Shadar-kai NPCs [Level 10]
Shadar-kai Battle Cleric [Level 10 Controller (Leader)]
Medium shadow humanoid [XP 500]
Initiative +6; Senses Perception +8; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 23
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage, and one ally within 5 squares gains a +4 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
- +14 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the shadar-kai cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +14 vs. Fortitude; 2d10 + 7 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the shadar-kai cleric gains regeneration 5, and the shadar-kai cleric and each
ally within the burst gain a +2 power bonus to AC.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The shadar-kai cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+1 hit points.
- ○ 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 +13, Religion +11
Str 18 (+9); Dex 13 (+6); Wis 16 (+8);
Con 12 (+6); Int 12 (+6); Cha 13 (+6)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Shadar-kai Devoted Cleric [Level 10 Controller (Leader)]
Medium shadow humanoid [XP 500]
Initiative +6; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 19, Will 24
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +12 vs. Reflex; 1d8 + 7 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; +12 vs. Will; 2d8 + 7 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the shadar-kai
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +12 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The shadar-kai cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+3 hit points.
- ○ 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 +14, Religion +11
Str 13 (+6); Dex 13 (+6); Wis 18 (+9);
Con 12 (+6); Int 12 (+6); Cha 16 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Shadar-kai Greatweapon Fighter [Level 10 Soldier]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +6; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 25, Reflex 20, Will 19
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 4 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: +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the shadar-kai fighter slides the
target 1 square. Miss: Half damage.
- ○ 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.
- ○ Into the Fray (minor)
- The shadar-kai fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- 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 +14, Intimidate +10
Str 18 (+9); Dex 15 (+7); Wis 12 (+6);
Con 16 (+8); Int 12 (+6); Cha 11 (+5)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Shadar-kai Guardian Fighter [Level 10 Soldier]
Medium shadow humanoid [XP 500]
Initiative +9; Senses Perception +6; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 27; Fortitude 25, Reflex 24, Will 19
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+15 vs. AC; 1d8 + 7 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
- +15 vs. AC; 2d8 + 7 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.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +15 vs. AC; 3d8 + 7 damage, and the target is slowed (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.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the shadar-kai fighter. 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 Heal +11, Intimidate +10
Str 18 (+9); Dex 18 (+9); Wis 12 (+6);
Con 13 (+6); Int 12 (+6); Cha 11 (+5)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Avenging Paladin [Level 10 Soldier]
Medium shadow humanoid [XP 500]
Initiative +6; Senses Perception +6; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 24, Reflex 20, Will 22
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +15 vs. AC; 1d10 + 7 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
- +15 vs. AC; 2d10 + 7 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.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +11 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ○ 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.
- ○ Cleansing Spirit (minor)
- The shadar-kai paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □ 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 +13, Religion +11
Str 18 (+9); Dex 13 (+6); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 16 (+8)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Shadar-kai Protecting Paladin [Level 10 Soldier]
Medium shadow humanoid [XP 500]
Initiative +6; Senses Perception +6; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 28; Fortitude 23, Reflex 22, Will 23
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage, and the shadar-kai paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +12 vs. Will; 2d10 + 7 damage, and the target is pulled 1 square.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +12 vs. Fortitude; 1d10 + 7 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- □ Turn the Tide (standard)
- The shadar-kai paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ○ 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 7 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 +14, Religion +11
Str 16 (+8); Dex 13 (+6); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 18 (+9)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Archer Ranger [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +10; Senses Perception +11; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 23, Reflex 24, Will 19
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +15 vs. AC; 1d10 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +15 vs. AC (twice); 1d10 + 3 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +15 vs. AC; 2d10 + 8 damage (first shot) and 1d10 + 8 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The shadar-kai ranger can move at full speed. At any point during the move, the shadar-kai ranger can make two attacks.
Longsword: +14 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +15 vs. AC; 3d10 + 8 damage.
Miss: Half damage per attack.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai ranger teleports 3 squares and become insubstantial until the start of the shadar-kai ranger’s next turn.
- ● Hunter’s Quarry (minor)
- The shadar-kai ranger can designate the nearest visible enemy as the shadar-kai ranger’s quarry. Once per round when hitting
this quarry, the shadar-kai ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter
or until the shadar-kai ranger designates a different target as the quarry. The shadar-kai ranger can only designate one enemy
as quarry at a time.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the shadar-kai ranger.
