Deva NPCs [Level 9]
Deva Battle Cleric [Level 9 Controller (Leader)]
Medium immortal humanoid [XP 400]
Initiative +4; Senses Perception +8
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 21, Reflex 18, Will 23
Resist 9 necrotic, 9 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and one ally within 5 squares gains a +4 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
- +13 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the deva cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +13 vs. Fortitude; 2d10 + 7 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the deva cleric gains regeneration 5, and the deva cleric and each ally within
the burst gain a +2 power bonus to AC.
- □ 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 +13, Religion +12
Str 18 (+8); Dex 11 (+4); Wis 18 (+8);
Con 12 (+5); Int 12 (+5); Cha 13 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Devoted Cleric [Level 9 Controller (Leader)]
Medium immortal humanoid [XP 400]
Initiative +4; Senses Perception +9
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 18, Reflex 18, Will 24
Resist 9 necrotic, 9 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +12 vs. Reflex; 1d8 + 8 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; +12 vs. Will; 2d8 + 8 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the deva
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +12 vs. Reflex; 2d10 + 8 fire damage, and ongoing 10 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ 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 +14, Religion +12
Str 13 (+5); Dex 11 (+4); Wis 20 (+9);
Con 12 (+5); Int 12 (+5); Cha 16 (+7)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Greatweapon Fighter [Level 9 Soldier]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +6
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 23, Reflex 18, Will 19
Resist 9 necrotic, 9 radiant
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 4 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: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the deva fighter slides the target
1 square. Miss: Half damage.
- □ 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 +13, Intimidate +9
Str 18 (+8); Dex 13 (+5); Wis 14 (+6);
Con 16 (+7); Int 12 (+5); Cha 11 (+4)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Deva Guardian Fighter [Level 9 Soldier]
Medium immortal humanoid [XP 400]
Initiative +7; Senses Perception +6
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 26; Fortitude 23, Reflex 22, Will 19
Resist 9 necrotic, 9 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+14 vs. AC; 1d8 + 7 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
- +14 vs. AC; 2d8 + 7 damage. Hit or Miss: The deva fighter gains a +2 power bonus to AC until the end of the deva fighter’s
next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 3d8 + 7 damage, and the target is slowed (save ends). 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 +11, Intimidate +9
Str 18 (+8); Dex 16 (+7); Wis 14 (+6);
Con 13 (+5); Int 12 (+5); Cha 11 (+4)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Avenging Paladin [Level 9 Soldier]
Medium immortal humanoid [XP 400]
Initiative +4; Senses Perception +6
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 25; Fortitude 22, Reflex 19, Will 21
Resist 9 necrotic, 9 radiant
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +14 vs. AC; 1d10 + 7 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
- +14 vs. AC; 2d10 + 7 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.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +10 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ● 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.
- □ Wrath of the Gods (minor)
- The deva paladin and each adjacent ally add +3 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 +12, Religion +12
Str 18 (+8); Dex 11 (+4); Wis 15 (+6);
Con 12 (+5); Int 12 (+5); Cha 16 (+7)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Deva Protecting Paladin [Level 9 Soldier]
Medium immortal humanoid [XP 400]
Initiative +4; Senses Perception +6
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 27; Fortitude 21, Reflex 21, Will 22
Resist 9 necrotic, 9 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and the deva paladin gains 2 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +11 vs. Will; 2d10 + 7 damage, and the target is pulled 2 squares.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +11 vs. Fortitude; 1d10 + 7 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- ● 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 7 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 +13, Religion +12
Str 16 (+7); Dex 11 (+4); Wis 15 (+6);
Con 12 (+5); Int 12 (+5); Cha 18 (+8)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Archer Ranger [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +8; Senses Perception +11
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 19
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +13/+13 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +13 vs. AC; 2d10 + 7 damage (first shot) and 1d10 + 7 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The deva ranger can move at full speed. At any point during the move, the deva ranger can make two attacks.
Longsword:
+13 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +13 vs. AC; 3d10 + 7 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.
- ○ 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 +11, Stealth +12
Str 16 (+7); Dex 18 (+8); Wis 15 (+6);
Con 12 (+5); Int 12 (+5); Cha 11 (+4)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Deva Two-Blade Ranger [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +7; Senses Perception +11
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 23; Fortitude 22, Reflex 21, Will 19
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +12 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +12 vs. AC (twice); 1d10 + 3 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +14 vs. AC; 2d8 + 7 damage.
Longsword (off
hand): +14 vs. AC; 1d8 + 7 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 2d8 + 7 damage. Miss: Half damage.
