Deva NPCs [Level 2]
Deva Battle Cleric [Level 2 Controller (Leader)]
Medium immortal humanoid [XP 125]
Initiative +1; Senses Perception +4
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 12, Will 16
Resist 6 necrotic, 6 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the deva cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 3 thunder damage, and the target is dazed until the end of the deva cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +6 vs. AC; 2d10 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The deva cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ Healing Word (minor) ✦ Healing
- The deva cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The deva cleric gains a +1 bonus to the deva cleric’s next attack roll or saving throw before the end of the deva cleric’s
next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva cleric makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva cleric has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Heal +9, Religion +9
Str 16 (+4); Dex 11 (+1); Wis 16 (+4);
Con 12 (+2); Int 12 (+2); Cha 13 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Devoted Cleric [Level 2 Controller (Leader)]
Medium immortal humanoid [XP 125]
Initiative +1; Senses Perception +5
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 12, Reflex 12, Will 17
Resist 6 necrotic, 6 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +5 vs. Reflex; 1d8 + 4 radiant damage, and one ally the deva cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +5 vs. Reflex; 1d8 + 4 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the deva cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Will; 3d8 + 4 radiant damage, and the target gains vulnerability 5 to all the deva cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The deva cleric or one creature touched by the deva cleric regains hit points as if spending a healing surge.
- ○○ Healing Word (minor) ✦ Healing
- The deva cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The deva cleric gains a +1 bonus to the deva cleric’s next attack roll or saving throw before the end of the deva cleric’s
next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva cleric makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva cleric has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Heal +10, Religion +9
Str 13 (+2); Dex 11 (+1); Wis 18 (+5);
Con 12 (+2); Int 12 (+2); Cha 14 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Greatweapon Fighter [Level 2 Soldier]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +3
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 16, Reflex 12, Will 13
Resist 6 necrotic, 6 radiant
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +6 vs. AC; 2d12 + 3 damage (crit 27 + 1d12), and the target is slowed and cannot shift until end of the deva fighter’s next
turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +6 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: The power is not expended.
- □ Unstoppable (minor) ✦ Healing
- The deva fighter gains 2d6 + 2 temporary hit points.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva fighter makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva fighter has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Combat Challenge
- Every time the deva fighter attacks an enemy, the deva fighter can mark that target, whether the attack hits or misses. The
mark lasts until the end of the deva fighter’s next turn. If the marked creature makes an attack that doesn’t include the
deva fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the
deva fighter and shifts or makes an attack that does not include the deva fighter, the deva fighter can make a melee basic
attack against that enemy as an immediate interrupt.
Skills Athletics +9, Intimidate +6
Str 16 (+4); Dex 13 (+2); Wis 14 (+3);
Con 14 (+3); Int 12 (+2); Cha 11 (+1)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Deva Guardian Fighter [Level 2 Soldier]
Medium immortal humanoid [XP 125]
Initiative +3; Senses Perception +3
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 20; Fortitude 16, Reflex 15, Will 13
Resist 6 necrotic, 6 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+7 vs. AC; 1d8 + 3 damage, and the target is pushed 1 square if it is the deva fighter’s size, smaller than the deva fighter,
or one size category larger. The deva fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +7 vs. AC; 2d8 + 3 damage, and the deva fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The deva fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the deva fighter.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva fighter makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva fighter has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Combat Challenge
- Every time the deva fighter attacks an enemy, the deva fighter can mark that target, whether the attack hits or misses. The
mark lasts until the end of the deva fighter’s next turn. If the marked creature makes an attack that doesn’t include the
deva fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the
deva fighter and shifts or makes an attack that does not include the deva fighter, the deva fighter can make a melee basic
attack against that enemy as an immediate interrupt.
Skills Heal +8, Intimidate +6
Str 16 (+4); Dex 14 (+3); Wis 14 (+3);
Con 13 (+2); Int 12 (+2); Cha 11 (+1)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Avenging Paladin [Level 2 Soldier]
Medium immortal humanoid [XP 125]
Initiative +1; Senses Perception +3
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 14
Resist 6 necrotic, 6 radiant
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d10 + 3 radiant damage. If the deva paladin has marked the target, the deva paladin gains a +2 bonus to the damage
roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +7 vs. AC; 2d10 + 5 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +7 vs. AC; 3d10 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the deva paladin and allies within it
a +1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The deva paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the deva
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 5 radiant damage. The deva 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 deva paladin challenges another target. Divine Challenge can only be used once per round.