The shadar-kai ranger can shift 1 square and then move 2 squares. The shadar-kai ranger cannot end the move adjacent to the
triggering enemy.
- 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 +11, Stealth +16
Str 16 (+8); Dex 20 (+10); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 11 (+5)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Shadar-kai Two-Blade Ranger [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +9; Senses Perception +11; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 24, Reflex 23, Will 19
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +14 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +15/+15 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +15 vs. AC; 2d8 + 7 damage.
Longsword (off
hand): +15 vs. AC; 1d8 + 7 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +15 vs. AC; 2d8 + 7 damage. Miss: Half damage.
- ○ 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.
- ○ Expeditious Stride (minor)
- Until the end of the shadar-kai ranger’s next turn, the shadar-kai ranger’s speed increases by 4, and the shadar-kai ranger
can shift 1 additional square when shifting.
- 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 +11, Perception +11
Str 18 (+9); Dex 18 (+9); Wis 13 (+6);
Con 12 (+6); Int 12 (+6); Cha 11 (+5)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Shadar-kai Brawny Rogue [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +10; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 22, Reflex 25, Will 19
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +16 vs. AC; 1d6 + 8 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +16 vs. Reflex; 1d6 + 8 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +16 vs. Fortitude; 1d6 + 8 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] Crimson Edge (standard) ✦ Weapon
- +16 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 8 damage and grants combat advantage to the shadar-kai rogue
(save ends both). 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.
- □ Certain Freedom (move)
- The shadar-kai rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- 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 +17, Thievery +15
Str 16 (+8); Dex 20 (+10); Wis 11 (+5);
Con 12 (+6); Int 12 (+6); Cha 13 (+6)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Shadar-kai Trickster Rogue [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +10; Senses Perception +10; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 25, Will 21
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +12 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
The shadar-kai rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +16 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +16 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the shadar-kai rogue’s
next turn.
- ● Shadow Stride (move)
- The shadar-kai rogue must be hidden to use this power. The shadar-kai rogue can move at full speed and must end the movement
in a space where the shadar-kai rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth
check is successful, the shadar-kai rogue remains during the movement, even if the shadar-kai rogue has no cover or concealment
during it.
- ○ 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 +17, Thievery +15
Str 13 (+6); Dex 20 (+10); Wis 11 (+5);
Con 12 (+6); Int 12 (+6); Cha 16 (+8)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Shadar-kai Fey-Pact Warlock [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +6; Senses Perception +6; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 23, Will 23
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 1d6 + 7 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; +12 vs. Will; 1d10 + 7 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 +4 power bonus
to Stealth checks until the end of the encounter.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +12 vs. Reflex; 2d8 + 7 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the shadar-kai warlock
can no longer sustain this power.
- ○ 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 Leap (move) ✦ Teleportation
- The shadar-kai warlock can teleport 6 squares, even without a line of sight to the destination. If the shadar-kai warlock
attempts to teleport to a space the shadar-kai warlock can’t occupy, the power fails.
- ● 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 +14, Bluff +14
Str 10 (+5); Dex 13 (+6); Wis 12 (+6);
Con 13 (+6); Int 18 (+9); Cha 18 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Shadar-kai Infernal-Pact Warlock [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +5; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 24; Fortitude 23, Reflex 23, Will 20
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +12 vs. Reflex; 1d6 + 7 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 + 7 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +12 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 5 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +12 vs. Reflex; 3d10 + 7 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai warlock teleports 3 squares and become insubstantial until the start of the shadar-kai warlock’s next turn.
- ● Warlock’s Curse (minor)
- The shadar-kai warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy,
the shadar-kai warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The shadar-kai warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The shadar-kai warlock gains 10 temporary hit points.
- □ Shielding Shades (immediate reaction)
- When the shadar-kai warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Skills Arcana +14, Intimidate +11
Str 10 (+5); Dex 14 (+7); Wis 11 (+5);
Con 18 (+9); Int 18 (+9); Cha 13 (+6)
Equipment leather armor, mace
-1 Level / +1 Level
Shadar-kai Star-Pact Warlock [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +5; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 22; Fortitude 23, Reflex 21, Will 22
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +12 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the shadar-kai warlock on its next turn,
it takes an extra 1d6 + 7 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +11 vs. Will; 2d6 + 6 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.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +12 vs. Will; 2d10 + 7 psychic damage, and the shadar-kai warlock teleports the target to an unoccupied square
within 3 squares of the shadar-kai warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit,
the shadar-kai warlock teleports the target to an unoccupied square within 3 squares of the shadar-kai warlock. On a miss,
the effect ends.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai warlock teleports 3 squares and become insubstantial until the start of the shadar-kai warlock’s next turn.
