Deva NPCs [Level 7]

Deva Battle Cleric [Level 7 Controller (Leader)]

Medium immortal humanoid [XP 300]

Initiative +3; Senses Perception +6
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 20
Resist 8 necrotic, 8 radiant
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 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] Awe Strike (standard) ✦ Fear, Weapon
+10 vs. Will; 1d10 + 5 damage, and the target is immobilized until the end of the deva cleric’s next turn.
Cure Serious Wounds (standard) ✦ Healing
The deva cleric or one creature touched by the deva cleric regains hit points as if spending two healing surges.
○○ Healing Word (minor) ✦ Healing
The deva cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Weapon of the Gods (minor) ✦ Radiant, Weapon
One weapon touched by the deva cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn.
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 +11, Religion +11
Str 17 (+6); Dex 11 (+3); Wis 17 (+6);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Deva Devoted Cleric [Level 7 Controller (Leader)]

Medium immortal humanoid [XP 300]

Initiative +3; Senses Perception +7
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 16, Reflex 16, Will 21
Resist 8 necrotic, 8 radiant
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+8 vs. AC; 1d10 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +9 vs. Reflex; 1d8 + 6 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.
○ [R] Break the Spirit (standard) ✦ Charm, Radiant
Ranged 10; +9 vs. Will; 2d8 + 6 radiant damage, and the target takes a -2 penalty to attack rolls until the end of the deva cleric’s next turn.
□ [R] Spiritual Weapon (standard) ✦ Conjuration
Ranged 10; +9 vs. AC; 1d10 + 6 damage. The deva cleric conjures a weapon that appears in the target’s square and attacks. Hit or Miss: The deva cleric’s allies gain combat advantage against the target. The deva cleric can move the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the deva cleric’s next turn. Sustain Minor: Repeat the attack. The deva cleric’s allies continue to gain combat advantage against the weapon’s target.
Cure Serious Wounds (standard) ✦ Healing
The deva cleric or one creature touched by the deva cleric regains hit points as if spending two healing surges.
○○ Healing Word (minor) ✦ Healing
The deva cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Divine Fortune (free) ✦ Channel Divinity
The 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 +12, Religion +11
Str 13 (+4); Dex 11 (+3); Wis 19 (+7);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Deva Greatweapon Fighter [Level 7 Soldier]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +5
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 20, Reflex 16, Will 17
Resist 8 necrotic, 8 radiant
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 3 damage.
○ [C] Come and Get It (standard) ✦ Weapon
Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the deva fighter. A target that cannot end adjacent to the deva fighter is not pulled. The deva fighter then makes a close attack targeting each adjacent enemy: +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
□ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
+10 vs. AC; 3d12 + 5 damage (crit 41 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
Defensive Training (minor) ✦ Stance
The deva fighter gains a +2 power bonus to the deva fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the deva fighter uses another stance power.
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 +11, Intimidate +8
Str 17 (+6); Dex 13 (+4); Wis 14 (+5);
Con 15 (+5); Int 12 (+4); Cha 11 (+3)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Deva Guardian Fighter [Level 7 Soldier]

Medium immortal humanoid [XP 300]

Initiative +5; Senses Perception +5
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 24; Fortitude 20, Reflex 19, Will 17
Resist 8 necrotic, 8 radiant
Speed 5

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+11 vs. AC; 1d8 + 5 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] Iron Bulwark (standard) ✦ Weapon
+11 vs. AC; 2d8 + 5 damage. Hit or Miss: The deva fighter gains a +2 power bonus to AC until the end of the deva fighter’s next turn.
□ [M] Crack the Shell (standard) ✦ Reliable, Weapon
+11 vs. AC; 2d8 + 5 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
Unbreakable (immediate reaction)
When the deva fighter is hit by an attack.
Reduce the damage from the attack by 6.
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 +10, Intimidate +8
Str 17 (+6); Dex 15 (+5); Wis 14 (+5);
Con 13 (+4); Int 12 (+4); Cha 11 (+3)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Deva Avenging Paladin [Level 7 Soldier]

Medium immortal humanoid [XP 300]