- □□ Lay on Hands (minor) ✦ Healing
- The deva paladin spends a healing surge but regains no hit points. Instead, one creature touched by the deva paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva paladin makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva paladin has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Intimidate +8, Religion +9
Str 16 (+4); Dex 11 (+1); Wis 15 (+3);
Con 12 (+2); Int 12 (+2); Cha 14 (+3)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Deva Protecting Paladin [Level 2 Soldier]
Medium immortal humanoid [XP 125]
Initiative +1; Senses Perception +3
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 21; Fortitude 14, Reflex 15, Will 15
Resist 6 necrotic, 6 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage, and the deva paladin gains 2 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage. Hit or Miss: Until the end of the deva paladin’s next turn, one ally within 5 squares of
the deva paladin gains a +2 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 3d8 + 3 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the deva paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The deva paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the deva
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 deva 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 deva paladin challenges another target. Divine Challenge can only be used once per round.
- □□ Lay on Hands (minor) ✦ Healing
- The deva paladin spends a healing surge but regains no hit points. Instead, one creature touched by the deva paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The deva paladin is hit by the attack instead.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva paladin makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva paladin has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Intimidate +9, Religion +9
Str 14 (+3); Dex 11 (+1); Wis 15 (+3);
Con 12 (+2); Int 12 (+2); Cha 16 (+4)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Archer Ranger [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +4; Senses Perception +8
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 15, Will 13
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +6/+6 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The deva ranger can shift 3 squares either before or after the attack.
Longsword: +6 vs. AC; 2d8 + 2 damage.
Longbow: Ranged 20/40; +6 vs. AC; 2d10 + 3 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +6 vs. AC; 2d10 + 3 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The deva ranger can designate the nearest visible enemy as the deva ranger’s quarry. Once per round when hitting this quarry,
the deva ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the deva
ranger designates a different target as the quarry. The deva ranger can only designate one enemy as quarry at a time.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the deva ranger with a melee attack.
The deva ranger can shift 2 squares. The deva ranger gains a +2 power bonus to all defenses until the end of the deva ranger’s
next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva ranger makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva ranger has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Archer Fighting Style
- The deva ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The deva ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +8, Stealth +8
Str 14 (+3); Dex 16 (+4); Wis 15 (+3);
Con 12 (+2); Int 12 (+2); Cha 11 (+1)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Deva Two-Blade Ranger [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +3; Senses Perception +8
HP 41; Bloodied 20
Healing Surges (+10 hp) ○
AC 16; Fortitude 15, Reflex 14, Will 13
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d10 + 2 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +7/+7 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +7 vs. AC; 1d8 + 3 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +7 vs. AC; 2d8 + 3 damage.
Longsword (off hand):
+7 vs. AC; 2d8 + 3 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The deva ranger can designate the nearest visible enemy as the deva ranger’s quarry. Once per round when hitting this quarry,
the deva ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the deva
ranger designates a different target as the quarry. The deva ranger can only designate one enemy as quarry at a time.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the deva ranger with a melee attack.
The deva ranger slides the enemy into a square adjacent to the deva ranger and gain combat advantage against it until the
end of the deva ranger’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva ranger makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva ranger has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Two-Blade Fighting Style
- The deva ranger can wield a one-handed weapon in the deva ranger’s off hand as if it were an off-hand weapon. In addition,
the deva ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The deva ranger gains an additional +5 hit points.
Skills Nature +8, Perception +8
Str 16 (+4); Dex 14 (+3); Wis 15 (+3);
Con 12 (+2); Int 12 (+2); Cha 11 (+1)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Deva Brawny Rogue [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +4; Senses Perception +2
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 16, Will 12
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 3 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 3 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 3 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 3 damage.
Hit:
The target is slowed and grants combat advantage to the deva rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the deva rogue until the end of the deva rogue’s next turn.
- ○ Tumble (move)
- The deva rogue can shift a number of squares equal to one-half the deva rogue’s speed.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva rogue makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva rogue has a +1 bonus to all defenses against attacks made by bloodied creatures.
- First Strike
- At the start of an encounter, the deva rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the deva rogue’s weapon damage die increases by one size. When wielding a dagger, the deva rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the deva rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the deva rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +9
Str 14 (+3); Dex 16 (+4); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 13 (+2)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Deva Trickster Rogue [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +4; Senses Perception +7
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 13
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
The deva rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 3 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 3 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the deva rogue hits
the target the deva rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The deva rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva rogue makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva rogue has a +1 bonus to all defenses against attacks made by bloodied creatures.
- First Strike
- At the start of an encounter, the deva rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the deva rogue’s weapon damage die increases by one size. When wielding a dagger, the deva rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the deva rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the deva rogue deals an extra 2d6 damage.