- ● Warlock’s Curse (minor)
- The shadar-kai warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy,
the shadar-kai warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The shadar-kai warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The shadar-kai warlock gains a +1 bonus to a single d20 roll the shadar-kai warlock makes during the shadar-kai warlock’s
next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- □ Shielding Shades (immediate reaction)
- When the shadar-kai warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Skills Arcana +12, Insight +10
Str 10 (+5); Dex 14 (+7); Wis 11 (+5);
Con 18 (+9); Int 15 (+7); Cha 16 (+8)
Equipment leather armor, sickle
-1 Level / +1 Level
Shadar-kai Inspiring Warlord [Level 10 Soldier (Leader)]
Medium shadow humanoid [XP 500]
Initiative +8; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 24, Reflex 20, Will 22
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +14 vs. Fortitude; 4 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 +3 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
- +14 vs. AC; 2d10 + 7 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] White Raven Strike (standard) ✦ Weapon
- +14 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
shadar-kai warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the shadar-kai
warlord’s allies gain.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the shadar-kai warlord’s next turn.
- ○ 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.
- 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 8 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 +10, History +12
Str 18 (+9); Dex 13 (+6); Wis 10 (+5);
Con 12 (+6); Int 15 (+7); Cha 16 (+8)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Shadar-kai Tactical Warlord [Level 10 Soldier (Leader)]
Medium shadow humanoid [XP 500]
Initiative +8; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 24, Reflex 23, Will 20
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 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
- +15 vs. AC; 1d8 + 7 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 +4 bonus to the attack roll.
- □ [M] Knock Them Down (standard) ✦ Weapon
- +15 vs. AC; 3d8 + 7 damage, and the target is knocked prone. Every ally within 10 squares of the shadar-kai warlord can move
3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage
but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○ 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.
- □ Tactical Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 5 squares.
- Tactical Presence
- When an ally the shadar-kai warlord can see spends an action point to make an extra attack, the ally gains a +4 bonus to the
attack roll.
- Combat Leader
- The 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 +10, History +14
Str 18 (+9); Dex 13 (+6); Wis 10 (+5);
Con 12 (+6); Int 18 (+9); Cha 13 (+6)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Shadar-kai Control Wizard [Level 10 Artillery]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +8; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 20, Reflex 23, Will 23
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 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; +13 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +13 vs. Reflex; 2d12 + 8 lightning damage, 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 wizard teleports 3 squares and become insubstantial until the start of the shadar-kai wizard’s next turn.
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the shadar-kai wizard’s space, and the shadar-kai wizard gains a +6 power bonus to AC. Each
time an attack misses the shadar-kai wizard, one of the duplicate images disappears and the bonus granted by this power decreases
by 2. When the bonus reaches 0, all the shadar-kai wizard’s images are gone and the power ends. Otherwise, the effect lasts
for 1 hour.
- ○ 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 -3 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 +15, Insight +13
Str 10 (+5); Dex 15 (+7); Wis 16 (+8);
Con 12 (+6); Int 20 (+10); Cha 11 (+5)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Shadar-kai War Wizard [Level 10 Artillery]
Medium shadow humanoid [XP 500]
Initiative +9; Senses Perception +6; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 20, Reflex 23, Will 21
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +13 vs. Reflex; 1d6 + 8 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +13 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +13 vs. Reflex; 1d6 + 8 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +13 vs. Fortitude; 2d8 + 8 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- ○ 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.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the shadar-kai wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares
away from the shadar-kai wizard cannot see the shadar-kai wizard.
- ○ Wand of Accuracy (free)
- The shadar-kai wizard gains a +4 bonus to a single attack roll.
Skills Arcana +15, History +15
Str 10 (+5); Dex 18 (+9); Wis 13 (+6);
Con 12 (+6); Int 20 (+10); Cha 11 (+5)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Shadar-kai Isolating Avenger [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +6; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 21, Reflex 23, Will 23
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 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
- +15 vs. AC; 1d10 + 7 damage, and the shadar-kai avenger teleports each enemy within 2 squares of the target 5 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +15 vs. AC; 3d10 + 7 damage, and the shadar-kai avenger makes a saving throw with a +5 bonus. Miss: Half damage, and
the shadar-kai avenger makes a saving throw.