- ● 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 +11, Perception +11
Str 18 (+8); Dex 16 (+7); Wis 15 (+6);
Con 12 (+5); Int 12 (+5); Cha 11 (+4)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Deva Brawny Rogue [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +8; Senses Perception +5
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 23, Will 18
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +14 vs. Reflex; 1d6 + 7 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +14 vs. Fortitude; 1d6 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the deva rogue’s
next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +14 vs. Fortitude; 2d6 + 7 damage, and the target takes ongoing 8 damage and grants combat advantage to the deva rogue (save
ends both). 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 +13, Thievery +13
Str 16 (+7); Dex 18 (+8); Wis 13 (+5);
Con 12 (+5); Int 12 (+5); Cha 13 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Deva Trickster Rogue [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +8; Senses Perception +10
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 18, Reflex 23, Will 20
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
The deva rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +14 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +14 vs. Fortitude; 2d6 + 7 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the deva rogue’s next
turn.
- ● 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 +13, Thievery +13
Str 13 (+5); Dex 18 (+8); Wis 13 (+5);
Con 12 (+5); Int 12 (+5); Cha 16 (+7)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Deva Fey-Pact Warlock [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +4; Senses Perception +6
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 18, Reflex 22, Will 22
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 1d6 + 7 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; +11 vs. Will; 1d10 + 7 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 +4 power bonus to Stealth checks
until the end of the encounter.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +11 vs. Reflex; 2d8 + 7 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the deva warlock can
no longer sustain this power.
- ● 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 +13, Bluff +13
Str 10 (+4); Dex 11 (+4); Wis 14 (+6);
Con 13 (+5); Int 18 (+8); Cha 18 (+8)
Equipment leather armor, spear
-1 Level / +1 Level
Deva Infernal-Pact Warlock [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +5
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 23; Fortitude 21, Reflex 22, Will 19
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +11 vs. Reflex; 1d6 + 7 fire damage. If the deva warlock takes damage before the end of the deva warlock’s next
turn, the target takes an extra 1d6 + 7 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +11 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 5 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +11 vs. Reflex; 3d10 + 7 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ● 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 9 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 +13, Intimidate +10
Str 10 (+4); Dex 12 (+5); Wis 13 (+5);
Con 18 (+8); Int 18 (+8); Cha 13 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Deva Star-Pact Warlock [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +5
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 21; Fortitude 21, Reflex 20, Will 21
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the deva warlock on its next turn, it
takes an extra 1d6 + 7 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +10 vs. Will; 2d6 + 6 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.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +11 vs. Will; 2d10 + 7 psychic damage, and the deva warlock teleports the target to an unoccupied square within
3 squares of the deva warlock. Sustain Minor: Make a +11 vs. Will attack against the target. On a hit, the deva warlock
teleports the target to an unoccupied square within 3 squares of the deva warlock. On a miss, the effect 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.
- ● 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 +11, Insight +10
Str 10 (+4); Dex 12 (+5); Wis 13 (+5);
Con 18 (+8); Int 15 (+6); Cha 16 (+7)
Equipment leather armor, sickle
-1 Level / +1 Level
Deva Inspiring Warlord [Level 9 Soldier (Leader)]
Medium immortal humanoid [XP 400]
Initiative +6; Senses Perception +5
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 22, Reflex 19, Will 21
Resist 9 necrotic, 9 radiant
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +13 vs. Fortitude; 4 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 +3 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
- +13 vs. AC; 2d10 + 7 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] White Raven Strike (standard) ✦ Weapon
- +13 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
deva warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the deva warlord’s
allies gain.
- ○○ 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 13 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 7 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 +10, History +13
Str 18 (+8); Dex 11 (+4); Wis 12 (+5);
Con 12 (+5); Int 15 (+6); Cha 16 (+7)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Deva Tactical Warlord [Level 9 Soldier (Leader)]
Medium immortal humanoid [XP 400]
Initiative +6; Senses Perception +5
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 25; Fortitude 22, Reflex 22, Will 19
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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
- +14 vs. AC; 1d8 + 7 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 +4 bonus to the attack roll.