Skills Stealth +9, Thievery +9
Str 13 (+2); Dex 16 (+4); Wis 13 (+2);
Con 12 (+2); Int 12 (+2); Cha 14 (+3)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Deva Fey-Pact Warlock [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +1; Senses Perception +3
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 15, Will 15
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the deva warlock is invisible to the target until the start of the deva
warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –5 penalty to attack rolls until the end of the deva
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The deva warlock can teleport 3 squares, and the deva warlock gains a +2 power bonus to all defenses until the end of the
deva warlock’s next turn.
- ● Warlock’s Curse (minor)
- The deva warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the deva
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 deva warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The deva warlock can immediately teleport 3 squares.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warlock makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warlock has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Arcana +9, Bluff +9
Str 10 (+1); Dex 11 (+1); Wis 14 (+3);
Con 13 (+2); Int 16 (+4); Cha 16 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Deva Infernal-Pact Warlock [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +2
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 15, Will 13
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d6 + 3 fire damage. If the deva warlock takes damage before the end of the deva warlock’s next
turn, the target takes an extra 1d6 + 3 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +4 vs. Will; 2d8 + 3 necrotic damage, and the deva warlock gains 8 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 3d10 + 3 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The deva warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the deva
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 deva warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The deva warlock gains 6 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The deva warlock gains 2 temporary hit points.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warlock makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warlock has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Arcana +9, Intimidate +7
Str 10 (+1); Dex 12 (+2); Wis 13 (+2);
Con 16 (+4); Int 16 (+4); Cha 13 (+2)
Equipment leather armor, mace
-1 Level / +1 Level
Deva Star-Pact Warlock [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +2
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 15; Fortitude 14, Reflex 14, Will 14
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +3 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Fortitude; 1d6 + 3 radiant damage. If the target moves nearer to the deva warlock on its next turn, it takes
an extra 1d6 + 3 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +3 vs. Will; 2d8 + 2 psychic damage, and the target takes a –3 penalty to Will defense until the end of the deva
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the deva warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The deva warlock can teleport 3 squares, and the deva warlock gains a +2 power bonus to all defenses until the end of the
deva warlock’s next turn.
- ● Warlock’s Curse (minor)
- The deva warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the deva
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 deva 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 deva warlock gains a +1 bonus to a single d20 roll the deva warlock makes during the deva warlock’s next turn. This bonus
is cumulative; if three cursed enemies drop, the bonus increases to +3.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warlock makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warlock has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Arcana +8, Insight +7
Str 10 (+1); Dex 12 (+2); Wis 13 (+2);
Con 16 (+4); Int 15 (+3); Cha 14 (+3)
Equipment leather armor, sickle
-1 Level / +1 Level
Deva Inspiring Warlord [Level 2 Soldier (Leader)]
Medium immortal humanoid [XP 125]
Initiative +3; Senses Perception +2
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 13, Will 14
Resist 6 necrotic, 6 radiant
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +6 vs. Fortitude; 3 damage, and choose one ally adjacent to either the deva warlord or the target. On his or her next attack
against the target, this ally gains a +2 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the deva warlord or the target gains a +3 power bonus to AC against
the target’s attacks until the end of the deva warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +6 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the deva warlord gains a +1 power bonus to all defenses until the
end of the encounter. Hit or Miss: Allies within 5 squares of the deva warlord gains 7 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The deva warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Shake It Off (minor)
- The deva warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warlord makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warlord has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Inspiring Presence
- When an ally who can see the deva warlord spends an action point to take an extra action, that ally also regains 3 lost hit
points.
- Combat Leader
- The deva warlord and each ally within 10 squares who can see and hear the deva warlord gains a +2 power bonus to initiative.
Skills Heal +7, History +10
Str 16 (+4); Dex 11 (+1); Wis 12 (+2);
Con 12 (+2); Int 15 (+3); Cha 14 (+3)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Deva Tactical Warlord [Level 2 Soldier (Leader)]
Medium immortal humanoid [XP 125]
Initiative +3; Senses Perception +2
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 15, Reflex 15, Will 13
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage. Before the deva warlord attacks, one ally adjacent to either the deva warlord or the target may
shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and one ally within 5 squares gains a +4 power bonus to attack rolls against the target until the
end of the deva warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +7 vs. AC; 3d8 + 3 damage, and the deva warlord and allies within 5 squares gain a +4 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The deva warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warlord makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warlord has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Tactical Presence
- When an ally the deva warlord can see spends an action point to make an extra attack, the ally gains a +3 bonus to the attack
roll.
- Combat Leader
- The deva warlord and each ally within 10 squares who can see and hear the deva warlord gains a +2 power bonus to initiative.
