Deva NPCs [Level 16]
Deva Battle Cleric [Level 16 Controller (Leader)]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +13
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 29, Reflex 25, Will 31
Resist 13 necrotic, 13 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target
until the end of the deva cleric’s next turn.
- ○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +21 vs. AC; 2d10 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+21 vs. AC; 1d10 + 11 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +21 vs. Will; 2d10 + 11 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ Divine Armor (standard) ✦ Healing
- The deva cleric gains a +2 power bonus to AC. The deva cleric and each ally within 3 squares gain resist 5 to all damage until
the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The deva cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +18, Religion +16
Str 20 (+13); Dex 12 (+9); Wis 20 (+13);
Con 13 (+9); Int 13 (+9); Cha 14 (+10)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Devoted Cleric [Level 16 Controller (Leader)]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 25, Will 32
Resist 13 necrotic, 13 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +20 vs. Reflex; 1d8 + 12 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] Plague of Doom (standard)
- Ranged 10; +20 vs. Fortitude; 3d8 + 12 damage, and the target takes a -4 penalty to all defenses until the end of the deva
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +20 vs. Will; 4d10 + 12 radiant damage, and the target is slowed until the end of the deva
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the deva cleric and the deva cleric’s allies against ranged attacks until the end of
the deva cleric’s next turn. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The deva cleric and any allies gain the following benefits while
within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls.
The area remains hallowed until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The deva cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +19, Religion +16
Str 14 (+10); Dex 12 (+9); Wis 22 (+14);
Con 13 (+9); Int 13 (+9); Cha 18 (+12)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Greatweapon Fighter [Level 16 Soldier]
Medium immortal humanoid [XP 1400]
Initiative +10; Senses Perception +10
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 31, Reflex 26, Will 26
Resist 13 necrotic, 13 radiant
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 5 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +21 vs. AC; 2d12 + 15 damage (crit 39 + 2d12), and make a secondary attack against each enemy adjacent to the primary target
and within the deva fighter’s melee reach. Secondary Attack: +21 vs. AC; 1d12 + 15 damage (crit 27 + 2d12).
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The deva fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the deva fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as long as the
deva fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the deva fighter uses another stance power.
- □ Iron Warrior (minor) ✦ Healing
- The deva fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one
effect that a save can end.
- ○ 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 +18, Intimidate +14
Str 20 (+13); Dex 14 (+10); Wis 15 (+10);
Con 18 (+12); Int 13 (+9); Cha 12 (+9)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Deva Guardian Fighter [Level 16 Soldier]
Medium immortal humanoid [XP 1400]
Initiative +12; Senses Perception +10
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 31, Reflex 30, Will 26
Resist 13 necrotic, 13 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+22 vs. AC; 1d8 + 11 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] Storm of Blows (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 15 damage. Hit or Miss: After the attack, the deva fighter can shift 1 square and repeat the attack
against another target within reach. The deva fighter can then shift 1 square and repeat the attack against a third target
within reach. After the final attack, the deva fighter can shift 1 square.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +22 vs. AC; 3d8 + 11 damage. Miss: Half damage.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- ○ 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 +15, Intimidate +14
Str 20 (+13); Dex 18 (+12); Wis 15 (+10);
Con 14 (+10); Int 13 (+9); Cha 12 (+9)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Avenging Paladin [Level 16 Soldier]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +11
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 26, Will 29
Resist 13 necrotic, 13 radiant
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +22 vs. AC; 1d10 + 11 radiant damage. If the deva paladin has marked the target, the deva paladin gains a +3 bonus to the
damage roll.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +22 vs. AC; 3d10 + 11 radiant damage, and the target is marked until the end of the deva paladin’s next turn. The deva paladin
can fly 3 squares and must charge as part of this attack.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+22 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The deva paladin can spend a healing surge.
- ● 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 10 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the deva paladin is hit by an attack.
