Shadar-kai NPCs [Level 7]
Shadar-kai Battle Cleric [Level 7 Controller (Leader)]
Medium shadow humanoid [XP 300]
Initiative +4; Senses Perception +5; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 19
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 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] Awe Strike (standard) ✦ Fear, Weapon
- +10 vs. Will; 1d10 + 5 damage, and the target is immobilized until the end of the shadar-kai cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The shadar-kai cleric or one creature touched by the shadar-kai cleric regains hit points as if spending two healing surges.
- ○ 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 2d6 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 +10, Religion +9
Str 17 (+6); Dex 13 (+4); Wis 15 (+5);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Shadar-kai Devoted Cleric [Level 7 Controller (Leader)]
Medium shadow humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 16, Will 20
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +8 vs. Will; 2d8 + 5 radiant damage, and the target takes a -2 penalty to attack rolls until the end of the shadar-kai
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +8 vs. AC; 1d10 + 5 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 Serious Wounds (standard) ✦ Healing
- The shadar-kai cleric or one creature touched by the shadar-kai cleric regains hit points as if spending two healing surges.
- ○ 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 2d6 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 +11, Religion +9
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Shadar-kai Greatweapon Fighter [Level 7 Soldier]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +4; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 21, Reflex 17, Will 16
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 3 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the shadar-kai fighter. A target
that cannot end adjacent to the shadar-kai fighter is not pulled. The shadar-kai fighter then makes a close attack targeting
each adjacent enemy: +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d12 + 5 damage (crit 41 + 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.
- □ Defensive Training (minor) ✦ Stance
- The shadar-kai fighter gains a +2 power bonus to the shadar-kai fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the shadar-kai fighter uses another stance power.
- 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 +11, Intimidate +8
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 15 (+5); Int 12 (+4); Cha 11 (+3)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Shadar-kai Guardian Fighter [Level 7 Soldier]
Medium shadow humanoid [XP 300]
Initiative +6; Senses Perception +4; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 16
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+11 vs. AC; 1d8 + 5 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] Iron Bulwark (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage. Hit or Miss: The shadar-kai fighter gains a +2 power bonus to AC until the end of the shadar-kai
fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +11 vs. AC; 2d8 + 5 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.
- ○ Unbreakable (immediate reaction)
- When the shadar-kai fighter is hit by an attack.
Reduce the damage from the attack by 6.
- 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 +9, Intimidate +8
Str 17 (+6); Dex 17 (+6); Wis 12 (+4);
Con 13 (+4); Int 12 (+4); Cha 11 (+3)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Avenging Paladin [Level 7 Soldier]
Medium shadow humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 20, Reflex 17, Will 18
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d10 + 5 radiant damage. If the shadar-kai paladin has marked the target, the shadar-kai paladin gains a +1 bonus
to the damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +11 vs. AC; 2d10 + 5 thunder damage, and the target is knocked prone. If the target is marked by the shadar-kai paladin, the
attack can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The shadar-kai paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
- ○ 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.
- □ Wrath of the Gods (minor)
- The shadar-kai paladin and each adjacent ally add +2 to damage rolls until the end of the encounter.
Skills Intimidate +10, Religion +9
Str 17 (+6); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Shadar-kai Protecting Paladin [Level 7 Soldier]
Medium shadow humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 25; Fortitude 19, Reflex 19, Will 19
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and the shadar-kai paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +8 vs. Will; 2d10 + 5 damage, and the target is pulled 1 square.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +8 vs. Reflex; 2d6 + 5 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The shadar-kai paladin takes half that ally’s damage until the end of the encounter or until
the shadar-kai paladin ends the effect as a free action. No power or effect can reduce the damage the shadar-kai paladin takes
from this power.
Skills Intimidate +11, Religion +9
Str 15 (+5); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 17 (+6)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Archer Ranger [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +7; Senses Perception +9; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 19, Reflex 20, Will 16
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +10/+10 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +11 vs. AC (twice); 1d10 + 2 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +11 vs. AC; 2d10 + 6 damage (first shot) and 1d10 + 6 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 3d10 + 6 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the shadar-kai ranger.