Skills Heal +7, History +11
Str 16 (+4); Dex 11 (+1); Wis 12 (+2);
Con 12 (+2); Int 16 (+4); Cha 13 (+2)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Deva Control Wizard [Level 2 Artillery]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +4
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 16
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +5 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the deva wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the deva wizard’s next turn. The deva wizard can end this effect as a minor action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +5 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Orb of Imposition (free)
- The deva wizard can choose one creature suffering from one of the deva 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 deva wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the deva wizard’s current turn, so that it lasts
instead until the end of the deva wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the deva wizard is hit by an attack.
The deva wizard gains a +4 power bonus to AC and Reflex defense until the end of the deva wizard’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva wizard makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva wizard has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Arcana +10, Insight +9
Str 10 (+1); Dex 13 (+2); Wis 16 (+4);
Con 12 (+2); Int 18 (+5); Cha 11 (+1)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Deva War Wizard [Level 2 Artillery]
Medium immortal humanoid [XP 125]
Initiative +3; Senses Perception +3
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 15
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +5 vs. Reflex; 2d6 + 4 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +5 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +5 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Wand of Accuracy (free)
- The deva wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the deva wizard is hit by an attack.
The deva wizard gains a +4 power bonus to AC and Reflex defense until the end of the deva wizard’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva wizard makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva wizard has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Arcana +10, History +12
Str 10 (+1); Dex 14 (+3); Wis 15 (+3);
Con 12 (+2); Int 18 (+5); Cha 11 (+1)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Deva Isolating Avenger [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +1; Senses Perception +5
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 16
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and the deva avenger shifts 1 square, sliding the target 1 square into the space the deva avenger
occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +8 vs. AC; 1d10 + 4 damage, and until the end of the deva avenger’s next turn, any enemy that ends its turn adjacent to the
deva avenger or that hits or misses the deva avenger takes 8 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +8 vs. AC; 2d10 + 4 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the deva avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the deva avenger can see in within 10 squares. When the deva avenger makes a melee attack against the target
and the target is the only enemy adjacent to the deva avenger, the deva 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 deva avenger
regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the deva avenger can see within 10 squares. The target becomes the target of the deva avenger’s oath of
enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the deva avenger makes an attack roll against the deva avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva avenger makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva avenger has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Censure of Retribution
- When any enemy other than the deva avenger’s oath of enmity target hits the deva avenger, the deva avenger gains a +3 bonus
to damage rolls against the deva avenger’s oath of enmity target until the end of the deva avenger’s next turn. This bonus
is cumulative.
- Armor of Faith
- The favor of the deva avenger’s deity wards the deva avenger from harm. While the deva avenger is neither wearing heavy armor
nor using a shield, the deva avenger gains a +3 bonus to AC.
Skills Athletics +7, Religion +11
Str 13 (+2); Dex 11 (+1); Wis 18 (+5);
Con 12 (+2); Int 16 (+4); Cha 10 (+1)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Deva Pursuing Avenger [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +3; Senses Perception +5
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 16
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 2 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and if the target doesn’t end its next turn adjacent to the deva avenger, the deva avenger can
shift 3 squares as a free action. The deva avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage. Before the attack, the deva avenger shifts 3 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +8 vs. AC; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the deva avenger at the start of the deva avenger’s turn, the deva avenger can teleport to a
space within 3 squares of it as a minor action. This effect ends if the deva avenger ends the deva avenger’s turn more than
3 squares away from the target.
- ○ Distracting Flare (move)
- The deva avenger becomes invisible and moves the deva avenger’s speed. The deva avenger is invisible until the end of the
movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the deva avenger can see in within 10 squares. When the deva avenger makes a melee attack against the target
and the target is the only enemy adjacent to the deva avenger, the deva 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 deva avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the deva avenger makes an attack roll against the deva avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva avenger makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva avenger has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Censure of Pursuit
- If the deva avenger’s oath of enmity target moves away from the deva avenger willingly, the deva avenger gains a +4 bonus
to damage rolls against the target until the end of the deva avenger’s next turn.
- Armor of Faith
- The favor of the deva avenger’s deity wards the deva avenger from harm. While the deva avenger is neither wearing heavy armor
nor using a shield, the deva avenger gains a +3 bonus to AC.
