Wild Elven Druid


Level 5 Druid (controller)
Medium fey humanoid (elf)

Initiative +5; Passive Senses Perception 24, Insight 22; low-light vision
HP 48; Bloodied 24
Resistance 5 Poison
Healing Surge 12; Surges Per Day 7
AC 19; Fortitude 13, Reflex 17, Will 19
Speed 8; Action Points 1

Alignment Unaligned; Languages Common, Elven
Skills Heal +12, Insight +12, Nature +14, Perception +14
Feats Implement Expertise (Totem), Ritual Caster, Superior Implement Training (Accurate Totem), Toughness
Str 10 (+0/+2) Dex 17 (+3/+5) Wis 21 (+5/+7)
Con 11 (+0/+2) Int 8 (-1/+1) Cha 10 (+0/+2)
Possessions Magic Accurate Totem +2, Enduring Beast Hide Armor +1, Lucky Charm +1, Viper Belt, adventurer’s kit (backpack, bedroll, flint and steel, belt pouch, two sunrods, ten days’ worth of trail rations, 50 ft hempen rope, waterskin), ritual book (animal messenger, brew potion)

Racial Traits Skill bonuses (+2 Nature, +2 Perception), elven weapon proficiency (longbow and shortbow), group awareness (non-elf allies within 5 squares gain a +1 to Perception), elven accuracy, fey origin, wild step (ignore difficult terrain when shifting – even when shifting multiple squares)
Class Features Balance of nature (must have one or two beast form at-will druid powers), primal aspect – primal predator (while not wearing heavy armor, gain +1 speed), ritual casting, wild shape

Basic Attacks

Savage Rend (standard; at-will) ✦ Implement +11 vs. Reflex; 1d8 + 7 damage, and slide the target one square.

Power Descriptions

At-Will Evocations

Wild Shape Druid Feature
You assume an aspect of the Primal Beast or return to your humanoid form.
At-WillPolymorph, Primal
Minor Action Personal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square.
While you are in beast form, you can’t use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn’t change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.

Grasping Tide Druid Attack 1
A vortex of water appears amidst your foes, drawing them into its grasp.
At-WillImplement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +11 vs. Fortitude
Hit: 1d6 + 7 damage. Until the end of your next turn, if the target leaves the burst’s area of effect, you can use an opportunity action to make a secondary attack against it.
Secondary Attack: +9 vs. Reflex
Hit: You knock the target prone.

Savage Rend Druid Attack 1
You rake your foe with your antlers, setting it up for the kill.
At-WillBeast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: +11 vs. Reflex
Hit: 1d8 + 7 damage, and you slide the target 1 square.
Special: This power can be used as a melee basic attack.

Storm Spike Druid Attack 1
A bolt of lightning spears your foe and charges the air around it. If your enemy doesn’t move away, a second spark will erupt around it.
At-WillImplement, Lightning, Primal
Standard Action Ranged 10
Target: One creature
Attack: +11 vs. Reflex
Hit: 1d8 + 7 lightning damage. If the target doesn’t move at least 2 squares on its next turn, it takes lightning damage equal to your Wisdom modifier (5).

Encounter Evocations

Elven Accuracy Elf Racial Power
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.

All-Encompassing Nature Druid Utility 2
Your view of nature is broader than most, expanding your knowledge.
Free Action Personal
Requirement: You must be trained in Nature.
Trigger: You would make an Arcana, Dungeoneering, or Religion check
Effect: You can roll a Nature check instead.

Twisting Vines Druid Attack 1
Vines and roots erupt from the ground around nearby creatures.
EncounterImplement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: +11 vs. Reflex
Hit: 1d8 + 7 damage, and each square adjacent to the target becomes difficult terrain until the end of your next turn.