The shadar-kai ranger can shift 1 square.
- 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 +9, Stealth +13
Str 15 (+5); Dex 19 (+7); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 11 (+3)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Shadar-kai Two-Blade Ranger [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +6; Senses Perception +9; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 21; Fortitude 20, Reflex 19, Will 16
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +11 vs. AC; 2d8 + 5 damage.
Longsword (off
hand): +11 vs. AC; 1d8 + 5 damage.
- □ [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):
+11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 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: +11 vs. AC; 1d8 + 5 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the shadar-kai ranger can use this power to allow one
ally to avoid being surprised.
- 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 +9, Perception +9
Str 17 (+6); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 11 (+3)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Shadar-kai Brawny Rogue [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +7; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 21, Will 16
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +12 vs. Reflex; 1d6 + 6 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +12 vs. Fortitude; 1d6 + 6 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the shadar-kai
rogue’s next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +12 vs. Fortitude; 2d6 + 6 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.
- ○ Ignoble Escape (move)
- If the shadar-kai rogue is marked, end that condition. The shadar-kai rogue can shift a number of squares equal to 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 +14, Thievery +12
Str 15 (+5); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Shadar-kai Trickster Rogue [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +7; Senses Perception +8; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 21, Will 17
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
The shadar-kai rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 2d6 + 6 damage.
Miss: Make a secondary attack against the target.
Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +12 vs. Fortitude; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. Fortitude; 2d6 +
6 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.
- ○ 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.
- ● Chameleon (immediate interrupt)
- When the shadar-kai rogue is hidden and loses cover or concealment against an opponent.
The shadar-kai rogue makes a Stealth check. Until the end of the shadar-kai rogue’s next turn, the shadar-kai rogue remains
hidden from a creature with a clear line of sight to the shadar-kai rogue if that creature does not beat the shadar-kai rogue’s
check result with its Perception check. If at the end of the shadar-kai rogue’s next turn, the shadar-kai rogue is not behind
cover or concealment against a creature, that creature automatically notices the shadar-kai rogue.
- 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 +14, Thievery +12
Str 13 (+4); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Shadar-kai Fey-Pact Warlock [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 19, Will 19
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the shadar-kai warlock is invisible to the target until the start of the
shadar-kai warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +8 vs. Will; 1d10 + 5 psychic damage, and the shadar-kai warlock and all allies in range are invisible to the target
until the end of the shadar-kai warlock’s next turn. Hit or Miss: The shadar-kai warlock gains a +3 power bonus to
Stealth checks until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 2d6 + 5 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.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Skills Arcana +11, Bluff +11
Str 10 (+3); Dex 13 (+4); Wis 12 (+4);
Con 13 (+4); Int 17 (+6); Cha 17 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Shadar-kai Infernal-Pact Warlock [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 20; Fortitude 19, Reflex 19, Will 17
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +8 vs. Reflex; 1d6 + 5 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 + 5 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +8 vs. Fortitude; 2d6 + 5 thunder damage, and the target is pushed 4 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 2d10 + 5 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The shadar-kai warlock’s skin changes into living steel. The shadar-kai warlock gains a +2 power bonus to AC and Fortitude
defense but take a –2 penalty to speed until the end of the encounter. The shadar-kai warlock can end this effect as a minor
action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The shadar-kai warlock gains 7 temporary hit points.
Skills Arcana +11, Intimidate +9
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 17 (+6); Cha 13 (+4)
Equipment leather armor, mace
-1 Level / +1 Level
Shadar-kai Star-Pact Warlock [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 19; Fortitude 19, Reflex 18, Will 18
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the shadar-kai warlock on its next turn,
it takes an extra 1d6 + 5 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +7 vs. Will; 2d6 + 4 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -2 penalty to both rolls.
