gain combat advantage against it
until the end of the shadar-kai ranger’s next turn.
- 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 +8, Perception +8
Str 17 (+5); Dex 17 (+5); Wis 13 (+3);
Con 12 (+3); Int 12 (+3); Cha 11 (+2)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Shadar-kai Brawny Rogue [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +6; Senses Perception +2; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 14
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +10 vs. Reflex; 1d6 + 5 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +10 vs. AC; 2d6 + 5 damage, and the target grants combat advantage to the shadar-kai rogue until the end of the shadar-kai
rogue’s next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +10 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ 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.
- ○ Tumble (move)
- The shadar-kai rogue can shift a number of squares equal to one-half the shadar-kai rogue’s speed.
- 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 +13, Thievery +11
Str 15 (+4); Dex 19 (+6); Wis 11 (+2);
Con 12 (+3); Int 12 (+3); Cha 13 (+3)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Shadar-kai Trickster Rogue [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +6; Senses Perception +7; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 19, Will 15
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +10 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
The shadar-kai rogue can move 2 squares before the attack.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +10 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 2d6 + 5 damage.
Hit: Add +2 to the shadar-kai rogue’s AC until the start of the shadar-kai rogue’s next turn.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +10 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. Fortitude; 2d6 +
5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Fleeting Ghost (move)
- The shadar-kai rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- ○ 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 +13, Thievery +11
Str 13 (+3); Dex 19 (+6); Wis 11 (+2);
Con 12 (+3); Int 12 (+3); Cha 15 (+4)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Shadar-kai Fey-Pact Warlock [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +3; Senses Perception +3; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 17, Will 17
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the shadar-kai warlock is invisible to the target until the start of the
shadar-kai warlock’s next turn.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +6 vs. Fortitude; 1d8 + 4 damage, and the target is immobilized until the end of the shadar-kai warlock’s next
turn. Hit or Miss: The shadar-kai warlock teleports 8 squares.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 2d6 + 4 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the shadar-kai warlock’s choice (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.
- ○ Ethereal Stride (move) ✦ Teleportation
- The shadar-kai warlock can teleport 3 squares, and the shadar-kai warlock gains a +2 power bonus to all defenses until the
end 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 +10, Bluff +10
Str 10 (+2); Dex 13 (+3); Wis 12 (+3);
Con 13 (+3); Int 17 (+5); Cha 17 (+5)
Equipment leather armor, spear
-1 Level / +1 Level
Shadar-kai Infernal-Pact Warlock [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +2; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 18; Fortitude 17, Reflex 17, Will 15
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d6 + 4 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 + 4 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d6 + 4 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +6 vs. Reflex; 2d10 + 4 fire damage. Hit or Miss: The targets take 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.
- □ Fiendish Resilience (minor)
- The shadar-kai warlock gains 6 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The shadar-kai warlock gains 5 temporary hit points.
Skills Arcana +10, Intimidate +8
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 17 (+5); Int 17 (+5); Cha 13 (+3)
Equipment leather armor, mace
-1 Level / +1 Level
Shadar-kai Star-Pact Warlock [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +2; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 16
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +6 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the shadar-kai warlock on its next turn,
it takes an extra 1d6 + 4 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +6 vs. Fortitude; 2d8 + 4 cold damage, and the target grants combat advantage to the shadar-kai warlock and any
allies until the end of the shadar-kai warlock’s next turn. Hit or Miss: The target takes a -2 penalty to AC until
the end of the shadar-kai warlock’s next turn.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the shadar-kai warlock’s next turn, blocking
line of sight. Creatures that enter the zone or start their turns there take 2d10 + 1 necrotic damage. Sustain Minor:
Make a secondary attack against each creature within the zone. Secondary Attack: +6 vs. Fortitude; 1d6 + 4 necrotic
damage.
- ○ 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.
- ○ Ethereal Stride (move) ✦ Teleportation
- The shadar-kai warlock can teleport 3 squares, and the shadar-kai warlock gains a +2 power bonus to all defenses until the
end 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 +9, Insight +7
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 17 (+5); Int 15 (+4); Cha 15 (+4)
Equipment leather armor, sickle
-1 Level / +1 Level
Shadar-kai Inspiring Warlord [Level 5 Soldier (Leader)]
Medium shadow humanoid [XP 200]
Initiative +5; Senses Perception +2; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 18, Reflex 15, Will 16
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +8 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] Warlord’s Strike (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage, and all of the shadar-kai warlord’s allies gain a +3 bonus to damage rolls against the target
until the end of the shadar-kai warlord’s next turn.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +8 vs. AC; 3d10 + 4 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
2 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.