- ○ 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.
- □ River of Life (minor) ✦ Healing
- The shadar-kai avenger gains regeneration 5 until the end of the encounter.
- ○ [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 +4 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 +11, Religion +14
Str 13 (+6); Dex 13 (+6); Wis 18 (+9);
Con 12 (+6); Int 18 (+9); Cha 10 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Shadar-kai Pursuing Avenger [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +9; Senses Perception +9; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 21, Reflex 23, Will 23
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +14 vs. AC; 1d8 + 7 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage, and if the target doesn’t end its next turn adjacent to the shadar-kai avenger, the shadar-kai
avenger can shift 5 squares as a free action. The shadar-kai avenger must end that shift closer to the target.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +15 vs. AC; 2d10 + 7 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 6 squares.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +15 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the shadar-kai avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The shadar-kai
avenger must end this movement closer to the target.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai avenger teleports 3 squares and become insubstantial until the start of the shadar-kai avenger’s next turn.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the shadar-kai avenger can see in within 10 squares. When the shadar-kai avenger makes a melee attack against
the target and the target is the only enemy adjacent to the shadar-kai avenger, the shadar-kai avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the shadar-kai avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the shadar-kai avenger makes an attack roll against the shadar-kai avenger’s oath of
enmity target.
The ally makes a second attack roll and uses either result.
- □ Avenger’s Readiness (no action)
- When the shadar-kai avenger rolls initiative at the beginning of an encounter.
The shadar-kai avenger gains a +5 power bonus to the initiative check. The shadar-kai avenger shifts 3 squares as a free action
when the first creature in the initiative order starts its turn, even if the shadar-kai avenger is surprised.
- 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 +6 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 +11, Stealth +16
Str 13 (+6); Dex 18 (+9); Wis 18 (+9);
Con 12 (+6); Int 13 (+6); Cha 10 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Shadar-kai Rageblood Barbarian [Level 10 Brute]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +10; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 24; Fortitude 25, Reflex 21, Will 19
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+14 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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
- +14 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the shadar-kai
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +14 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss:
The shadar-kai barbarian enters the rage of the oak hammer. Until the rage ends, whenever the shadar-kai barbarian hits a
target with a melee attack, the shadar-kai barbarian knocks that target prone. If that target is already prone, the attack
instead deals an extra +3 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.
- ○ Swift Charge (free)
- When the shadar-kai barbarian’s attack reduces an enemy to 0 hit points.
The shadar-kai barbarian charges an enemy.
- □ Deny Death (immediate interrupt)
- When the shadar-kai barbarian drops to 0 hit points or fewer and doesn’t die.
The shadar-kai barbarian is dying but don’t fall unconscious because of that condition. At the end of the shadar-kai barbarian’s
next turn, the shadar-kai barbarian falls unconscious if the shadar-kai barbarian is still dying.
- Rageblood Vigor
- Whenever the shadar-kai barbarian’s attack reduces an enemy to 0 hit points, the shadar-kai barbarian gains 3 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 +13, Perception +10
Str 18 (+9); Dex 14 (+7); Wis 11 (+5);
Con 16 (+8); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Shadar-kai Thaneborn Barbarian [Level 10 Brute]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +10; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 24; Fortitude 25, Reflex 21, Will 21
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+14 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +14 vs. AC; 2d12 + 7 acid damage (crit 31 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit
or Miss: The shadar-kai barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the
shadar-kai barbarian’s turns, each enemy adjacent to the shadar-kai barbarian is blinded until the end of the shadar-kai barbarian’s
turn.
- ○ 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; +17 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the shadar-kai barbarian is pulled, pushed, or slid.
The shadar-kai barbarian negates the forced movement. Until the stance ends, the shadar-kai barbarian can negate forced movement
against the shadar-kai barbarian. Stance: This power lasts until the end of the encounter or until the shadar-kai barbarian uses another stance power.