- □ [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 + 2 necrotic damage. Sustain Minor:
Make a secondary attack against each creature within the zone. Secondary Attack: +8 vs. Fortitude; 1d6 + 5 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.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Skills Arcana +10, Insight +8
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 15 (+5); Cha 15 (+5)
Equipment leather armor, sickle
-1 Level / +1 Level
Shadar-kai Inspiring Warlord [Level 7 Soldier (Leader)]
Medium shadow humanoid [XP 300]
Initiative +6; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 20, Reflex 17, Will 18
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 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] Sunder Armor (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. Until the end of the shadar-kai warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 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 2d6 hit points. This
power can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The shadar-kai warlord and each ally within 5 squares regain 12 hit points.
- 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 5 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 +8, History +10
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 15 (+5); Cha 15 (+5)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Shadar-kai Tactical Warlord [Level 7 Soldier (Leader)]
Medium shadow humanoid [XP 300]
Initiative +6; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 20, Reflex 19, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Surprise Attack (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and an ally within 5 squares of the shadar-kai warlord makes a basic attack with combat advantage
as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +11 vs. Reflex; 3d8 + 5 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.
- ○○ Inspiring Word (minor) ✦ Healing
- The shadar-kai warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This
power can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +11
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 17 (+6); Cha 13 (+4)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Control Wizard [Level 7 Artillery]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +5; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 19, Will 19
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +9 vs. Fortitude; 1d6 + 6 cold damage, and the target is slowed until the end of the shadar-kai wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +9 vs. Fortitude; 2d10 + 6 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +9 vs. Fortitude; 1d10 + 6 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 + 6 poison damage. As a move action, the shadar-kai wizard can move the zone up to 6 squares.
Sustain Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The shadar-kai wizard or one creature with 5 squares becomes invisible until the end of the shadar-kai wizard’s next turn.
If the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the shadar-kai
wizard can sustain the effect.
- ○ 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 +12, Insight +10
Str 10 (+3); Dex 15 (+5); Wis 15 (+5);
Con 12 (+4); Int 19 (+7); Cha 11 (+3)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Shadar-kai War Wizard [Level 7 Artillery]
Medium shadow humanoid [XP 300]
Initiative +6; Senses Perception +4; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 19, Will 18
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +9 vs. Reflex; 1d6 + 6 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +9 vs. Reflex; 2d6 + 6 lightning damage. Also make a secondary attack against two creatures within 10 squares of
the primary target. Secondary Attack: +9 vs. Reflex; 1d6 + 6 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +9 vs. Reflex; 3d6 + 6 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.
- □ Dimension Door (move) ✦ Teleportation
- The shadar-kai wizard teleports 10 squares.
- ○ Wand of Accuracy (free)
- The shadar-kai wizard gains a +3 bonus to a single attack roll.
Skills Arcana +12, History +12
Str 10 (+3); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 19 (+7); Cha 11 (+3)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Shadar-kai Isolating Avenger [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 19
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage, and the shadar-kai avenger shifts 1 square, sliding the target 1 square into the space the shadar-kai
avenger occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +11 vs. AC; 1d10 + 5 damage, and the shadar-kai avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +11 vs. AC; 2d10 + 5 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.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the shadar-kai avenger.
If the shadar-kai avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical
hit’s damage.
- 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 +9, Religion +11
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 17 (+6); Cha 10 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Shadar-kai Pursuing Avenger [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +6; Senses Perception +6; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 19
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 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] Inexorable Pursuit (standard) ✦ Weapon
- +11 vs. AC; 2d10 + 5 damage. Before the attack, the shadar-kai avenger gains phasing until the end of the shadar-kai avenger’s
turn, and the shadar-kai avenger shifts 5 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +8 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.
- ○ Aspect of Agility (move)
- The shadar-kai avenger shifts 5 squares, and the shadar-kai avenger gains a +2 bonus to AC and Reflex until the end 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 +9, Stealth +13
Str 13 (+4); Dex 17 (+6); Wis 17 (+6);
Con 12 (+4); Int 13 (+4); Cha 10 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Shadar-kai Rageblood Barbarian [Level 7 Brute]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +8; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 21; Fortitude 21, Reflex 18, Will 16
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 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] Tide of Blood (standard) ✦ Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). The attack deals 1 extra damage for each enemy within 2 squares of the shadar-kai
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d12 + 5 fire damage (crit 29 + 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.