- ○ Shake It Off (minor)
- The shadar-kai warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
- 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 4 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 +7, History +9
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 12 (+3); Int 15 (+4); Cha 15 (+4)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Shadar-kai Tactical Warlord [Level 5 Soldier (Leader)]
Medium shadow humanoid [XP 200]
Initiative +5; Senses Perception +2; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 20; Fortitude 18, Reflex 17, Will 15
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 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] Steel Monsoon (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and 3 allies within 5 squares of the shadar-kai warlord can shift 1 square.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +9 vs. Reflex; 3d8 + 4 damage. Hit or Miss: Until the end of the encounter, when the shadar-kai warlord is adjacent
to the target and it walks or runs, the shadar-kai warlord can cancel that movement as an immediate interrupt.
- ○ 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.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ 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 +7, History +10
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 12 (+3); Int 17 (+5); Cha 13 (+3)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Control Wizard [Level 5 Artillery]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +4; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 17; Fortitude 15, Reflex 17, Will 17
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +7 vs. Fortitude; 1d6 + 5 cold damage, and the target is slowed until the end of the shadar-kai wizard’s next turn.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +7 vs. Will; 1d6 + 5 radiant damage, and the target is dazed until the end of the shadar-kai wizard’s next
turn.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +7 vs. Fortitude; 1d10 + 5 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the shadar-kai wizard’s next turn. Creatures that enter the zone or start
their turns there take 1d10 + 5 poison damage. As a move action, the shadar-kai wizard can move the zone up to 6 squares.
Sustain Minor: The zone persists.
- ○ 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.
- ○ Shield (immediate interrupt) ✦ Force
- When the shadar-kai wizard is hit by an attack.
The shadar-kai wizard gains a +4 power bonus to AC and Reflex defense until the end of the shadar-kai wizard’s next turn.
Skills Arcana +11, Insight +9
Str 10 (+2); Dex 15 (+4); Wis 15 (+4);
Con 12 (+3); Int 19 (+6); Cha 11 (+2)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Shadar-kai War Wizard [Level 5 Artillery]
Medium shadow humanoid [XP 200]
Initiative +5; Senses Perception +3; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 17; Fortitude 15, Reflex 17, Will 16
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +7 vs. Reflex; 1d6 + 5 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +7 vs. Reflex; 2d6 + 5 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +7 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
- ○ 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.
- ○ Shield (immediate interrupt) ✦ Force
- When the shadar-kai wizard is hit by an attack.
The shadar-kai wizard gains a +4 power bonus to AC and Reflex defense until the end of the shadar-kai wizard’s next turn.
Skills Arcana +11, History +11
Str 10 (+2); Dex 17 (+5); Wis 13 (+3);
Con 12 (+3); Int 19 (+6); Cha 11 (+2)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Shadar-kai Isolating Avenger [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +3; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 17, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage, and the shadar-kai avenger shifts 1 square, sliding the target 1 square into the space the shadar-kai
avenger occupied.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +9 vs. AC; 2d10 + 4 fire damage, and until the end of the shadar-kai avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 8 fire damage.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +9 vs. AC; 2d10 + 4 damage, and the shadar-kai avenger is invisible to the target (save ends). Aftereffect: The shadar-kai
avenger is invisible to the target until the end of the shadar-kai avenger’s next turn. Miss: Half damage, and the
shadar-kai avenger is invisible to the target until the end of the shadar-kai avenger’s next turn.
- ○ 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.
- ○ Refocus Enmity (minor)
- Choose one creature the shadar-kai avenger can see within 10 squares. The target becomes the target of the shadar-kai avenger’s
oath of enmity, replacing the current target.
- ○ [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 +8, Religion +10
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 12 (+3); Int 17 (+5); Cha 10 (+2)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Shadar-kai Pursuing Avenger [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +5; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 17, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +8 vs. AC; 1d8 + 4 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 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] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d10 + 4 damage, and the shadar-kai avenger teleports the target 4 squares. The shadar-kai avenger then teleports
to a space adjacent to the target.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the shadar-kai avenger hits the target with a divine power,
the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the shadar-kai avenger hits the target
with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the shadar-kai
avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ 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.