Initiative +3; Senses Perception +5
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 18
Resist 8 necrotic, 8 radiant
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+11 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+11 vs. AC; 1d10 + 5 radiant damage. If the deva paladin has marked the target, the deva paladin gains a +2 bonus to the damage roll.
○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
+11 vs. AC; 2d10 + 5 thunder damage, and the target is knocked prone. If the target is marked by the deva paladin, the attack can score a critical hit on a roll of 19–20.
□ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
The deva paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
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.
Wrath of the Gods (minor)
The deva paladin and each adjacent ally add +2 to damage rolls until the end of the encounter.
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 +10, Religion +11
Str 17 (+6); Dex 11 (+3); Wis 15 (+5);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Deva Protecting Paladin [Level 7 Soldier]

Medium immortal humanoid [XP 300]

Initiative +3; Senses Perception +5
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 25; Fortitude 18, Reflex 19, Will 19
Resist 8 necrotic, 8 radiant
Speed 5

● [m] Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage, and the deva paladin gains 2 temporary hit points.
○ [R] Beckon Foe (standard)
Ranged 5; +8 vs. Will; 2d10 + 5 damage, and the target is pulled 2 squares.
□ [C] Hallowed Circle (standard) ✦ Zone
Close burst 3; targets enemies; +8 vs. Reflex; 2d6 + 5 damage. Hit or Miss: The burst creates a zone of bright light that lasts until the end of the encounter. The deva paladin and the deva paladin’s allies gain a +1 power bonus to all defenses while within the zone.
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.
Divine Bodyguard (minor)
Choose an ally within 5 squares. The deva paladin takes half that ally’s damage until the end of the encounter or until the deva paladin ends the effect as a free action. No power or effect can reduce the damage the deva paladin takes from this power.
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 +11, Religion +11
Str 15 (+5); Dex 11 (+3); Wis 15 (+5);
Con 12 (+4); Int 12 (+4); Cha 17 (+6)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Deva Archer Ranger [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +6; Senses Perception +10
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 17
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+10 vs. AC; 1d6 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +10/+10 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage (off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +10 vs. AC; 2d10 + 5 damage (first shot) and 1d10 + 5 damage (second shot).
□ [R] Splintering Shot (standard) ✦ Weapon
Ranged 20/40; +10 vs. AC; 3d10 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
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.
Weave through the Fray (immediate interrupt)
When an enemy moves adjacent to the deva ranger.
The deva ranger can shift 2 squares.
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 +10, Stealth +10
Str 15 (+5); Dex 17 (+6); Wis 15 (+5);
Con 12 (+4); Int 12 (+4); Cha 11 (+3)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Deva Two-Blade Ranger [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +5; Senses Perception +10
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 20; Fortitude 19, Reflex 18, Will 17
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +9 vs. AC; 1d10 + 4 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage (off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 2 damage.
○ [M] Claws of the Griffon (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword (main): +11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 damage.
□ [M] Two-Wolf Pounce (standard) ✦ Weapon
The deva ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main): +11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 damage.
Hit or Miss: After attacking the primary target, the deva ranger can shift 2 squares and make a secondary attack against a different creature. Secondary Attack: +11 vs. AC; 1d8 + 5 damage (off-hand).
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.
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.
Evade Ambush (no action)
At the start of a surprise round in which any allies are surprised, the deva ranger can use this power to allow 2 allies to avoid being surprised.
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 +10, Perception +10
Str 17 (+6); Dex 15 (+5); Wis 15 (+5);
Con 12 (+4); Int 12 (+4); Cha 11 (+3)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Deva Brawny Rogue [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +6; Senses Perception +4
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 16
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+10 vs. AC; 1d6 + 4 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +11 vs. AC; 1d6 + 5 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+11 vs. Reflex; 1d6 + 5 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+11 vs. Fortitude; 1d6 + 5 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the deva rogue’s next turn.
□ [M] Deep Cut (standard) ✦ Weapon
+11 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
Ignoble Escape (move)
If the deva rogue is marked, end that condition. The deva rogue can shift a number of squares equal to 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 +11, Thievery +11
Str 15 (+5); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 13 (+4)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Deva Trickster Rogue [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +6; Senses Perception +9
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 20, Will 17
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+9 vs. AC; 1d6 + 3 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
The deva rogue can move 2 squares before the attack.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +11 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 2d6 + 5 damage.
Miss: Make a secondary attack against the target.
Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
□ [M/R] Walking Wounded (standard) ✦ Weapon
Short Sword: +11 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. Fortitude; 2d6 + 5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone.
Chameleon (immediate interrupt)
When the deva rogue is hidden and loses cover or concealment against an opponent.
The deva rogue makes a Stealth check. Until the end of the deva rogue’s next turn, the deva rogue remains hidden from a creature with a clear line of sight to the deva rogue if that creature does not beat the deva rogue’s check result with its Perception check. If at the end of the deva rogue’s next turn, the deva rogue is not behind cover or concealment against a creature, that creature automatically notices the deva rogue.
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 +11, Thievery +11
Str 13 (+4); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 12 (+4); Cha 15 (+5)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Deva Fey-Pact Warlock [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +3; Senses Perception +5
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 19, Will 19
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Spear (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the deva warlock is invisible to the target until the start of the deva warlock’s next turn.
○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
Ranged 10; +8 vs. Will; 1d10 + 5 psychic damage, and the deva warlock and all allies in range are invisible to the target until the end of the deva warlock’s next turn. Hit or Miss: The deva warlock gains a +3 power bonus to Stealth checks until the end of the encounter.
□ [R] Crown of Madness (standard) ✦ Charm, Psychic
Ranged 10; +8 vs. Will; 2d6 + 5 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of the deva warlock’s choice (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.
Misty Step (free)
When a cursed enemy is reduced to 0 hit points or less.
The deva warlock can immediately teleport 3 squares.
Dark One’s Own Luck (free)
Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
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 +11, Bluff +11
Str 10 (+3); Dex 11 (+3); Wis 14 (+5);
Con 13 (+4); Int 17 (+6); Cha 17 (+6)
Equipment leather armor, spear