- ○ Swift Charge (free)
- When the shadar-kai barbarian’s attack reduces an enemy to 0 hit points.
The shadar-kai barbarian charges an enemy.
- □ Combat Surge (free)
- When the shadar-kai barbarian misses with an attack.
Must be raging.
The shadar-kai barbarian rerolls the attack.
- 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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 15 (+5); Int 12 (+4); Cha 13 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Shadar-kai Thaneborn Barbarian [Level 7 Brute]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +8; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 21; Fortitude 21, Reflex 18, Will 17
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 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] 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.
+10 vs. AC; 3d12 + 5 cold damage (crit 41
+ 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.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the shadar-kai barbarian hits or misses the shadar-kai barbarian.
Targets the triggering enemy; +12 vs. AC; 3d12 + 5 damage (crit 41 + 1d12).
- □ Instinctive Charge (no action)
- When the shadar-kai barbarian rolls initiative at the beginning of an encounter.
The shadar-kai barbarian gains a +5 power bonus to the shadar-kai barbarian’s initiative. The shadar-kai barbarian also gains
a +2 power bonus to the shadar-kai barbarian’s first attack roll during the encounter.
- 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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 13 (+4); Int 12 (+4); Cha 15 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Shadar-kai Cunning Bard [Level 7 Controller (Leader)]
Medium shadow humanoid [XP 300]
Initiative +4; Senses Perception +8; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 17, Reflex 20, Will 19
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the shadar-kai
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +8 vs. Will; 2d8 + 5 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the shadar-kai bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +8 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 1d6 + 3 hit points. This
power can only be used once per round. The shadar-kai bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the shadar-kai bard.
Each ally within 10 squares missed by the triggering attack regains 6 hit points.
- 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 +11, Bluff +11
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 13 (+4); Int 17 (+6); Cha 17 (+6)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Shadar-kai Valorous Bard [Level 7 Controller (Leader)]
Medium shadow humanoid [XP 300]
Initiative +4; Senses Perception +8; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 18, Reflex 19, Will 19
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Scorpion’s Claw Strike (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage, and the shadar-kai bard slides an ally who is adjacent to the target to another space adjacent
to it. Until the end of the shadar-kai bard’s next turn, the ally also gains a +2 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +8 vs. Will; 2d6 + 5 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 + 5 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 1d6 + 3 hit points. This
power can only be used once per round. The shadar-kai bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The shadar-kai bard transfers one effect on the target that a save can end to the shadar-kai
bard or to another ally with 5 squares. The new subject of the effect gains a +2 power bonus to saving throws against that
effect.
- 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 +10, Athletics +8
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Shadar-kai Guardian Druid [Level 7 Controller]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage, and the shadar-kai druid pulls each creature within 3 squares of the target 1 square.
If the shadar-kai druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 2 damage.
- □ [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 + 5 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.
- ○ Camouflage Cloak (minor)
- The shadar-kai druid or one ally within 5 squares becomes invisible until moving or 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 +11, Nature +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Shadar-kai Predator Druid [Level 7 Controller]
Medium shadow humanoid [XP 300]
Initiative +6; Senses Perception +11; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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] Latch On (standard) ✦ Beast Form
- +8 vs. Reflex; 2d10 + 5 damage, and the shadar-kai druid grabs the target. The target takes a -3 penalty to checks to escape
the grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 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.
- □ Stalker’s Eyes (minor)
- The shadar-kai druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +11, Perception +11
Str 12 (+4); Dex 17 (+6); Wis 17 (+6);
Con 13 (+4); Int 13 (+4); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Shadar-kai Preserving Invoker [Level 7 Artillery]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 19
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 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] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +8 vs. Fortitude; 2d8 + 5 thunder damage, and the target is pushed 4 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 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.