- □ [M] Knock Them Down (standard) ✦ Weapon
- +14 vs. AC; 3d8 + 7 damage, and the target is knocked prone. Every ally within 10 squares of the deva warlord can move 3 squares
and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock
a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○○ 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 +4 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 +4 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 +10, History +15
Str 18 (+8); Dex 11 (+4); Wis 12 (+5);
Con 12 (+5); Int 18 (+8); Cha 13 (+5)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Deva Control Wizard [Level 9 Artillery]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +8
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 22; Fortitude 18, Reflex 22, Will 23
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +12 vs. Fortitude; 1d6 + 8 cold damage, and the target is slowed until the end of the deva wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +12 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +12 vs. Reflex; 2d12 + 8 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends
both). Miss: Half damage, and the target is slowed (save ends).
- □ 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 -4 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 +14, Insight +13
Str 10 (+4); Dex 13 (+5); Wis 18 (+8);
Con 12 (+5); Int 20 (+9); Cha 11 (+4)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Deva War Wizard [Level 9 Artillery]
Medium immortal humanoid [XP 400]
Initiative +7; Senses Perception +6
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 22; Fortitude 18, Reflex 22, Will 21
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +12 vs. Reflex; 1d6 + 8 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +12 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +12 vs. Reflex; 1d6 + 8 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +12 vs. Fortitude; 2d8 + 8 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- □ Dimension Door (move) ✦ Teleportation
- The deva wizard teleports 10 squares.
- ○ Wand of Accuracy (free)
- The deva wizard gains a +3 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 +14, History +16
Str 10 (+4); Dex 16 (+7); Wis 15 (+6);
Con 12 (+5); Int 20 (+9); Cha 11 (+4)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Deva Isolating Avenger [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +4; Senses Perception +9
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 23
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 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
- +15 vs. AC; 1d10 + 8 damage, and the deva avenger teleports each enemy within 2 squares of the target 5 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +15 vs. AC; 3d10 + 8 damage, and the deva avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the
deva avenger makes a saving throw.
- ○ [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 +4 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 +10, Religion +15
Str 13 (+5); Dex 11 (+4); Wis 20 (+9);
Con 12 (+5); Int 18 (+8); Cha 10 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Deva Pursuing Avenger [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +7; Senses Perception +9
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 23
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +12 vs. AC; 1d8 + 6 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage, and if the target doesn’t end its next turn adjacent to the deva avenger, the deva avenger can
shift 4 squares as a free action. The deva avenger must end that shift closer to the target.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +15 vs. AC; 2d10 + 8 damage. Before the attack, the deva avenger gains phasing until the end of the deva avenger’s turn, and
the deva avenger shifts 5 squares.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +15 vs. AC; 2d10 + 8 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the deva avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The deva avenger
must end this movement closer to the target.
- ○ 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 +5 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 +12, Stealth +12
Str 13 (+5); Dex 16 (+7); Wis 20 (+9);
Con 12 (+5); Int 13 (+5); Cha 10 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Deva Rageblood Barbarian [Level 9 Brute]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +10
HP 116; Bloodied 58
Healing Surges (+29 hp) ○
AC 22; Fortitude 23, Reflex 19, Will 18
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the deva
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +13 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss:
The deva barbarian enters the rage of the oak hammer. Until the rage ends, whenever the deva barbarian hits a target with
a melee attack, the deva barbarian knocks that target prone. If that target is already prone, the attack instead deals an
extra +3 damage.
- ○ 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 3 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 +12, Perception +10
Str 18 (+8); Dex 12 (+5); Wis 13 (+5);
Con 16 (+7); Int 12 (+5); Cha 13 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Thaneborn Barbarian [Level 9 Brute]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +10
HP 113; Bloodied 56
Healing Surges (+28 hp) ○
AC 22; Fortitude 23, Reflex 19, Will 20
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +13 vs. AC; 2d12 + 7 acid damage (crit 31 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit
or Miss: The deva barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the deva
barbarian’s turns, each enemy adjacent to the deva barbarian is blinded until the end of the deva barbarian’s turn.