- ○ Distracting Flare (move)
- The shadar-kai avenger becomes invisible and moves the shadar-kai avenger’s speed. The shadar-kai avenger is invisible until
the end of the movement.
- ○ [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 +8, Stealth +12
Str 13 (+3); Dex 17 (+5); Wis 17 (+5);
Con 12 (+3); Int 13 (+3); Cha 10 (+2)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Shadar-kai Rageblood Barbarian [Level 5 Brute]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +7; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 19; Fortitude 19, Reflex 16, Will 14
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 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] Blade Sweep (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and each enemy adjacent to the shadar-kai barbarian takes 2 damage.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +8 vs. AC; 2d12 + 4 fire damage (crit 28 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The shadar-kai barbarian enters the rage of the silver phoenix. Until the rage ends, the shadar-kai barbarian
gains regeneration 3. In addition, the first time the shadar-kai barbarian drops to 0 hit points or fewer, the shadar-kai
barbarian can spend a healing surge as an immediate interrupt.
- ○ 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.
- □ Primal Vitality (minor)
- The shadar-kai barbarian gains 4 temporary hit points. If the shadar-kai barbarian is raging, the shadar-kai barbarian instead
gains 6 temporary hit points.
- ○ 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 +9, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 15 (+4); Int 12 (+3); Cha 13 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Shadar-kai Thaneborn Barbarian [Level 5 Brute]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +7; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 19, Reflex 16, Will 15
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 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] Daring Charge (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). When charging, the shadar-kai barbarian can use this power in place of a melee
basic attack. If the shadar-kai barbarian charges, the shadar-kai barbarian gains a +2 bonus to the attack roll and the damage
roll for each opportunity attack made against the shadar-kai barbarian while the shadar-kai barbarian charges. The shadar-kai
barbarian gains a +2 bonus to AC against any opportunity attack the shadar-kai barbarian provokes during the shadar-kai barbarian’s
charge.
- □ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the shadar-kai barbarian as a free action. If it does
so, the shadar-kai barbarian’s attack deals 1d12 damage extra cold damage.
+8 vs. AC; 3d12 + 4 cold damage (crit 40
+ 1d12). Miss: Half damage. Hit or Miss: The shadar-kai barbarian enters the rage of the frost wolf. Until the
rage ends, any enemy that hits the shadar-kai barbarian with a melee attack takes 5 cold damage.
- ○ 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.
- ○ Combat Sprint (move)
- The shadar-kai barbarian moves the shadar-kai barbarian’s speed + 4. The shadar-kai barbarian gains a +4 bonus to all defenses
against any opportunity attack the shadar-kai barbarian provoke with this movement.
- ○ [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 +9, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 13 (+3); Int 12 (+3); Cha 15 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Shadar-kai Cunning Bard [Level 5 Controller (Leader)]
Medium shadow humanoid [XP 200]
Initiative +3; Senses Perception +7; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 20; Fortitude 15, Reflex 18, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the shadar-kai
bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +9 vs. Reflex; 1d8 + 4 damage, and each ally within 5 squares of the shadar-kai bard gains a +4 bonus to damage rolls against
the target until the end of the shadar-kai bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +6 vs. Will; the target is dominated until the end of the shadar-kai bard’s next turn. Hit or Miss: The
target makes a basic attack against an enemy of the shadar-kai bard’s choice as a free action.
- ○ 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.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the shadar-kai bard’s next turn. When
the shadar-kai bard moves, the zone moves with the shadar-kai bard, remaining centered on the shadar-kai bard. While within
the zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- 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 +10, Bluff +10
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 13 (+3); Int 17 (+5); Cha 17 (+5)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Shadar-kai Valorous Bard [Level 5 Controller (Leader)]
Medium shadow humanoid [XP 200]
Initiative +3; Senses Perception +7; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 16, Reflex 17, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 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.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and each ally within 5 squares of the shadar-kai bard gains a +3 bonus to attack rolls while charging
until the end of the shadar-kai bard’s next turn.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +6 vs. Will; 2d6 + 4 psychic damage, and the target is affected by the shadar-kai bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the shadar-kai bard
than where it started its turn, the target takes 1d6 + 4 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The shadar-kai bard pushes the target 3 squares.