- 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 +3 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 +13, Perception +10
Str 18 (+9); Dex 14 (+7); Wis 11 (+5);
Con 13 (+6); Int 12 (+6); Cha 16 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Shadar-kai Cunning Bard [Level 10 Controller (Leader)]
Medium shadow humanoid [XP 500]
Initiative +6; Senses Perception +10; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 26; Fortitude 20, Reflex 24, Will 23
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 1d6 + 7 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; +12 vs. Will; 2d8 + 7 thunder damage, and the target takes a –8 penalty to opportunity attack rolls until the end
of the shadar-kai bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 3d8 + 7 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions until the end of the shadar-kai bard’s next turn.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai bard teleports 3 squares and become insubstantial until the start of the shadar-kai bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The shadar-kai bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This
power can only be used once per round. The shadar-kai bard can also slide the target 1 square.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the shadar-kai bard’s next turn, and the shadar-kai bard slides
the target 2 squares.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 9 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 +14, Bluff +14
Str 12 (+6); Dex 13 (+6); Wis 10 (+5);
Con 13 (+6); Int 18 (+9); Cha 18 (+9)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Shadar-kai Valorous Bard [Level 10 Controller (Leader)]
Medium shadow humanoid [XP 500]
Initiative +6; Senses Perception +10; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 22, Will 23
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 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
- +15 vs. AC; 2d8 + 7 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 +3 power bonus to AC.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +15 vs. AC; 3d8 + 7 thunder damage, and the shadar-kai bard slides the target 2 squares. Hit or Miss: Until the end
of the encounter, whenever the shadar-kai bard hits a target with an at-will attack power, the shadar-kai bard slides the
target 2 squares to a space that must be adjacent to at least one of the shadar-kai bard’s allies.
- ○ 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 + 4 hit points. This
power can only be used once per round. The shadar-kai bard can also slide the target 1 square.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the shadar-kai bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the
shadar-kai bard’s next turn.
- 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 4 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 +12, Athletics +10
Str 12 (+6); Dex 13 (+6); Wis 10 (+5);
Con 16 (+8); Int 15 (+7); Cha 18 (+9)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Shadar-kai Guardian Druid [Level 10 Controller]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +9; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 23
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +11 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +12 vs. Reflex; 1d8 + 7 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; +12 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 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
3 damage.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +12 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant
damage. Miss: 1d10 + 7 radiant damage.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai druid teleports 3 squares and become insubstantial until the start of the shadar-kai druid’s next turn.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The shadar-kai druid teleports to a safe place in the Feywild. While the shadar-kai druid is there, the shadar-kai druid can’t
take any actions other than using the shadar-kai druid’s second wind and wild shape. At the end of the shadar-kai druid’s
next turn or as a move action before then, the shadar-kai druid reappears in an unoccupied space within 10 squares of the
space the shadar-kai druid left.
- ● Wild Shape (minor) ✦ Polymorph
- The shadar-kai druid changes from the shadar-kai druid’s humanoid form to beast form or vice versa. When the shadar-kai druid
changes from beast form back to the shadar-kai druid’s humanoid form, the shadar-kai druid shifts 1 square. While the shadar-kai
druid is in beast form, the shadar-kai druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the shadar-kai druid can sustain such powers. The shadar-kai druid can use this power once per round.
- Primal Guardian
- While the shadar-kai druid is not wearing heavy armor, the shadar-kai druid can use the shadar-kai druid’s Constitution modifier
in place of the shadar-kai druid’s Dexterity or Intelligence modifier to determine the shadar-kai druid’s AC.
Skills Heal +14, Nature +14
Str 12 (+6); Dex 15 (+7); Wis 18 (+9);
Con 16 (+8); Int 13 (+6); Cha 10 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Shadar-kai Predator Druid [Level 10 Controller]
Medium shadow humanoid [XP 500]
Initiative +9; Senses Perception +14; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +11 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +12 vs. Reflex; 1d8 + 7 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; +12 vs. Reflex; 1d6 + 3 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 4 fire damage.
- ○ [M] Latch On (standard) ✦ Beast Form
- +12 vs. Reflex; 2d10 + 7 damage, and the shadar-kai druid grabs the target. The target takes a -4 penalty to checks to escape
the grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +12 vs. Reflex; 2d8 + 7 damage, the shadar-kai druid knocks the target prone, and it can’t stand up (save ends). Miss:
Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the shadar-kai druid gains
a +2 bonus to attack rolls against prone targets. In addition, whenever the shadar-kai druid hits an enemy with a melee attack
while the shadar-kai druid is in beast form, the shadar-kai druid can knock that enemy prone.
- ○ 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.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the shadar-kai druid is in beast form, the shadar-kai druid gains resist 1 to all damage.