-1 Level / +1 Level

Deva Infernal-Pact Warlock [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +4
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 20; Fortitude 18, Reflex 19, Will 17
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Mace (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +8 vs. Reflex; 1d6 + 5 fire damage. If the deva warlock takes damage before the end of the deva warlock’s next turn, the target takes an extra 1d6 + 5 fire damage.
○ [C] Howl of Doom (standard) ✦ Fear, Thunder
Close blast 3; +8 vs. Fortitude; 2d6 + 5 thunder damage, and the target is pushed 4 squares.
□ [A] Avernian Eruption (standard) ✦ Fire
Area burst 1 within 10; +8 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take 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.
Shroud of Black Steel (minor) ✦ Polymorph
The deva warlock’s skin changes into living steel. The deva warlock gains a +2 power bonus to AC and Fortitude defense but take a –2 penalty to speed until the end of the encounter. The deva warlock can end this effect as a minor action.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The deva warlock gains 7 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 +11, Intimidate +9
Str 10 (+3); Dex 12 (+4); Wis 13 (+4);
Con 17 (+6); Int 17 (+6); Cha 13 (+4)
Equipment leather armor, mace

-1 Level / +1 Level

Deva Star-Pact Warlock [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +4
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 18
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Sickle (standard) ✦ Weapon
+7 vs. AC; 1d6 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +8 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the deva warlock on its next turn, it takes an extra 1d6 + 5 damage.
○ [R] Sign of Ill Omen (standard)
Ranged 10; +7 vs. Will; 2d6 + 4 damage, and the target must roll twice for its next attack and use the lower of the two rolls. When the target rolls twice, it takes a -2 penalty to both rolls.
□ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
Area burst 1 within 10. The burst creates a zone of darkness until the end of the deva warlock’s next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make a secondary attack against each creature within the zone. Secondary Attack: +8 vs. Fortitude; 1d6 + 5 necrotic damage.
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.
Dark One’s Own Luck (free)
Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
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 +10, Insight +9
Str 10 (+3); Dex 12 (+4); Wis 13 (+4);
Con 17 (+6); Int 15 (+5); Cha 15 (+5)
Equipment leather armor, sickle

-1 Level / +1 Level

Deva Inspiring Warlord [Level 7 Soldier (Leader)]

Medium immortal humanoid [XP 300]