- ○ 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.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the shadar-kai bard’s next turn.
When the shadar-kai bard moves, the zone moves with the shadar-kai bard, remaining centered on the shadar-kai bard. While
within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- 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 +9, Athletics +7
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Shadar-kai Guardian Druid [Level 5 Controller]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +6 vs. AC; 2d4 + 2 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 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; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 2 squares and is knocked prone.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The shadar-kai druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high
and must be on a solid surface, and it lasts until the end of the shadar-kai druid’s next turn. The wall provides cover. A
creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall
square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes
1d10 + 4 damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ○ 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.
- ○ Barkskin (minor)
- The shadar-kai druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the shadar-kai druid’s next
turn.
- 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 +10, Nature +10
Str 12 (+3); Dex 15 (+4); Wis 17 (+5);
Con 15 (+4); Int 13 (+3); Cha 10 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Shadar-kai Predator Druid [Level 5 Controller]
Medium shadow humanoid [XP 200]
Initiative +5; Senses Perception +10; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 17
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +6 vs. AC; 2d4 + 2 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 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; +6 vs. Reflex; 1d6 + 1 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] Predator’s Flurry (standard) ✦ Beast Form
- +6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the shadar-kai druid’s next turn. Hit or
Miss: The shadar-kai druid shifts 3 squares and then make a secondary attack against one creature other than the primary
target. Secondary Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the shadar-kai
druid’s next turn.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the shadar-kai druid gains a +3 power bonus to the shadar-kai druid’s speed while the shadar-kai
druid is in beast form.
- 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 +10, Perception +10
Str 12 (+3); Dex 17 (+5); Wis 17 (+5);
Con 13 (+3); Int 13 (+3); Cha 10 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Shadar-kai Preserving Invoker [Level 5 Artillery]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 49; Bloodied 24
Healing Surges (+12 hp) ○
AC 19; Fortitude 16, Reflex 17, Will 17
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 1d8 + 4 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.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the shadar-kai invoker or the shadar-kai invoker’s allies before the end of its next turn,
the target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the shadar-kai invoker or the
shadar-kai invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of
that turn.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +6 vs. Fortitude; 1d8 + 4 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the shadar-kai invoker’s next turn. Miss: Half damage, and the target is blinded 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.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ 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 +10, Religion +10
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 13 (+3); Int 17 (+5); Cha 11 (+2)
Equipment hide armor, morningstar
-1 Level / +1 Level
Shadar-kai Wrathful Invoker [Level 5 Artillery]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 51; Bloodied 25
Healing Surges (+12 hp) ○
AC 19; Fortitude 17, Reflex 16, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Fortitude; 1d10 + 4 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.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the shadar-kai invoker’s
next turn.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ 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.
- □ Shroud of Warning (no action)
- When the shadar-kai invoker and the shadar-kai invoker’s allies roll initiative at the beginning of an encounter.
The shadar-kai invoker and each ally in within 10 squares gains a +4 bonus to the initiative check.
- 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 +8, Religion +9
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 11 (+2)
Equipment chainmail, morningstar
-1 Level / +1 Level
Shadar-kai Bear Shaman [Level 5 Controller (Leader)]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +10; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 17, Reflex 15, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 1 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the shadar-kai shaman’s spirit companion gains 2 temporary
hit points.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the shadar-kai shaman’s spirit companion can spend
a healing surge and regains 2 additional hit points.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +6 vs. Will; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
shadar-kai shaman and the shadar-kai shaman’s allies gain a +2 bonus to attack rolls against the target.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ○ 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 12 damage
to the spirit, the spirit disappears, and the shadar-kai shaman takes 7 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; +6 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 +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 10 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Shadar-kai Panther Shaman [Level 5 Controller (Leader)]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +10; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 1 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 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] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the shadar-kai shaman’s next turn, any ally adjacent
to the shadar-kai shaman’s spirit companion can shift as a minor action. In addition, until the end of the shadar-kai shaman’s
next turn, any ally ignores difficult terrain in the shadar-kai shaman’s spirit companion’s space and in squares adjacent
to it.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +6 vs. Reflex; 2d6 + 4 damage, and the shadar-kai shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ○ 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 12 damage
to the spirit, the spirit disappears, and the shadar-kai shaman takes 7 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.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the shadar-kai shaman’s allies gain a +1 bonus to attack rolls.