Skills Religion +9, Stealth +8
Str 13 (+2); Dex 14 (+3); Wis 18 (+5);
Con 12 (+2); Int 13 (+2); Cha 10 (+1)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Deva Rageblood Barbarian [Level 2 Brute]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +7
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 12
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d8 + 3 damage (crit 23 + 1d12). Hit or Miss: Until the start of the deva barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the deva barbarian. If the deva barbarian is raging, attackers do not
gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +6 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Hit or Miss: Until the start of the deva barbarian’s next turn, any attacker
gains a +4 bonus to attack rolls against the deva barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +6 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: Half damage. Hit or Miss: The deva barbarian enters the rage
of the bloodhunt. Until the rage ends, the deva barbarian gains a +2 bonus to melee damage rolls if either the deva barbarian
or the deva barbarian’s target is bloodied.
- □ Primal Vitality (minor)
- The deva barbarian gains 3 temporary hit points. If the deva barbarian is raging, the deva barbarian instead gains 5 temporary
hit points.
- ○ Swift Charge (free)
- When the deva barbarian’s attack reduces an enemy to 0 hit points.
The deva barbarian charges an enemy.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva barbarian makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva barbarian has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Rageblood Vigor
- Whenever the deva barbarian’s attack reduces an enemy to 0 hit points, the deva barbarian gains 2 temporary hit points.
- Barbarian Agility
- While the deva barbarian is not wearing heavy armor, the deva barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +7
Str 16 (+4); Dex 12 (+2); Wis 13 (+2);
Con 14 (+3); Int 12 (+2); Cha 13 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Thaneborn Barbarian [Level 2 Brute]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +7
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 13
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). When charging, the deva barbarian can use this power in place of a melee
basic attack. If the deva barbarian is raging, the deva barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +6 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). If the deva barbarian targets two creatures,
the deva barbarian can shift 2 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +6 vs. Reflex; 1d12 + 3 damage (crit 15 + 1d12), and the deva barbarian knocks the
target prone. Miss: Half damage. Hit or Miss: The deva barbarian enters the rage of the macetail behemoth. Until
the rage ends, whenever the deva barbarian hits, the deva barbarian gains 3 temporary hit points.
- ○ Combat Sprint (move)
- The deva barbarian moves the deva barbarian’s speed + 4. The deva barbarian gains a +4 bonus to all defenses against any opportunity
attack the deva barbarian provoke with this movement.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the deva 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 deva barbarian’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva barbarian makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva barbarian has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Thaneborn Triumph
- Whenever the deva barbarian bloodies an enemy, the next attack by the deva barbarian or an ally against that enemy gains a
+2 bonus to the attack roll.
- Barbarian Agility
- While the deva barbarian is not wearing heavy armor, the deva barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +7
Str 16 (+4); Dex 12 (+2); Wis 13 (+2);
Con 13 (+2); Int 12 (+2); Cha 14 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Cunning Bard [Level 2 Controller (Leader)]
Medium immortal humanoid [XP 125]
Initiative +1; Senses Perception +7
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 12, Reflex 16, Will 15
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the deva
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +4 vs. Will; 1d6 + 3 damage, and the deva bard slides the target 4 squares. During the slide, the deva bard or one
of the deva bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the
attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +4 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The deva bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The deva bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the deva bard’s next turn. When the
deva bard moves, the zone moves with the deva bard, remaining centered on the deva bard. While within the zone, any ally gains
a +1 power bonus to AC. Sustain Minor: The zone persists.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva bard makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva bard has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 8 squares of the deva bard, the deva bard can slide that ally 1
square as a free action.
- Skill Versatility
- The deva bard gains a +1 bonus to untrained skill checks.
Skills Arcana +9, Bluff +9
Str 12 (+2); Dex 11 (+1); Wis 12 (+2);
Con 13 (+2); Int 16 (+4); Cha 16 (+4)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Deva Valorous Bard [Level 2 Controller (Leader)]
Medium immortal humanoid [XP 125]
Initiative +1; Senses Perception +7
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 18; Fortitude 13, Reflex 15, Will 15
Resist 6 necrotic, 6 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage, and the target takes a –2 penalty to the defense of the deva bard’s choice until the end of the
deva bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +4 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 2 squares. Hit or Miss:
The deva bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and the target grants combat advantage to the deva bard and the deva bard’s allies (save ends).
Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the deva bard hits an enemy, that enemy
grants combat advantage to the deva bard and the deva bard’s allies until the end of the deva bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The deva bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The deva bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the deva bard’s next turn. When
the deva bard moves, the zone moves with the deva bard, remaining centered on the deva bard. While within the zone, any ally
gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva bard makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva bard has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the deva bard reduces an enemy to 0 hit points or bloodies an enemy, the
deva bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The deva bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Athletics +6
Str 12 (+2); Dex 11 (+1); Wis 12 (+2);
Con 14 (+3); Int 15 (+3); Cha 16 (+4)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Deva Guardian Druid [Level 2 Controller]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +5
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 13, Will 16
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +5 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the deva druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +5 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +5 vs. Fortitude; 1d6 + 6 cold damage, and the target is immobilized until the end of the deva druid’s next turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +5 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the deva druid’s choice within 5
squares of the target regains 7 hit points. Aftereffect: One creature of the deva druid’s choice within 5 squares of
the target regains 2 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The deva druid changes from the deva druid’s humanoid form to beast form or vice versa. When the deva druid changes from beast
form back to the deva druid’s humanoid form, the deva druid shifts 1 square. While the deva druid is in beast form, the deva
druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the deva druid can sustain such
powers. The deva druid can use this power once per round.
