I created 4 fey warriors inspired by a famous superhero group.
Mr. Feytastic:
Elf Longarm--- Level 8 Soldier
Medium fey humaniod --- XP 350
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Initiative +12; Senses Perception +5 low-light vision
HP 82; Bloodied 41
AC 24; Fortitude 18; Reflex 20; Will 18
Speed 7
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[Basic Melee] Longsword (standard; at will) Weapon: Reach 2; +13 vs. AC; 1d8+4 damage
[Basic Ranged] Looooongsword (standard; at will) Weapon: Ranged 20; +13 vs. AC; 1d8+4 damage and the target is restrained until end of its turn
[Melee] Elastic Counter (immediate reaction; when enemy deals 15 or more damage with a melee or close attack, at will) Weapon: +13 vs. AC; 1d8+4 damage and the target is pushed 3 squares
Elven Accuracy
Threatening reach The elf longarm can make opportunity attack against all eniemes rwithin its reach (2 squares)
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Alignment Any; Languages Common, Elven
Str 18; Dex 14; Wis 13
Con 13; Int 17; Cha 16
The Invisible Fey
Gnome Visionmage--- Level 8 Lurker(Leader)
Small fey humaniod --- XP 350
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Initiative +13; Senses Perception +6 low-light vision
HP 69; Bloodied 34
AC 23; Fortitude 18; Reflex 21; Will 21
Speed 5,
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[Basic Melee] Dagger (standard; at will) Weapon: +13 vs. AC; 1d4+5 damage
[Ranged] Projected Invisibility (standard; encounter) Illusion: Ranged 5; an ally is invisible until it attacks or the end of its next turn.
Focused Invisibility (standard; at-will) Illusion: the gnome visonmage is invisible until it attacks or the end of its next turn.
Combat Advantage 2d6
Fade Away
Reactive Stealth
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Alignment Any; Languages Common, Elven
Str 11; Dex 13; Wis 10
Con 15; Int 20; Cha 19
The Eladrin Torch
Eladrin Firestarter--- Level 8 Artillery
Medium fey humaniod --- XP 350
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Initiative +8; Senses Perception +9 low-light vision
Flame Body (Fire) aura 1; any enemy that starts its turn in the aura takes 5 damage.
HP 70; Bloodied 35
AC 22; Fortitude 19; Reflex 21; Will 19
Resist fire 10, Vulnerable cold (loses fly until the end of its next turn)
Saving throws: +5 versus charm effects
Speed 6, Fly 5
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[Basic Melee] Fiery touch (standard; at will) Fire: +12 vs. AC; 1d4+3 fire damage
[Basic Ranged] Fireshot (standard; at will) Fire: Ranged 20; +10 vs. Reflex; 1d10+3 fire damage
[Ranged] Heatspray (standard; at will) Fire: Ranged 10; +10 vs. Fortitude; 2d6+3 fire damage plus 5 ongoing fire damage
[Ranged] Heat Control (standard; at will) Fire: Ranged 20; +10 vs. Fortitude; The target cannot use powers that have the fire keyword (save ends).
Feystep
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Alignment Any; Languages Common, Elven
Str 18; Dex 14; Wis 13
Con 13; Int 17; Cha 16
The ever' apathetic, blue eyed with no pupils Feything
Feything--- Level 8 Brute
Larrge fey humaniod --- XP 350
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Initiative +7; Senses Perception +4 low-light vision
HP 111; Bloodied 55
AC 19; Fortitude 21; Reflex 16; Will 116
Speed 5
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[Basic Melee] Slam (standard; at will): +11 vs. AC; 1d10+6 damage and the target is knocked prone.
[Melee] Fey Stomp (minor; at will): Prone enemies only, +9 vs. fortitude; 1d12+6 damage
Clobberin' Time (free, encounter): All effect that can end on a save end. Until the end on its next turn, the feything gets +2 to attack rolls, defenses, and speed.
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Alignment Any; Languages Common, Elven
Str 23; Dex 14; Wis 13
Con 21; Int 17; Cha 16
Comments and Suggestions are welcome.