Call Lightning Druid Attack 3
Bolts of lightning spear your foes as thunder rumbles around them, distracting them and threatening to blast them if they move away.
EncounterImplement, Lightning, Primal, Thunder, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: +11 vs. Reflex
Hit: 1d8 + 7 lightning damage.
Effect: The burst creates a zone of rumbling thunder that lasts until the end of your next turn. While within the zone, any enemy takes a -2 penalty to attack rolls, and any enemy that leaves the zone takes 5 thunder damage.

Second Wind PC Feature
Standard Action Personal
Effect: Spend a healing surge and regain 12 hit points. Gain a +2 bonus to all defenses until the start of your next turn.

Daily Evocations

Faerie Fire Druid Attack 1
A burst of colorful light envelops your foes, distracting and slowing them. As each creature breaks free of the effect, the light flares one last time, searing the flesh and dazzling the eyes.
DailyImplement, Primal, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: +11 vs. Will
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6 + 7 radiant damage, and the target grants combat advantage until the end of your next turn.
Miss: 1d6 + 7 radiant damage, and the target grants combat advantage until the end of your next turn.

Vine Serpents Druid Attack 5
You call forth serpentine vines to entangle your foes. The vines strike at any creature within their grasp that drops its guard.
DailyImplement, Primal, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: +11 vs. Fortitude
Hit: 2d6 + 7 damage, and the target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Effect: The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes 10 (5 + your Wisdom modifier) damage.

Magic Items

Magic Accurate Totem +2 Level 6 Common
This is a short rod of light wood wrapped in snakeskin.
Implement (Totem)
Enhancement: +2 attack rolls
Critical: +2d6 damage
Property: Accurate (You gain a +1 bonus to attack rolls made with an accurate implement.).

Enduring Beast Armor +1 Level 5 Uncommon
The spirit within this glistening armor grants you the fortitude to replenish your energy even after the most grievous wounds.
Armor: Hide
Enhancement: +1 AC
Property: While you are in beast form, you regain 2 additional hit points whenever you spend a healing surge.
Power (Daily ✦ Healing): Minor Action. You spend a healing surge.

Lucky Charm +1 Level 4 Uncommon
Monkey’s paw or rabbit’s foot, this lucky charm helps you snatch victory from the jaws of defeat.
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Power (Daily): No Action. Trigger: You miss with an attack or fail a skill check, ability check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.

Viper Belt Level 4 Uncommon
This snakeskin belt provides modest protection against poison.
Item Slot: Waist
Property: Gain resist 5 poison.
Power (Encounter): No Action. Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.

Height: 5’6" Weight: 140 lbs. Age: 32
Eyes: Green Hair: Blond Skin: Tanned


Yshriel (ISH’-ree-uhl) is on the shorter side for an elf, standing right at five and a half feet tall. A shock of blond hair tops his head, sticking up and out in all directions. His green eyes sparkle like polished emeralds and when combined with his easy smile, he comes off as very warm. His skin is tanned from long years of exposure to the sun, because he spends the majority of his time out of doors. He dresses in heavy, functional leathers and carries a simple pack filled with the necessities of travel.


Yshriel was born in an elven community near Shinaelestra, a city deep in the mortal realm’s Howling Forest. Growing up so near a Feywild city that worldfalls between that mystic world and the natural one made magic part of his basic understanding of reality. His father, an adventuring wizard by the name of Elirethlian, provided for his family with his exploits, but the travel required by his dangerous career took him far afield with great frequency. When he was around, he was as attentive as any loving father could be to Yshriel, and he loved his wife Aelafáriel passionately. However, as Yshriel entered his teenage years, he came to understand the capricious nature of his people, and grew to accept that his father likely loved others out in the world just as fiercely.

Considering the success of his father’s endeavors, Yshriel grew up wealthy. With this wealth came the privilege of knowing and interacting with the more powerful members of Shinaelestra’s elite, including Lord Calenon Thray, the eladrin ruler of the city. He and his mother were frequent visitors to court, and they were treated with respect, despite not being eladrin themselves. Still, the young elf had no particular proclivity for becoming a ranger, so his relationship with Calenon remained that of an uncle dealing with a nephew he doesn’t quite understand.