- ○ Barkskin (minor)
- The deva druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the deva druid’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva druid makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva druid has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Primal Guardian
- While the deva druid is not wearing heavy armor, the deva druid can use the deva druid’s Constitution modifier in place of
the deva druid’s Dexterity or Intelligence modifier to determine the deva druid’s AC.
Skills Heal +10, Nature +10
Str 12 (+2); Dex 13 (+2); Wis 18 (+5);
Con 14 (+3); Int 13 (+2); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Predator Druid [Level 2 Controller]
Medium immortal humanoid [XP 125]
Initiative +3; Senses Perception +10
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 16
Resist 6 necrotic, 6 radiant
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +5 vs. Reflex; 1d8 + 4 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; +5 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the deva druid’s next turn. Any enemy that enters the zone or starts its turn there takes 4 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +5 vs. Reflex; 1d10 + 4 damage. If at least one of the attacks hits, the deva druid can shift
2 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d6 + 4 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the deva druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The deva druid changes from the deva druid’s humanoid form to beast form or vice versa. When the deva druid changes from beast
form back to the deva druid’s humanoid form, the deva druid shifts 1 square. While the deva druid is in beast form, the deva
druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the deva druid can sustain such
powers. The deva druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the deva druid gains a +2 power bonus to the deva druid’s speed while the deva druid is in
beast form.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva druid makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva druid has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Primal Predator
- While the deva druid is not wearing heavy armor, the deva druid gains a +1 bonus to the deva druid’s speed.
Skills Nature +10, Perception +10
Str 12 (+2); Dex 14 (+3); Wis 18 (+5);
Con 13 (+2); Int 13 (+2); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Preserving Invoker [Level 2 Artillery]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +5
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 16
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +5 vs. Reflex; 1d8 + 4 radiant damage, and the deva invoker slides the target 1 square. The deva invoker can use
this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +5 vs. Reflex; 1d6 + 4 radiant damage. Hit or Miss: Each ally in the burst
gains a +4 power bonus to AC until the end of the deva invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +5 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the deva invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the deva invoker hits the deva invoker’s ally.
The deva invoker gains a +3 bonus to the deva invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the deva invoker’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva invoker makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva invoker has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Covenant of Preservation
- When the deva invoker uses a divine encounter or daily attack power on the deva invoker’s turn, the deva invoker can slide
an ally within 10 squares of the deva invoker 1 square.
Skills Arcana +9, Religion +11
Str 10 (+1); Dex 12 (+2); Wis 18 (+5);
Con 13 (+2); Int 16 (+4); Cha 11 (+1)
Equipment hide armor, morningstar
-1 Level / +1 Level
Deva Wrathful Invoker [Level 2 Artillery]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +5
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 14, Reflex 14, Will 16
Resist 6 necrotic, 6 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The deva invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +5 vs. Fortitude; 1d6 + 4 thunder damage, or 2d6 + 4 thunder damage if the
deva invoker targets only one creature. In addition, the target is dazed until the end of the deva invoker’s next turn and
is pushed 2 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 1d10 + 4 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the deva invoker hits the deva invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva invoker makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- □ Shroud of Warning (no action)
- When the deva invoker and the deva invoker’s allies roll initiative at the beginning of an encounter.
The deva invoker and each ally in within 10 squares gains a +4 bonus to the initiative check.
- Astral Majesty
- The deva invoker has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Covenant of Wrath
- When the deva invoker uses a divine encounter or daily attack power on the deva invoker’s turn, the deva invoker gains a bonus
to the damage roll equal to 1 for each enemy the deva invoker attacks with the power.