Initiative +5; Senses Perception +4
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 18
Resist 8 necrotic, 8 radiant
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Furious Smash (standard) ✦ Weapon
+10 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] Sunder Armor (standard) ✦ Weapon
+10 vs. AC; 2d10 + 5 damage. Until the end of the deva warlord’s next turn, any attack roll against the target can score a critical hit on a roll of 18–20.
□ [M] Stand the Fallen (standard) ✦ Healing, Weapon
+10 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional 2 hit points.
○○ Inspiring Word (minor) ✦ Healing
The deva warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Stand Tough (minor) ✦ Healing
The deva warlord and each ally within 5 squares regain 12 hit points.
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 5 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 +9, History +12
Str 17 (+6); Dex 11 (+3); Wis 12 (+4);
Con 12 (+4); Int 15 (+5); Cha 15 (+5)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Deva Tactical Warlord [Level 7 Soldier (Leader)]

Medium immortal humanoid [XP 300]

Initiative +5; Senses Perception +4
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 19, Reflex 19, Will 17
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 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] Surprise Attack (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage, and an ally within 5 squares of the deva warlord makes a basic attack with combat advantage as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
□ [M] Villain’s Nightmare (standard) ✦ Weapon
+11 vs. Reflex; 3d8 + 5 damage. Hit or Miss: Until the end of the encounter, when the deva warlord is adjacent to the target and it walks or runs, the deva warlord can cancel that movement as an immediate interrupt.
○○ Inspiring Word (minor) ✦ Healing
The deva warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Guide the Charge (immediate interrupt)
When an ally within 10 squares charges.
If the ally hits, he or she adds +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares to remain adjacent to the target.
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 +9, History +13
Str 17 (+6); Dex 11 (+3); Wis 12 (+4);
Con 12 (+4); Int 17 (+6); Cha 13 (+4)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Deva Control Wizard [Level 7 Artillery]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +6
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 20
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +9 vs. Fortitude; 1d6 + 6 cold damage, and the target is slowed until the end of the deva wizard’s next turn.
○ [R] Spectral Ram (standard) ✦ Force
Ranged 10; +9 vs. Fortitude; 2d10 + 6 force damage, and the target is pushed 3 squares and it is knocked prone.
□ [A] Stinking Cloud (standard) ✦ Poison, Zone
Area burst 2 within 20; +9 vs. Fortitude; 1d10 + 6 poison damage. Hit or Miss: The burst creates a zone of poisonous vapor that blocks line of sight until the end of the deva wizard’s next turn. Creatures that enter the zone or start their turns there take 1d10 + 6 poison damage. As a move action, the deva wizard can move the zone up to 6 squares. Sustain Minor: The zone persists.
Invisibility (standard) ✦ Illusion
The deva wizard or one creature with 5 squares becomes invisible until the end of the deva wizard’s next turn. If the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the deva wizard can sustain the effect.
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.
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 +12, Insight +11
Str 10 (+3); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 19 (+7); Cha 11 (+3)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Deva War Wizard [Level 7 Artillery]

Medium immortal humanoid [XP 300]