Yshriel did not mind, but he did feel somewhat constrained by the militant attitude and focus on strength of arms that Shinaelestra seemed to embody. He found himself wandering farther from the city, exploring both the Feywild and the wilds of the mortal realm, depending on when he left. He would commune with fey and natural spirits, and even learned a bit of woodcraft as a result of his travels.

It was on one such sojourn that he discovered a circle of druids closer to the fringes of the Howling Woods. He’d bypassed much of the danger presented by the forest by learning to respect the territory of predators and the more hostile inhabitants. Still, he ran afoul of an owlbear and had to run for his life to escape her wrath. He was rescued by the circle, who beat the creature until its rage was spent and then sent it back to tend to its hatchling cubs. The circle members were surprised to see a young elf wandering the woods, and amused that he had needed rescuing.

In speaking with the boy after the excitement was over, they were impressed with his knowledge of the world and interested in his knowledge of his home city. He was happy enough to share what he knew with his rescuers, and very interested in the power they seemed to wield. They explained how they’d tapped into the primal energy that flowed from all things, and how it was easier in the wilds than in cities. He made a deal with the druids, agreeing to introduce them to his mother and try to get them an audience in the court of the Ranger Lord in exchange for taking him on as a pupil.

Relations between his new druid circle and Shinaelestra were established, and word spread of Lord Calenon’s willingness to train any who could brave the perils of the Howling Wood and find the hidden fey city. Yshriel spent the next several years – in no particular hurry, considering the longevity of his people – soaking up everything he could from his mentors. When they deemed him ready, he bid goodbye to his mother and struck out into the world, eventually settling in the small community of Riverdown and attempting to start a new circle.

Early relations with the primarily human community were strained, as they saw no particular need for an earthy mystic. Still, Yshriel had patience enough to wait until they warmed to his presence, and he was ever willing to do what he could to aid the locals. He adopted a spunky human girl called Mia who came to discover just what an elf thought he was doing settling near “her” town. Their conversations were those of an instructor with a student, and Yshriel was quite proud when her doubt turned to interest in the primal energy that he had come to know and love. And so his circle grew from one to two.

When his half-sister Shadow came looking for her father, Yshriel could sense her unease about the subject. He decided to tell her that Elirethlian had “transcended mortality” and left the world for the Feywild. And for all he knew, it was true. His mother had kept in touch with letters and Sendings, and her husband had taken to spending more and more time in the shimmering land. Shadow seemed disappointed, but her inner conflict remained. She seemed almost desperate to know more about her elven heritage, and she eventually persuaded Yshriel to teach her what he knew. Finding himself twice a teacher, he settled into the role of the protective older sibling, although he wasn’t sure which of them had actually been born first.

Shadow – or Ali as he calls her in deference to her adopting the name “Ali’thaveline” (the Elven translation of her human name) – gets along famously with Mia, and the two young women have bonded, the latter soaking up the songs and dances that the half-elf had learned from her tribe and along her own travels. Ali became something of a diplomat between Yshriel’s circle and the Riverdown community, smoothing the transition that had begun when Mia first started speaking in the elf’s defense. She is also his link to the world outside, always coming back from town with the latest news, rumors, gossip, etc. She has traveled to towns other than Riverdown, learning what she could and passing it all along to her brother.


Yshriel is a patient soul, quicker to smile than to anger. He has learned a great deal about the world and the people in it in his three decades, and though he may not always know the right thing to say, he often understands the motivations behind people’s actions. He thinks of himself as a voice of reason, always encouraging others to think before they act, which likely comes off as elitist to some.


“Are you sure?”
“Stars and stones!”


Aelafáriel, elf shaman, mother
Elirethlian, elf wizard, father
Ali’thaveline, half-elf bard, half-sister
Mia, human peasant, apprentice
Tarrantus, minotaur barbarian, one-time adventuring companion



The Blue Zone zero