- ○ [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; +16 vs. AC; 3d12 + 7 damage (crit 43 + 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
+3 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 +12, Perception +10
Str 18 (+8); Dex 12 (+5); Wis 13 (+5);
Con 13 (+5); Int 12 (+5); Cha 16 (+7)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Cunning Bard [Level 9 Controller (Leader)]
Medium immortal humanoid [XP 400]
Initiative +4; Senses Perception +10
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 25; Fortitude 18, Reflex 23, Will 22
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 1d6 + 7 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; +11 vs. Will; 2d8 + 7 thunder damage, and the target takes a –8 penalty to opportunity attack rolls until the end
of the deva bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 3d8 + 7 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions 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 1d6 + 4 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 8 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 9 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 +13, Bluff +13
Str 12 (+5); Dex 11 (+4); Wis 12 (+5);
Con 13 (+5); Int 18 (+8); Cha 18 (+8)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Deva Valorous Bard [Level 9 Controller (Leader)]
Medium immortal humanoid [XP 400]
Initiative +4; Senses Perception +10
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 24; Fortitude 20, Reflex 21, Will 22
Resist 9 necrotic, 9 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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
- +14 vs. AC; 2d8 + 7 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 +3 power bonus to AC.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +14 vs. AC; 3d8 + 7 thunder damage, and the deva bard slides the target 2 squares. Hit or Miss: Until the end of the
encounter, whenever the deva bard hits a target with an at-will attack power, the deva bard slides the target 2 squares to
a space that must be adjacent to at least one of the deva bard’s allies.
- ○○ Majestic Word (minor) ✦ Healing
- The deva bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 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 +3 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 4 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 +11, Athletics +9
Str 12 (+5); Dex 11 (+4); Wis 12 (+5);
Con 16 (+7); Int 15 (+6); Cha 18 (+8)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Deva Guardian Druid [Level 9 Controller]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +9
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 23; Fortitude 20, Reflex 19, Will 23
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +12 vs. Reflex; 1d8 + 8 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; +12 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 8 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 3 damage.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +12 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 8 radiant
damage. Miss: 1d10 + 8 radiant 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.
- ○ 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 +14, Nature +14
Str 12 (+5); Dex 13 (+5); Wis 20 (+9);
Con 16 (+7); Int 13 (+5); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Predator Druid [Level 9 Controller]
Medium immortal humanoid [XP 400]
Initiative +7; Senses Perception +14
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 18, Reflex 21, Will 23
Resist 9 necrotic, 9 radiant
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +12 vs. Reflex; 1d8 + 8 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; +12 vs. Reflex; 1d6 + 3 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 5 fire damage.
- ○ [M] Latch On (standard) ✦ Beast Form
- +12 vs. Reflex; 2d10 + 8 damage, and the deva druid grabs the target. The target takes a -3 penalty to checks to escape the
grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +12 vs. Reflex; 2d8 + 8 damage, the deva druid knocks the target prone, and it can’t stand up (save ends). Miss: Half
damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the deva druid gains a +2 bonus
to attack rolls against prone targets. In addition, whenever the deva druid hits an enemy with a melee attack while the deva
druid is in beast form, the deva druid can knock that enemy prone.
- ● 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 +14, Perception +14
Str 12 (+5); Dex 16 (+7); Wis 20 (+9);
Con 13 (+5); Int 13 (+5); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Preserving Invoker [Level 9 Artillery]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +9
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 23
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +12 vs. Reflex; 1d8 + 8 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; +12 vs. Fortitude; 2d8 + 8 thunder damage, and the target is pushed 5 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +12 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the deva invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the deva invoker takes 5 psychic damage.
- □ Astral Step (move) ✦ Teleportation
- The deva invoker and each ally within 5 squares teleports 7 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 +4 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 +13, Religion +15
Str 10 (+4); Dex 12 (+5); Wis 20 (+9);
Con 13 (+5); Int 18 (+8); Cha 11 (+4)
Equipment hide armor, morningstar
-1 Level / +1 Level
Deva Wrathful Invoker [Level 9 Artillery]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +9
HP 76; Bloodied 38
Healing Surges (+19 hp) ○
AC 23; Fortitude 21, Reflex 20, Will 23
Resist 9 necrotic, 9 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 8 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The deva invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +17 vs. Will; 2d6 + 8 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 3 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +12 vs. Reflex; 3d6 + 8 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the deva invoker’s next turn. Any creature that starts its turn within
the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ [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 3 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 +11, Religion +13
Str 10 (+4); Dex 12 (+5); Wis 20 (+9);
Con 16 (+7); Int 15 (+6); Cha 11 (+4)
Equipment chainmail, morningstar
-1 Level / +1 Level
Deva Bear Shaman [Level 9 Controller (Leader)]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +14
HP 96; Bloodied 48
Healing Surges (+24 hp) ○
AC 21; Fortitude 21, Reflex 19, Will 23
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Will; 1d8 + 8 damage, and each ally adjacent to the deva shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +12 vs. Fortitude; 1d10 + 8 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 +6 bonus to AC against an attack that hits.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +12 vs. Will; 2d8 + 8 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● 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 14 damage to the spirit, the spirit disappears, and
the deva shaman takes 9 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; +12 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the deva shaman’s spirit
companion regains 5 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 3 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 +14, Perception +14
Str 11 (+4); Dex 12 (+5); Wis 20 (+9);
Con 16 (+7); Int 15 (+6); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Panther Shaman [Level 9 Controller (Leader)]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +14
HP 93; Bloodied 46
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 23
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Fortitude; 1d10 + 8 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
+2 bonus to the attack roll.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Will; 2d10 + 8 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 +4 bonus to damage rolls.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +12 vs. Fortitude; 3d6 + 8 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The deva shaman and each ally
within 10 squares of the deva shaman regains 5 hit points.