Initiative +5; Senses Perception +5
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 19
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +9 vs. Reflex; 1d6 + 6 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +9 vs. Reflex; 2d6 + 6 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +9 vs. Reflex; 1d6 + 6 lightning damage.
□ [A] Fireball (standard) ✦ Fire
Area burst 3 within 20; +9 vs. Reflex; 3d6 + 6 fire damage. Miss: Half damage.
Dimension Door (move) ✦ Teleportation
The deva wizard teleports 10 squares.
Wand of Accuracy (free)
The deva wizard gains a +2 bonus to a single attack roll.
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 +12, History +14
Str 10 (+3); Dex 15 (+5); Wis 15 (+5);
Con 12 (+4); Int 19 (+7); Cha 11 (+3)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Deva Isolating Avenger [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +3; Senses Perception +7
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 20
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+9 vs. AC; 1d10 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+12 vs. AC; 1d10 + 6 damage, and the deva avenger shifts 1 square, sliding the target 1 square into the space the deva avenger occupied.
○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
+12 vs. AC; 1d10 + 6 damage, and the deva avenger teleports each enemy within 2 squares of the target 4 squares.
□ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
+12 vs. AC; 2d10 + 6 damage, and the deva avenger is invisible to the target (save ends). Aftereffect: The deva avenger is invisible to the target until the end of the deva avenger’s next turn. Miss: Half damage, and the deva avenger is invisible to the target until the end of the deva avenger’s next turn.
○ [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.
Wrath of the Divine (immediate reaction) ✦ Radiant
When an enemy scores a critical hit against the deva avenger.
If the deva avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s damage.
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 +9, Religion +13
Str 13 (+4); Dex 11 (+3); Wis 19 (+7);
Con 12 (+4); Int 17 (+6); Cha 10 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Deva Pursuing Avenger [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +5; Senses Perception +7
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 20
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+9 vs. AC; 1d10 + 3 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+12 vs. AC; 1d10 + 6 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] Inexorable Pursuit (standard) ✦ Weapon
+12 vs. AC; 2d10 + 6 damage. Before the attack, the deva avenger gains phasing until the end of the deva avenger’s turn, and the deva avenger shifts 4 squares.
□ [R] Oath of Consuming Light (standard) ✦ Radiant
Ranged 10; +9 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the deva avenger hits the target with a divine power, the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the deva avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the deva avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
Aspect of Agility (move)
The deva avenger shifts 5 squares, and the deva avenger gains a +2 bonus to AC and Reflex until the end of the deva avenger’s next turn.
○ [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 +11, Stealth +10
Str 13 (+4); Dex 15 (+5); Wis 19 (+7);
Con 12 (+4); Int 13 (+4); Cha 10 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Deva Rageblood Barbarian [Level 7 Brute]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +9
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 16
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 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] Tide of Blood (standard) ✦ Weapon
+10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). The attack deals 1 extra damage for each enemy within 2 squares of the deva barbarian.
□ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
+10 vs. AC; 2d12 + 5 fire damage (crit 29 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or Miss: The deva barbarian enters the rage of the silver phoenix. Until the rage ends, the deva barbarian gains regeneration 3. In addition, the first time the deva barbarian drops to 0 hit points or fewer, the deva barbarian can spend a healing surge as an immediate interrupt.
Swift Charge (free)
When the deva barbarian’s attack reduces an enemy to 0 hit points.
The deva barbarian charges an enemy.
Combat Surge (free)
When the deva barbarian misses with an attack.
Must be raging.
The deva barbarian rerolls the attack.
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 +10, Perception +9
Str 17 (+6); Dex 12 (+4); Wis 13 (+4);
Con 15 (+5); Int 12 (+4); Cha 13 (+4)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Deva Thaneborn Barbarian [Level 7 Brute]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +9
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 17
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 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] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
Before the attack, the target can make a melee basic attack against the deva barbarian as a free action. If it does so, the deva barbarian’s attack deals 1d12 damage extra cold damage.
+10 vs. AC; 3d12 + 5 cold damage (crit 41 + 1d12). Miss: Half damage. Hit or Miss: The deva barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that hits the deva barbarian with a melee attack takes 5 cold damage.
○ [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.
○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
When an enemy adjacent to the deva barbarian hits or misses the deva barbarian.
Targets the triggering enemy; +12 vs. AC; 3d12 + 5 damage (crit 41 + 1d12).
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.
Instinctive Charge (no action)
When the deva barbarian rolls initiative at the beginning of an encounter.
The deva barbarian gains a +5 power bonus to the deva barbarian’s initiative. The deva barbarian also gains a +2 power bonus to the deva barbarian’s first attack roll during the encounter.
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 +10, Perception +9
Str 17 (+6); Dex 12 (+4); Wis 13 (+4);
Con 13 (+4); Int 12 (+4); Cha 15 (+5)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Deva Cunning Bard [Level 7 Controller (Leader)]

Medium immortal humanoid [XP 300]