Mr. Feytastic:
Elf Longarm--- Level 8 Soldier
Medium fey humaniod --- XP 350
---
Initiative +12; Senses Perception +5 low-light vision
HP 82; Bloodied 41
AC 24; Fortitude 18; Reflex 20; Will 18
Speed 7
---
[Basic Melee] Longsword (standard; at will) Weapon: Reach 2; +13 vs. AC; 1d8+4 damage
[Basic Ranged] Looooongsword (standard; at will) Weapon: Ranged 20; +13 vs. AC; 1d8+4 damage and the target is restrained until end of its turn
[Melee] Elastic Counter (immediate reaction; when enemy deals 15 or more damage with a melee or close attack, at will) Weapon: +13 vs. AC; 1d8+4 damage and the target is pushed 3 squares
Elven Accuracy
Threatening reach The elf longarm can make opportunity attack against all eniemes rwithin its reach (2 squares)
---
Alignment Any; Languages Common, Elven
Str 18; Dex 14; Wis 13
Con 13; Int 17; Cha 16
The Invisible Fey
Gnome Visionmage--- Level 8 Lurker(Leader)
Small fey humaniod --- XP 350
---
Initiative +13; Senses Perception +6 low-light vision
HP 69; Bloodied 34
AC 23; Fortitude 18; Reflex 21; Will 21
Speed 5,
---
[Basic Melee] Dagger (standard; at will) Weapon: +13 vs. AC; 1d4+5 damage
[Ranged] Projected Invisibility (standard; encounter) Illusion: Ranged 5; an ally is invisible until it attacks or the end of its next turn.
Focused Invisibility (standard; at-will) Illusion: the gnome visonmage is invisible until it attacks or the end of its next turn.
Combat Advantage 2d6
Fade Away
Reactive Stealth
---
Alignment Any; Languages Common, Elven
Str 11; Dex 13; Wis 10
Con 15; Int 20; Cha 19
The Eladrin Torch
Eladrin Firestarter--- Level 8 Artillery
Medium fey humaniod --- XP 350
---
Initiative +8; Senses Perception +9 low-light vision
Flame Body (Fire) aura 1; any enemy that starts its turn in the aura takes 5 damage.
HP 70; Bloodied 35
AC 22; Fortitude 19; Reflex 21; Will 19
Resist fire 10, Vulnerable cold (loses fly until the end of its next turn)
Saving throws: +5 versus charm effects
Speed 6, Fly 5
---
[Basic Melee] Fiery touch (standard; at will) Fire: +12 vs. AC; 1d4+3 fire damage
[Basic Ranged] Fireshot (standard; at will) Fire: Ranged 20; +10 vs. Reflex; 1d10+3 fire damage
[Ranged] Heatspray (standard; at will) Fire: Ranged 10; +10 vs. Fortitude; 2d6+3 fire damage plus 5 ongoing fire damage
[Ranged] Heat Control (standard; at will) Fire: Ranged 20; +10 vs. Fortitude; The target cannot use powers that have the fire keyword (save ends).
Feystep
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Alignment Any; Languages Common, Elven
Str 18; Dex 14; Wis 13
Con 13; Int 17; Cha 16
The ever' apathetic, blue eyed with no pupils Feything
Feything--- Level 8 Brute
Larrge fey humaniod --- XP 350
---
Initiative +7; Senses Perception +4 low-light vision
HP 111; Bloodied 55
AC 19; Fortitude 21; Reflex 16; Will 116
Speed 5
---
[Basic Melee] Slam (standard; at will): +11 vs. AC; 1d10+6 damage and the target is knocked prone.
[Melee] Fey Stomp (minor; at will): Prone enemies only, +9 vs. fortitude; 1d12+6 damage
Clobberin' Time (free, encounter): All effect that can end on a save end. Until the end on its next turn, the feything gets +2 to attack rolls, defenses, and speed.
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Alignment Any; Languages Common, Elven
Str 23; Dex 14; Wis 13
Con 21; Int 17; Cha 16
Comments and Suggestions are welcome.
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