- ● [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; +6 vs. Reflex; 1d10 + 4 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 +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 13 (+3); Int 17 (+5); Cha 10 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Shadar-kai Chaos Sorcerer [Level 5 Artillery]
Medium shadow humanoid [XP 200]
Initiative +5; Senses Perception +2; low-light
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 18
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +6 vs. Will; 1d10 + 7 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:
+6 vs. Will; 1d6 + 4 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.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +6 vs. Fortitude; 1d8 + 7 force damage, and the target is immobilized until the end of the shadar-kai sorcerer’s
next turn. If the shadar-kai sorcerer rolled an even number on the attack roll, the shadar-kai sorcerer slides the target
3 squares.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +6 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ 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.
- ○ Stretch Spell (minor)
- Until the end of the shadar-kai sorcerer’s turn, add +3 to the range of the shadar-kai sorcerer’s ranged arcane powers.
- 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 +8, Bluff +10
Str 13 (+3); Dex 17 (+5); Wis 10 (+2);
Con 12 (+3); Int 13 (+3); Cha 17 (+5)
Equipment cloth armor, dagger
-1 Level / +1 Level
Shadar-kai Dragon Sorcerer [Level 5 Skirmisher]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +2; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 15; Fortitude 16, Reflex 15, Will 18
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +6 vs. Reflex; 1d8 + 6 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] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +6 vs. Fortitude; 2d8 + 6 poison damage, and the target takes a –2 penalty to Fortitude until the end of the
shadar-kai sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +6 vs. Fortitude; 2d6 + 6 thunder damage. Hit or Miss: The shadar-kai sorcerer jumps a number of squares
equal to the shadar-kai sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +6 vs. Fortitude; 2d6 + 3 thunder damage, and the shadar-kai
sorcerer pushes the secondary target 1 square.
- ○ 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.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the shadar-kai sorcerer is hit by an attack.
Until the end of the shadar-kai sorcerer’s next turn, the shadar-kai sorcerer gains a +1 power bonus to all defenses, and
any creature that hits the shadar-kai sorcerer with a melee attack takes 1d6 + 3 fire damage.
- 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 +8, Athletics +9
Str 15 (+4); Dex 15 (+4); Wis 10 (+2);
Con 12 (+3); Int 13 (+3); Cha 17 (+5)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Shadar-kai Earth Warden [Level 5 Brute]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +8; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 20; Fortitude 18, Reflex 17, Will 15
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 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] Earthgrasp Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and the shadar-kai warden knocks the target prone. The target can’t stand up until the end of
the shadar-kai warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 4 damage.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the shadar-kai warden teleports 5 squares. +8 vs. Reflex; 2d10 + 4 thunder damage, and the target is dazed
(save ends). Miss: Half damage, and the target is dazed until the end of the shadar-kai warden’s next turn.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The shadar-kai warden and the
shadar-kai warden’s allies have cover while within the zone.
- ○ 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.
- ● [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 +7, Perception +8
Str 17 (+5); Dex 14 (+4); Wis 13 (+3);
Con 15 (+4); Int 12 (+3); Cha 11 (+2)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Shadar-kai Wild Warden [Level 5 Brute]
Medium shadow humanoid [XP 200]
Initiative +4; Senses Perception +9; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 18; Fortitude 18, Reflex 15, Will 16
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the shadar-kai warden’s next turn.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). If the target shifts before the start of the shadar-kai warden’s next turn, the
shadar-kai warden shifts 3 squares as an immediate reaction.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the shadar-kai warden can see; +8 vs. Reflex; 1d12 + 4 poison damage (crit 16 + 1d12), and
the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed
(save ends).
- ○ 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.
- ○ Eyes of the Hawk (minor)
- The shadar-kai warden makes a Perception check with a +10 power bonus.
- ● [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; +8 vs. Fortitude; 1d12 + 4 damage (crit 16 + 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 +9, Perception +9
Str 17 (+5); Dex 14 (+4); Wis 15 (+4);
Con 13 (+3); Int 12 (+3); Cha 11 (+2)
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.