Initiative +3; Senses Perception +9
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 22; Fortitude 16, Reflex 20, Will 19
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the deva bard’s next turn.
○ [R] Distracting Shout (standard) ✦ Thunder
Ranged 10; +8 vs. Will; 2d8 + 5 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end of the deva bard’s next turn.
□ [R] Song of Discord (standard) ✦ Charm
Ranged 10; +8 vs. Will; the target is dominated until the end of the deva bard’s next turn. Hit or Miss: The target makes a basic attack against an enemy of the deva bard’s choice as a free action.
○○ Majestic Word (minor) ✦ Healing
The deva bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 3 hit points. This power can only be used once per round. The deva bard can also slide the target 1 square.
Trickster’s Healing (immediate reaction) ✦ Healing
When an attack misses an ally within 10 squares of the deva bard.
Each ally within 10 squares missed by the triggering attack regains 6 hit points.
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 +11, Bluff +11
Str 12 (+4); Dex 11 (+3); Wis 12 (+4);
Con 13 (+4); Int 17 (+6); Cha 17 (+6)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Deva Valorous Bard [Level 7 Controller (Leader)]

Medium immortal humanoid [XP 300]

Initiative +3; Senses Perception +9
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 22; Fortitude 17, Reflex 19, Will 19
Resist 8 necrotic, 8 radiant
Speed 5

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 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.
○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
+11 vs. AC; 2d8 + 5 damage, and the deva bard slides an ally who is adjacent to the target to another space adjacent to it. Until the end of the deva bard’s next turn, the ally also gains a +2 power bonus to AC.
□ [C] Satire of Bravery (standard) ✦ Psychic
Close blast 3; targets enemies; +8 vs. Will; 2d6 + 5 psychic damage, and the target is affected by the deva bard’s satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the deva bard than where it started its turn, the target takes 1d6 + 5 psychic damage and is dazed until the end of its next turn. Miss: Half damage. Hit or Miss: The deva bard pushes the target 3 squares.
○○ Majestic Word (minor) ✦ Healing
The deva bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 3 hit points. This power can only be used once per round. The deva bard can also slide the target 1 square.
Ode to Sacrifice (minor)
Choose one ally within 5 squares. The deva bard transfers one effect on the target that a save can end to the deva bard or to another ally with 5 squares. The new subject of the effect gains a +2 power bonus to saving throws against that effect.
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 +10, Athletics +8
Str 12 (+4); Dex 11 (+3); Wis 12 (+4);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Deva Guardian Druid [Level 7 Controller]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +7
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 17, Will 20
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Scythe (standard) ✦ Weapon
+8 vs. AC; 2d4 + 3 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+9 vs. Reflex; 1d8 + 6 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; +9 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
○ [R] Swirling Winds (standard)
Ranged 10; +9 vs. Reflex; 1d10 + 6 damage, and the deva druid pulls each creature within 3 squares of the target 1 square. If the deva druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 2 damage.
□ [A] Wall of Thorns (standard) ✦ Conjuration
Area wall 8 within 10. The deva druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must be on a solid surface, and it lasts until the end of the deva druid’s next turn. The wall provides cover. A creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 6 damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
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.
Camouflage Cloak (minor)
The deva druid or one ally within 5 squares becomes invisible until moving or 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 +12, Nature +12
Str 12 (+4); Dex 13 (+4); Wis 19 (+7);
Con 15 (+5); Int 13 (+4); Cha 10 (+3)
Equipment hide armor, scythe

-1 Level / +1 Level

Deva Predator Druid [Level 7 Controller]

Medium immortal humanoid [XP 300]

Initiative +5; Senses Perception +12
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 16, Reflex 18, Will 20
Resist 8 necrotic, 8 radiant
Speed 7

● [m] Scythe (standard) ✦ Weapon
+8 vs. AC; 2d4 + 3 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+9 vs. Reflex; 1d8 + 6 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; +9 vs. Reflex; 1d6 + 2 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] Latch On (standard) ✦ Beast Form
+9 vs. Reflex; 2d10 + 6 damage, and the deva druid grabs the target. The target takes a -2 penalty to checks to escape the grab.
□ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
Close blast 5; +9 vs. Will; 2d6 + 6 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed 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.
Stalker’s Eyes (minor)
The deva druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
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 +12, Perception +12
Str 12 (+4); Dex 15 (+5); Wis 19 (+7);
Con 13 (+4); Int 13 (+4); Cha 10 (+3)
Equipment hide armor, scythe