- ● 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 14 damage to the spirit, the spirit disappears, and
the deva shaman takes 9 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; +12 vs. Reflex; 1d10 + 8 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +14, Perception +14
Str 11 (+4); Dex 12 (+5); Wis 20 (+9);
Con 13 (+5); Int 18 (+8); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Chaos Sorcerer [Level 9 Artillery]
Medium immortal humanoid [XP 400]
Initiative +7; Senses Perception +5
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 20; Fortitude 18, Reflex 20, Will 23
Resist 9 necrotic, 9 radiant
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d4 + 6 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +11 vs. Will; 1d10 + 10 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:
+11 vs. Will; 1d6 + 6 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; +11 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The deva sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +11 vs. Fortitude; 2d10 + 10 poison damage. Hit or Miss: The deva sorcerer slides the target 4 squares.
The target is poisonous to the deva sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its
turn adjacent to the target takes 1d10 + 6 poison damage. If the deva sorcerer rolled an even number on the attack roll, any
enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 6 poison damage.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the deva sorcerer is hit by an area or a close attack.
The deva sorcerer teleports 5 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 +3 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 +10, Bluff +13
Str 13 (+5); Dex 16 (+7); Wis 12 (+5);
Con 12 (+5); Int 13 (+5); Cha 18 (+8)
Equipment cloth armor, dagger
-1 Level / +1 Level
Deva Dragon Sorcerer [Level 9 Skirmisher]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +5
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 18, Will 23
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +11 vs. Reflex; 1d8 + 10 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 3 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +11 vs. Fortitude; 2d8 + 10 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] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +11 vs. Fortitude; 2d6 + 10 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The deva sorcerer gains a +3 power bonus to AC until the end of the encounter.
- ○ Sudden Scales (immediate interrupt)
- When the deva sorcerer is hit by an attack.
The deva sorcerer gains a +6 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 +3 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 +10, Athletics +12
Str 16 (+7); Dex 13 (+5); Wis 12 (+5);
Con 12 (+5); Int 13 (+5); Cha 18 (+8)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Deva Earth Warden [Level 9 Brute]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +11
HP 116; Bloodied 58
Healing Surges (+29 hp) ○
AC 25; Fortitude 22, Reflex 20, Will 20
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 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
- +13 vs. Fortitude; 2d10 + 7 damage, and the target takes a –4 penalty to melee attack rolls 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.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The deva warden assumes the guardian form of the oak sentinel until the end of the encounter. While the deva warden is in
this form, the deva warden’s melee reach increases by 1. In addition, any enemy that hits the deva warden with a melee attack
takes 4 damage. 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 within the deva warden’s reach makes a melee attack against the deva warden’s
ally.
Secondary Attack: targets the triggering enemy; +13 vs. AC; 2d10 + 7 damage. Miss: Half damage.
Hit or Miss: The deva warden becomes the target of the triggering attack, even if the deva warden is not within that
attack’s range.
- ● [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 +3 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 +10, Perception +11
Str 18 (+8); Dex 12 (+5); Wis 15 (+6);
Con 16 (+7); Int 12 (+5); Cha 11 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Deva Wild Warden [Level 9 Brute]
Medium immortal humanoid [XP 400]
Initiative +5; Senses Perception +13
HP 113; Bloodied 56
Healing Surges (+28 hp) ○
AC 24; Fortitude 22, Reflex 18, Will 22
Resist 9 necrotic, 9 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is slowed until the end of the deva warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 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 4 psychic damage.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The deva warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the deva warden
is in this form, the deva warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage.
In addition, the deva warden can use the deva warden’s second wind as a minor 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:
+13 vs. AC; 1d12 + 7 damage (crit 19 + 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; +13 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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 -4 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 +12, Perception +13
Str 18 (+8); Dex 12 (+5); Wis 18 (+8);
Con 13 (+5); Int 12 (+5); Cha 11 (+4)
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.