- 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 +14, Perception +14
Str 12 (+6); Dex 18 (+9); Wis 18 (+9);
Con 13 (+6); Int 13 (+6); Cha 10 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Shadar-kai Preserving Invoker [Level 10 Artillery]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +9; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 25; Fortitude 21, Reflex 23, Will 23
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +12 vs. Reflex; 1d8 + 7 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; +12 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 5 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +12 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the shadar-kai invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the shadar-kai invoker takes 5 psychic damage.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai invoker teleports 3 squares and become insubstantial until the start of the shadar-kai invoker’s next turn.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the shadar-kai invoker hits the shadar-kai invoker’s ally.
The shadar-kai invoker gains a +4 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the shadar-kai invoker makes an attack roll against the shadar-kai invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +14, Religion +14
Str 10 (+5); Dex 14 (+7); Wis 18 (+9);
Con 13 (+6); Int 18 (+9); Cha 11 (+5)
Equipment hide armor, morningstar
-1 Level / +1 Level
Shadar-kai Wrathful Invoker [Level 10 Artillery]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +9; low-light
HP 82; Bloodied 41
Healing Surges (+20 hp) ○
AC 24; Fortitude 23, Reflex 21, Will 23
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 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; +17 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 3 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +12 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the shadar-kai invoker’s next turn. Any creature that starts its turn
within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ 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 3 radiant damage and is pushed 2 squares.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the shadar-kai invoker makes an attack roll against the shadar-kai invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- Covenant of Wrath
- When the shadar-kai invoker uses a divine encounter or daily attack power on the shadar-kai invoker’s turn, the shadar-kai
invoker gains a bonus to the damage roll equal to 1 for each enemy the shadar-kai invoker attacks with the power.
Skills Endurance +12, Religion +12
Str 10 (+5); Dex 14 (+7); Wis 18 (+9);
Con 16 (+8); Int 15 (+7); Cha 11 (+5)
Equipment chainmail, morningstar
-1 Level / +1 Level
Shadar-kai Bear Shaman [Level 10 Controller (Leader)]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +14; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○
AC 22; Fortitude 23, Reflex 20, Will 23
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Will; 1d8 + 7 damage, and each ally adjacent to the shadar-kai shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +12 vs. Fortitude; 1d10 + 7 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 +6 bonus to AC against
an attack that hits.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +12 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ○ 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 15 damage
to the spirit, the spirit disappears, and the shadar-kai shaman takes 10 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.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the shadar-kai shaman can move the
zone 5 squares.
- ● [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; +12 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the shadar-kai shaman’s
spirit companion regains 4 hit points.
- Protector Spirit
- Any ally adjacent to the shadar-kai shaman’s spirit companion regains 3 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 +14, Perception +14
Str 11 (+5); Dex 14 (+7); Wis 18 (+9);
Con 16 (+8); Int 15 (+7); Cha 10 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Shadar-kai Panther Shaman [Level 10 Controller (Leader)]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +14; low-light
HP 101; Bloodied 50
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Fortitude; 1d10 + 7 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 +2 bonus to the attack roll.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Will; 2d10 + 7 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 +4 bonus to damage rolls.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +12 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The shadar-kai shaman and each
ally within 10 squares of the shadar-kai shaman regains 5 hit points.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai shaman teleports 3 squares and become insubstantial until the start of the shadar-kai shaman’s next turn.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The shadar-kai shaman conjures the shadar-kai shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the shadar-kai shaman falls unconscious or until the shadar-kai shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the shadar-kai shaman takes a move action,
the shadar-kai shaman can also move the spirit a number of squares equal to the shadar-kai shaman’s speed.
The spirit
can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 15 damage
to the spirit, the spirit disappears, and the shadar-kai shaman takes 10 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.
- ● [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; +12 vs. Reflex; 1d10 + 7 damage.
- □ Spirit Summons (free)
- Until the end of the encounter, the shadar-kai shaman can use the shadar-kai shaman’s call spirit companion power to conjure
a second spirit companion. When the shadar-kai shaman attacks with a spirit power, the shadar-kai shaman chooses which spirit
companion to use for the attack. When an effect applies to creatures adjacent to the shadar-kai shaman’s spirit companion,
that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of
the encounter.
- Stalker Spirit
- Any ally adjacent to the shadar-kai shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.