-1 Level / +1 Level

Deva Preserving Invoker [Level 7 Artillery]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +7
HP 61; Bloodied 30
Healing Surges (+15 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 20
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +9 vs. Reflex; 1d8 + 6 radiant damage, and the deva invoker slides the target 1 square. The deva invoker can use this power as a ranged basic attack.
○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
Area burst 1 within 10; +9 vs. Fortitude; 2d8 + 6 thunder damage, and the target is pushed 4 squares.
□ [A] Searing Orb (standard) ✦ Radiant
Area burst 1 within 10; +9 vs. Fortitude; 1d8 + 6 radiant damage, and the target is blinded (save ends). The target is also dazed until the end of the deva invoker’s next turn. Miss: Half damage, and the target is blinded until the end of the deva invoker’s next turn.
Astral Step (move) ✦ Teleportation
The deva invoker and each ally within 5 squares teleports 6 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 +11, Religion +13
Str 10 (+3); Dex 12 (+4); Wis 19 (+7);
Con 13 (+4); Int 17 (+6); Cha 11 (+3)
Equipment hide armor, morningstar

-1 Level / +1 Level

Deva Wrathful Invoker [Level 7 Artillery]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +7
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 18, Reflex 18, Will 20
Resist 8 necrotic, 8 radiant
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +9 vs. Fortitude; 1d10 + 6 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.
○ [A] Invoke Obedience (standard) ✦ Psychic
Area burst 1 within 10; +14 vs. Will; 2d6 + 6 psychic damage. Before the attack, each target can fall prone as a free action. Each prone target takes 1d6 + 2 psychic damage.
□ [C] Icon of Terror (standard) ✦ Fear, Psychic
Close blast 5; +9 vs. Will; 2d6 + 6 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the target is pushed 1 square.
○ [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.
Demand Justice (immediate interrupt)
When a creature within 10 squares of the deva invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
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 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 +9, Religion +12
Str 10 (+3); Dex 12 (+4); Wis 19 (+7);
Con 15 (+5); Int 15 (+5); Cha 11 (+3)
Equipment chainmail, morningstar

-1 Level / +1 Level

Deva Bear Shaman [Level 7 Controller (Leader)]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +12
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 20
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +7 vs. AC; 1d10 + 2 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +9 vs. Will; 1d8 + 6 damage, and each ally adjacent to the deva shaman’s spirit companion gains 2 temporary hit points.
○ [R] Winter Wind Spirit (standard) ✦ Cold
Ranged 5; +9 vs. Fortitude; 1d10 + 6 cold damage, and before the end of the deva shaman’s next turn, as an immediate interrupt, the deva shaman can grant an ally adjacent to the deva shaman’s spirit companion a +5 bonus to AC against an attack that hits.
□ [R] War Chieftain’s Blessing (standard)
Ranged 10; +9 vs. Will; 2d10 + 6 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the deva shaman and the deva shaman’s allies gain a +2 bonus to attack rolls against the target.
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 13 damage to the spirit, the spirit disappears, and the deva shaman takes 8 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 2d6 hit points. This power can only be used once per round.
Spirit of the Keeper (minor) ✦ Healing
One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter, any ally adjacent to the deva shaman’s spirit companion doesn’t grant combat advantage.
● [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; +9 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 +12, Perception +12
Str 11 (+3); Dex 12 (+4); Wis 19 (+7);
Con 15 (+5); Int 15 (+5); Cha 10 (+3)
Equipment leather armor, longspear

-1 Level / +1 Level

Deva Panther Shaman [Level 7 Controller (Leader)]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +12
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 20
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +7 vs. AC; 1d10 + 2 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +9 vs. Fortitude; 1d10 + 6 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.
○ [M] Call to the Blood Dancer (standard) ✦ Spirit
Spirit melee 1; +9 vs. Will; 2d10 + 6 damage, and until the end of the deva shaman’s next turn, any ally adjacent to the deva shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
□ [C] Earthrage Spirit (standard)
Close blast 5; targets enemies; +9 vs. Reflex; 2d6 + 6 damage, and the deva shaman knocks the target prone. Miss: Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
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 13 damage to the spirit, the spirit disappears, and the deva shaman takes 8 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 2d6 hit points. This power can only be used once per round.
Sudden Restoration (minor)
One or two allies within 10 squares make a saving throw.
● [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; +9 vs. Reflex; 1d10 + 6 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 +12, Perception +12
Str 11 (+3); Dex 12 (+4); Wis 19 (+7);
Con 13 (+4); Int 17 (+6); Cha 10 (+3)
Equipment leather armor, longspear