- □ Astral Step (move) ✦ Teleportation
- The shadar-kai invoker and each ally within 5 squares teleports 6 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 +11, Religion +11
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 17 (+6); Cha 11 (+3)
Equipment hide armor, morningstar
-1 Level / +1 Level
Shadar-kai Wrathful Invoker [Level 7 Artillery]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +6; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 19, Reflex 18, Will 19
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +13 vs. Will; 2d6 + 5 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the shadar-kai invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +9, Religion +10
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 11 (+3)
Equipment chainmail, morningstar
-1 Level / +1 Level
Shadar-kai Bear Shaman [Level 7 Controller (Leader)]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +11; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 19, Reflex 17, Will 19
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 damage, and each ally adjacent to the shadar-kai shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +8 vs. Fortitude; 1d10 + 5 cold damage, and before the end of the shadar-kai shaman’s next turn, as an immediate
interrupt, the shadar-kai shaman can grant an ally adjacent to the shadar-kai shaman’s spirit companion a +5 bonus to AC against
an attack that hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +8 vs. Will; 2d10 + 5 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.
- ○ 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 13 damage
to the spirit, the spirit disappears, and the shadar-kai shaman takes 8 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 2d6 hit points. This power can only be used once
per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the shadar-kai shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +8 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Shadar-kai Panther Shaman [Level 7 Controller (Leader)]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +11; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 2d10 + 5 damage, and until the end of the shadar-kai shaman’s next turn, any ally adjacent to
the shadar-kai shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 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 13 damage
to the spirit, the spirit disappears, and the shadar-kai shaman takes 8 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 2d6 hit points. This power can only be used once
per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 17 (+6); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Shadar-kai Chaos Sorcerer [Level 7 Artillery]
Medium shadow humanoid [XP 300]
Initiative +6; Senses Perception +3; low-light
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 20
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +8 vs. Will; 1d10 + 8 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:
+8 vs. Will; 1d6 + 5 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +8 vs. Reflex; 2d6 + 8 lightning damage. Hit or Miss: The shadar-kai sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 3d10 + 8 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.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the shadar-kai sorcerer is hit by an area or a close attack.
The shadar-kai sorcerer teleports 5 squares.
- 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 +9, Bluff +11
Str 13 (+4); Dex 17 (+6); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 17 (+6)
Equipment cloth armor, dagger
-1 Level / +1 Level
Shadar-kai Dragon Sorcerer [Level 7 Skirmisher]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +3; low-light
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 17; Fortitude 18, Reflex 17, Will 20
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d8 + 7 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] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +8 vs. Fortitude; 2d8 + 7 cold damage, and the shadar-kai sorcerer knocks the target prone.
The target also 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; +8 vs. Fortitude; 2d6 + 7 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: +8 vs. Fortitude; 2d6 + 4 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.
- ○ Sudden Scales (immediate interrupt)
- When the shadar-kai sorcerer is hit by an attack.
The shadar-kai sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +9, Athletics +10
Str 15 (+5); Dex 15 (+5); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 17 (+6)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Shadar-kai Earth Warden [Level 7 Brute]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +9; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 20, Reflex 19, Will 17
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 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] Mountain Hammer (standard) ✦ Weapon
- +10 vs. Fortitude; 2d10 + 5 damage, and the target takes a –3 penalty to melee attack rolls until the end of the shadar-kai
warden’s next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the shadar-kai warden teleports 5 squares. +10 vs. Reflex; 2d10 + 5 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.
- ○ 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.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the shadar-kai warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the shadar-kai warden uses another stance power.
- ● [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 +8, Perception +9
Str 17 (+6); Dex 14 (+5); Wis 13 (+4);
Con 15 (+5); Int 12 (+4); Cha 11 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Shadar-kai Wild Warden [Level 7 Brute]
Medium shadow humanoid [XP 300]
Initiative +5; Senses Perception +10; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 18
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the shadar-kai warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and the shadar-kai warden slides the target 1 square. The shadar-kai warden
can slide the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second
creature take 2 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the shadar-kai warden can see; +10 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 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.
- ● [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; +10 vs. Fortitude; 1d12 + 5 damage (crit 17 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the shadar-kai warden drops to 0 hit points or fewer.
The shadar-kai warden regains hit points as if the shadar-kai warden had spent a healing surge.
- 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 +10, Perception +10
Str 17 (+6); Dex 14 (+5); Wis 15 (+5);
Con 13 (+4); Int 12 (+4); Cha 11 (+3)
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.