Skills Nature +14, Perception +14
Str 11 (+5); Dex 14 (+7); Wis 18 (+9);
Con 13 (+6); Int 18 (+9); Cha 10 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Shadar-kai Chaos Sorcerer [Level 10 Artillery]
Medium shadow humanoid [XP 500]
Initiative +9; Senses Perception +5; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 24
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +15 vs. AC; 1d4 + 7 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +12 vs. Will; 1d10 + 11 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:
+12 vs. Will; 1d6 + 7 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; +12 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The shadar-kai sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +12 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The shadar-kai sorcerer slides the target 4 squares.
The target is poisonous to the shadar-kai sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 7 poison damage. If the shadar-kai sorcerer rolled an even number on the attack
roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 7 poison damage.
- ○ Shadow Jaunt (move) ✦ Teleportation
- The shadar-kai sorcerer teleports 3 squares and become insubstantial until the start of the shadar-kai sorcerer’s next turn.
- □ Chaos Link (immediate reaction)
- When the shadar-kai sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- Chaos Power
- The shadar-kai sorcerer gains a +4 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 +11, Bluff +14
Str 13 (+6); Dex 18 (+9); Wis 10 (+5);
Con 12 (+6); Int 13 (+6); Cha 18 (+9)
Equipment cloth armor, dagger
-1 Level / +1 Level
Shadar-kai Dragon Sorcerer [Level 10 Skirmisher]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 21; Fortitude 22, Reflex 20, Will 24
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +12 vs. Reflex; 1d8 + 10 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 3 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +12 vs. Fortitude; 2d8 + 10 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] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +12 vs. Fortitude; 2d6 + 10 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The shadar-kai sorcerer gains a +3 power bonus to AC until the end of the
encounter.
- ○ 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.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- Draconic Power
- The shadar-kai sorcerer gains a +3 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 +11, Athletics +13
Str 16 (+8); Dex 15 (+7); Wis 10 (+5);
Con 12 (+6); Int 13 (+6); Cha 18 (+9)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Shadar-kai Earth Warden [Level 10 Brute]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +11; low-light
HP 126; Bloodied 63
Healing Surges (+31 hp) ○
AC 26; Fortitude 24, Reflex 22, Will 20
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 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
- +14 vs. Fortitude; 2d10 + 7 damage, and the target takes a –4 penalty to melee attack rolls 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.
- □ Shield of Stone (minor)
- The shadar-kai warden slides one ally within 5 squares by 5 squares. Until the end of the shadar-kai warden’s next turn, that
ally gains resist 5 to all damage and a +2 power bonus to all defenses.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The shadar-kai warden assumes the guardian form of the oak sentinel until the end of the encounter. While the shadar-kai warden
is in this form, the shadar-kai warden’s melee reach increases by 1. In addition, any enemy that hits the shadar-kai warden
with a melee attack takes 4 damage. Once during this encounter, the shadar-kai warden can make the following attack while
the shadar-kai warden is in this form as an immediate interrupt when an enemy within the shadar-kai warden’s reach makes a
melee attack against the shadar-kai warden’s ally.
Secondary Attack: targets the triggering enemy; +14 vs. AC;
2d10 + 7 damage. Miss: Half damage. Hit or Miss: The shadar-kai warden becomes the target of the triggering
attack, even if the shadar-kai warden is not within that attack’s range.
- ● [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 +3 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 +11, Perception +11
Str 18 (+9); Dex 14 (+7); Wis 13 (+6);
Con 16 (+8); Int 12 (+6); Cha 11 (+5)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Shadar-kai Wild Warden [Level 10 Brute]
Medium shadow humanoid [XP 500]
Initiative +7; Senses Perception +13; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○
AC 24; Fortitude 24, Reflex 20, Will 22
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 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
- +14 vs. AC; 2d12 + 7 damage (crit 31 + 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 3 psychic damage.
- ○ 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.
- □ Returning Strength (minor) ✦ Healing
- The shadar-kai warden spends a healing surge and regains +4 additional hit points.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The shadar-kai warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the shadar-kai
warden is in this form, the shadar-kai warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking
ongoing damage. In addition, the shadar-kai warden can use the shadar-kai warden’s second wind as a minor action. Once during
this encounter, the shadar-kai warden can make the following attack while the shadar-kai warden is in this form as a standard
action.
Secondary Attack: +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and ongoing 5 damage (save ends). Miss:
Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the shadar-kai warden makes an attack that does not include the shadar-kai warden as a target.
Targets the triggering enemy; +14 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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
-3 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 +13, Perception +13
Str 18 (+9); Dex 14 (+7); Wis 16 (+8);
Con 13 (+6); Int 12 (+6); Cha 11 (+5)
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.