Tags: 4e Monsters, 4e PDFs, 4e Races, Elves, World of Warcraft
Blood Elves, or Sin’dorei (meaning “Children of the Blood” in their native Thalassian tongue), are a somewhat tragic race. Like the other Azerothian elves, the sin’dorei have suffered from an addiction to magic. It’s hit them particularly hard, though, and with the loss of their Sunwell they have resorted to dark and fel magics to get their fix.
As a result, blood elves are largely mistrusted or despised, with some exceptions. It’s true that many of their numbers fall fully into madness from their arcane addiction. These elves truly deserve their sobriquet of “The Wretched,” for truly they are wretched creatures. Rather than trying to resist, they give themselves fully to the hunt for magical energy, and will risk anything and stop at nothing to sate their thirst for it.
Still, at least as many of the blood elves take pains to hold back their addiction. To these strong ones, the idea of becoming one of the wretched is a fate worse than death. Alone or together, it is every blood elf’s goal to find a cure for their race’s affliction.
For a much more indepth description of blood elves, see their entry on WoWWiki.
Average Height: 5’3″-5’11″
Average Weight: 120-170 lbs.
Ability Scores: +2 Charisma, +2 Dexterity
Speed: 6 squares
Languages: Common, Thalassian
Skill Bonuses: +2 Arcana, +2 History
Magical Addiction: Every day, you must absorb magical energy or suffer the effects of withdrawal. You may absorb the magical energy in one of the following ways:
- Sacrifice a daily spell whose level is within 10 of your own.
- Have someone else sacrifice such a spell on your behalf.
- Drink the blood of an immortal, aberrant or elemental creature. The blood may not be more than a week old.
If you fail to absorb magical energy on some day, you take a -1 penalty to your will defense and lose one healing surge. The penalty and amount of healing surges lost double each consecutive day you fail to feed your addiction.
Spell Mastery: You gain a +1 racial bonus on all attack rolls with spells.
Arcane Torrent: You can use Arcane Torrent as an encounter power.
|For the briefest moment, you allow yourself to succumb to your intense hunger for arcane energy and siphon it from all those around you.|
|Target: All other creatures in area.|
|Attack: Charisma + 2 vs. Fortitude|
|Hit: Target cannot use any spells until the end of your next turn. It is the up to the DM’s discretion what monster powers count as spells|
|HP 176; Bloodied 88|
|AC 24; Fortitude 20, Reflex 22, Will 24|
|Saving Throws +2|
|Action Points 1|
|M Staff (Standard; at-will)|
|+13 vs. AC; 1d8+5 damage|
|R Magic Missile (Standard; at-will) ♦ Arcane, Force|
|Ranged 20, +12 vs. Reflex, 2d8+5 damage|
|r Magister’s Hand (Minor; at-will) ♦ Arcane, Force|
|Ranged 20; +12 vs. Reflex; 1d8+5 damage and target is slid 4 squares.|
|c Magister’s Rebuff (Standard; encounter, recharge when bloodied) ♦ Arcane, Force|
|Close burst 2; enemies in area; +12 vs. reflex; 4d8+5 damage and target is pushed back 4 squares and knocked prone. Miss: Half damage and target is not knocked prone.|
|a Genuflecting Burst (Standard; recharge 56) ♦ Arcane, Force|
|Area burst 2 within 20 squares; +12 vs. reflex; 3d10+5 damage and target is knocked prone.|
|Skills Arcana +15, History +15|
|HP 63; Bloodied 31|
|AC 16; Fortitude 16, Reflex 16, Will 17|
|M Rapier (Standard; at-will)|
|+7 vs. AC, 1d10+4 damage|
|R Sling (Standard; at-will)|
|Ranged 10; +7 vs. AC, 1d6+4 damage|
|r Mana Tap (Standard; encounter)|
|Ranged 5; +5 vs. Fortitude; if target has any unexpended encounter spells, it loses one (targets choice) and the wretched heals 15 hp.|
|c Arcane Torrent (Minor; encounter)|
|Close burst 2; other creatures in area; +5 vs. Fortitude; target cannot any spells until the end of the wretched’s next turn.|
|Skills Arcana +10, Stealth +10|
Download PDF of the above monsters.