Skills Endurance +7, Religion +10
Str 10 (+1); Dex 12 (+2); Wis 18 (+5);
Con 14 (+3); Int 15 (+3); Cha 11 (+1)
Equipment chainmail, morningstar
-1 Level / +1 Level
Deva Bear Shaman [Level 2 Controller (Leader)]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +10
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 13, Will 16
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +5 vs. Will; 1d8 + 4 damage, and each ally adjacent to the deva shaman’s spirit companion gains 2 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +5 vs. Fortitude; 1d6 + 4 thunder damage, and until the end of the deva shaman’s next turn, the deva shaman and
the deva shaman’s allies gain 2 resistance to all damage while adjacent to the deva shaman’s spirit companion. In addition,
the deva shaman or one ally within 5 squares of the deva shaman gains 2 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +5 vs. Fortitude; 1d8 + 4 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the deva shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a
character can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The deva shaman conjures the deva shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the deva shaman falls unconscious or until the deva shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the deva shaman takes a move action, the deva shaman can also move the
spirit a number of squares equal to the deva 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 11 damage to the spirit, the spirit disappears, and
the deva shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The deva shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the deva
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the deva shaman’s spirit companion without shifting.
Targets triggering enemy; +5 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the deva shaman’s spirit
companion regains 4 hit points.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva shaman makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva shaman has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Protector Spirit
- Any ally adjacent to the deva shaman’s spirit companion regains 2 additional hit points when he or she uses second wind or
when the deva shaman uses a healing power on him or her.
Skills Nature +10, Perception +10
Str 11 (+1); Dex 12 (+2); Wis 18 (+5);
Con 14 (+3); Int 15 (+3); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Panther Shaman [Level 2 Controller (Leader)]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +10
HP 37; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 16
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +5 vs. Fortitude; 1d10 + 4 damage, and until the end of the deva shaman’s next turn, the deva shaman’s spirit
companion can flank with the deva shaman and the deva shaman’s allies. If the target is bloodied, the deva shaman gains a
+1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +5 vs. Reflex; 1d8 + 4 damage. If the target is bloodied, the deva shaman
gains a +3 bonus to the attack roll. Hit: Until the end of the deva shaman’s next turn, the deva shaman and the deva
shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the deva shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the deva shaman’s spirit companion; +5 vs. Will; 3d6 +
4 psychic damage, and the deva shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The deva shaman conjures the deva shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the deva shaman falls unconscious or until the deva shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the deva shaman takes a move action, the deva shaman can also move the
spirit a number of squares equal to the deva 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 11 damage to the spirit, the spirit disappears, and
the deva shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The deva shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the deva
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the deva shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the deva shaman’s spirit companion without shifting.
Targets triggering enemy; +5 vs. Reflex; 1d10 + 4 damage.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva shaman makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva shaman has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Stalker Spirit
- Any ally adjacent to the deva shaman’s spirit companion gains a +3 bonus to damage rolls against bloodied enemies.
Skills Nature +10, Perception +10
Str 11 (+1); Dex 12 (+2); Wis 18 (+5);
Con 13 (+2); Int 16 (+4); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Chaos Sorcerer [Level 2 Artillery]
Medium immortal humanoid [XP 125]
Initiative +3; Senses Perception +2
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 16
Resist 6 necrotic, 6 radiant
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 2 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +4 vs. Will; 1d10 + 5 psychic damage and if the deva 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:
+4 vs. Will; 1d6 + 2 psychic damage. If the deva sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The deva sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +4 vs. Will; 1d10 + 5 psychic damage, and the target is pushed 2 squares. If
the deva sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 6d6 + 5 radiant damage and if the deva sorcerer rolled an even number on the attack roll, the target
takes a -2 penalty to attack rolls against the deva sorcerer (save ends). Miss: Half damage.
- ○ Stretch Spell (minor)
- Until the end of the deva sorcerer’s turn, add +2 to the range of the deva sorcerer’s ranged arcane powers.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva sorcerer makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva sorcerer has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Chaos Power
- The deva sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the deva sorcerer rolls a natural 20 on an attack roll for an arcane power, the deva sorcerer slides the target 1 square
and knock it prone after applying the attack’s other effects. When the deva sorcerer rolls a natural 1 on an attack roll
for an arcane power, the deva sorcerer must push each creature within 5 squares of the deva sorcerer 1 square.
Skills Arcana +7, Bluff +9
Str 13 (+2); Dex 14 (+3); Wis 12 (+2);
Con 12 (+2); Int 13 (+2); Cha 16 (+4)
Equipment cloth armor, dagger
-1 Level / +1 Level
Deva Dragon Sorcerer [Level 2 Skirmisher]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +2
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 13; Fortitude 13, Reflex 12, Will 16
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +4 vs. Reflex; 1d8 + 5 fire damage. The next enemy that hits the deva sorcerer with a melee attack before the
end of the deva sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +4 vs. Reflex; 2d6 + 5 acid damage, and the target can’t gain combat advantage against any creature until the
end of the deva sorcerer’s next turn. The deva sorcerer gains concealment until the end of the deva sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +4 vs. Reflex; 3d8 + 5 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
deva sorcerer’s next turn, whenever an enemy hits the deva sorcerer with a melee attack, the deva sorcerer pushes that enemy
1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the deva sorcerer is hit by an attack.