-1 Level / +1 Level

Deva Chaos Sorcerer [Level 7 Artillery]

Medium immortal humanoid [XP 300]

Initiative +5; Senses Perception +4
HP 60; Bloodied 30
Healing Surges (+15 hp) ○
AC 17; Fortitude 16, Reflex 17, Will 20
Resist 8 necrotic, 8 radiant
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +8 vs. Will; 1d10 + 7 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: +8 vs. Will; 1d6 + 4 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.
○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
Area burst 1 within 10; +8 vs. Reflex; 2d6 + 7 lightning damage. Hit or Miss: The deva sorcerer teleports each target hit by the attack to any other space within the burst.
□ [R] Serpentine Blast (standard) ✦ Lightning
Ranged 10; +8 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but not superior cover or total concealment.
Swift Escape (immediate interrupt) ✦ Teleportation
When the deva sorcerer is hit by an area or a close attack.
The deva sorcerer teleports 4 squares.
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 +9, Bluff +11
Str 13 (+4); Dex 15 (+5); Wis 12 (+4);
Con 12 (+4); Int 13 (+4); Cha 17 (+6)
Equipment cloth armor, dagger

-1 Level / +1 Level

Deva Dragon Sorcerer [Level 7 Skirmisher]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +4
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 20
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +8 vs. Reflex; 1d8 + 7 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] Rimestorm (standard) ✦ Cold
Close blast 3; targets enemies; +8 vs. Fortitude; 2d8 + 7 cold damage, and the deva sorcerer knocks the target prone. The target also takes a –2 penalty to Fortitude until the end of the deva sorcerer’s next turn.
□ [C] Thunder Leap (standard) ✦ Thunder
Close burst 1; +8 vs. Fortitude; 2d6 + 7 thunder damage. Hit or Miss: The deva sorcerer jumps a number of squares equal to the deva sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack against each creature in the burst. Secondary Attack: +8 vs. Fortitude; 2d6 + 4 thunder damage, and the deva sorcerer pushes the secondary target 1 square.
Sudden Scales (immediate interrupt)
When the deva sorcerer is hit by an attack.
The deva sorcerer gains a +5 bonus to all defenses against the triggering attack.
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 +9, Athletics +10
Str 15 (+5); Dex 13 (+4); Wis 12 (+4);
Con 12 (+4); Int 13 (+4); Cha 17 (+6)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Deva Earth Warden [Level 7 Brute]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +10
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 18, Will 18
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage, and the deva warden gains a +1 power bonus to AC until the end of the deva warden’s next turn.
○ [M] Mountain Hammer (standard) ✦ Weapon
+10 vs. Fortitude; 2d10 + 5 damage, and the target takes a –3 penalty to melee attack rolls until the end of the deva warden’s next turn.
□ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
Before the attack, the deva warden teleports 5 squares. +10 vs. Reflex; 2d10 + 5 thunder damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the deva warden’s next turn.
Earthguard (minor) ✦ Stance
Until the stance ends, the deva warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the deva warden uses another stance power.
● [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 +8, Perception +10
Str 17 (+6); Dex 12 (+4); Wis 15 (+5);
Con 15 (+5); Int 12 (+4); Cha 11 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Deva Wild Warden [Level 7 Brute]

Medium immortal humanoid [XP 300]

Initiative +4; Senses Perception +11
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 19
Resist 8 necrotic, 8 radiant
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the deva warden’s next turn.
○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
+10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and the deva warden slides the target 1 square. The deva warden can slide the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature take 3 psychic damage.
□ [C] Hail of Thorns (standard) ✦ Poison, Weapon
Close blast 3; targets creatures the deva warden can see; +10 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 1d12), and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (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; +10 vs. Fortitude; 1d12 + 5 damage (crit 17 + 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.
Bear’s Endurance (immediate interrupt) ✦ Healing
When the deva warden drops to 0 hit points or fewer.
The deva warden regains hit points as if the deva warden had spent a healing surge.
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 +10, Perception +11
Str 17 (+6); Dex 12 (+4); Wis 17 (+6);
Con 13 (+4); Int 12 (+4); Cha 11 (+3)
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.