Until the end of the deva sorcerer’s next turn, the deva sorcerer gains a +1 power bonus to all defenses, and any creature
that hits the deva sorcerer with a melee attack takes 1d6 + 2 fire damage.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva sorcerer makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva sorcerer has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Draconic Power
- The deva sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the deva sorcerer is not wearing heavy armor, the deva sorcerer can use the deva sorcerer’s Strength modifier in place
of the deva sorcerer’s Dexterity or Intelligence modifier to determine the deva sorcerer’s AC.
Skills Arcana +7, Athletics +8
Str 14 (+3); Dex 13 (+2); Wis 12 (+2);
Con 12 (+2); Int 13 (+2); Cha 16 (+4)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Deva Earth Warden [Level 2 Brute]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +8
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 15, Reflex 14, Will 14
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the deva warden gains a +1 power bonus to AC until the end of the deva warden’s next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 3 thunder damage, and the deva warden pushes the target 2 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +6 vs. Fortitude; 1d6 thunder damage, and the deva warden pushes the secondary target 1 square.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The deva warden and the deva
warden’s allies have cover while within the zone.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The deva warden assumes the guardian form of the willow sentinel until the end of the encounter. While the deva warden is
in this form, the deva warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude
while adjacent to the deva warden. Once during this encounter, the deva warden can make the following attack while the deva
warden is in this form as an immediate interrupt when an enemy adjacent to the deva warden makes an attack roll against the
deva warden’s ally.
Secondary Attack: Targets the triggering enemy; +6 vs. AC; 1d10 + 3 damage, and the target
takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering
attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the deva warden that is within 5 squares of the deva warden makes an attack that does not include
the deva warden as a target.
Targets the triggering enemy; The deva warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warden makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warden has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Earthstrength
- When the deva warden uses the deva warden’s second wind, the deva warden gains an additional +2 bonus to AC. The bonus lasts
until the end of the deva warden’s next turn.
- Font of Life
- At the start of the deva warden’s turn, the deva 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 deva warden on the deva warden’s current turn. If the
deva warden fails the saving throw, the deva warden still makes a saving throw against the effect at the end of the deva warden’s
turn.
- Nature’s Wrath
- Once during each of the deva warden’s turns, the deva warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the deva warden’s next turn.
Skills Athletics +6, Perception +8
Str 16 (+4); Dex 12 (+2); Wis 15 (+3);
Con 14 (+3); Int 12 (+2); Cha 11 (+1)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Deva Wild Warden [Level 2 Brute]
Medium immortal humanoid [XP 125]
Initiative +2; Senses Perception +9
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 17; Fortitude 15, Reflex 12, Will 15
Resist 6 necrotic, 6 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and the target is slowed until the end of the deva warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +6 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
- ○ Eyes of the Hawk (minor)
- The deva warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The deva warden assumes the guardian form of the relentless panther until the end of the encounter. While the deva warden
is in this form, the deva warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the deva
warden. In addition, the deva warden can shift 2 squares as a move action. Once during this encounter, the deva warden can
make the following attack while the deva warden is in this form as a standard action.
Secondary Attack: Before
the attack, the deva warden shifts the deva warden’s speed; +6 vs. Reflex; 2d12 + 3 damage (crit 27 + 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 deva warden makes an attack that does not include the deva warden as a target.
Targets the triggering enemy; +6 vs. Fortitude; 1d12 + 3 damage (crit 15 + 1d12), and the target grants combat advantage to
the deva warden and the deva warden’s allies until the end of the deva warden’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warden makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warden has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Wildblood
- When the deva warden uses the deva warden’s second wind, each enemy marked by the deva warden takes an additional -3 penalty
to attack rolls for attacks that don’t include the deva warden as a target, until the end of the deva warden’s next turn.
- Font of Life
- At the start of the deva warden’s turn, the deva 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 deva warden on the deva warden’s current turn. If the
deva warden fails the saving throw, the deva warden still makes a saving throw against the effect at the end of the deva warden’s
turn.
- Nature’s Wrath
- Once during each of the deva warden’s turns, the deva warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the deva warden’s next turn.
Skills Athletics +8, Perception +9
Str 16 (+4); Dex 12 (+2); Wis 16 (+4);
Con 13 (+2); Int 12 (+2); Cha 11 (+1)
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.