The deva paladin teleports adjacent to the ally and is hit by the attack instead.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva paladin makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva paladin has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Intimidate +17, Religion +16
Str 20 (+13); Dex 12 (+9); Wis 16 (+11);
Con 13 (+9); Int 13 (+9); Cha 18 (+12)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Deva Protecting Paladin [Level 16 Soldier]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +11
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 34; Fortitude 29, Reflex 28, Will 30
Resist 13 necrotic, 13 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage, and the deva paladin gains 3 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +22 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the deva paladin regains 13 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +19 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the deva paladin and attacks the deva paladin or an ally, the deva paladin can make a secondary
attack against the target as an immediate reaction. Secondary Attack: +19 vs. Will; 2d10 + 11 damage. Miss:
Half damage.
- □ Death Ward (standard) ✦ Healing
- The deva paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target
regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
- ● 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 11 radiant damage. The deva paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the deva paladin challenges another target. Divine Challenge can only be used once per
round.
- □□□ Lay on Hands (minor) ✦ Healing
- The deva paladin spends a healing surge but regains no hit points. Instead, one creature touched by the deva paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva paladin makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva paladin has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Intimidate +18, Religion +16
Str 18 (+12); Dex 12 (+9); Wis 16 (+11);
Con 13 (+9); Int 13 (+9); Cha 20 (+13)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Archer Ranger [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +13; Senses Perception +16
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 27
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +21 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
Hit: The target is immobilized
until the start of the deva ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +21 vs. AC; 1d10 + 11 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d10 damage. Miss: The target is dazed (save ends).
- □ Momentary Respite (standard)
- The deva ranger shifts 3 squares and makes a saving throw. The deva ranger is no longer marked by any enemy.
- ● 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 2d6 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.
- 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 +16, Stealth +17
Str 18 (+12); Dex 20 (+13); Wis 16 (+11);
Con 13 (+9); Int 13 (+9); Cha 12 (+9)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Deva Two-Blade Ranger [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +12; Senses Perception +16
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 31; Fortitude 30, Reflex 29, Will 27
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +20 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +20 vs. AC (twice); 1d10 + 6 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +22 vs. AC; 1d8 + 11 damage.
Longsword (off hand):
+22 vs. AC; 1d8 + 11 damage.
If one attack hits, the target takes a -3 penalty to AC until the end of the deva ranger’s
next turn. If both attacks hit, the target takes a -5 penalty to AC until the end of the deva ranger’s next turn.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Longsword (main): +22 vs. AC; 2d8 + 11 damage.
Longsword (off hand):
+22 vs. AC; 2d8 + 11 damage.
Alternate main and off-hand weapon attacks until the deva ranger misses or until the deva
ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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 2d6 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.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the deva ranger with a melee attack.
Shift 1 square away from the enemy.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva ranger makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva ranger has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Two-Blade Fighting Style
- The deva ranger can wield a one-handed weapon in the deva ranger’s off hand as if it were an off-hand weapon. In addition,
the deva ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The deva ranger gains an additional +10 hit points.
Skills Nature +16, Perception +16
Str 20 (+13); Dex 18 (+12); Wis 16 (+11);
Con 13 (+9); Int 13 (+9); Cha 12 (+9)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Deva Brawny Rogue [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +13; Senses Perception +10
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 31, Will 26
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +22 vs. Reflex; 1d6 + 11 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +22 vs. AC; 3d6 + 11 damage, and the target cannot shift until the end of the deva rogue’s next turn. If the target provokes
an opportunity attack from the deva rogue before the start of the deva rogue’s next turn, the deva rogue gains a +4 bonus
to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The deva rogue can use this power as a minor action if the deva rogue has already grabbed a creature. Doing so requires no
attack roll. +22 vs. Reflex; 2d6 + 11 damage, and the deva rogue grabs the target. Until the target escapes, the deva rogue
has cover, and any melee attack or ranged attack that misses the deva rogue hits the target instead. Sustain Minor:
Sustain the grab for another round. The third time the deva rogue sustains the grab after using this power, the target falls
unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the deva rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- ○ 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 3d6 damage.
Skills Acrobatics +18, Thievery +18
Str 18 (+12); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 14 (+10)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Deva Trickster Rogue [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +13; Senses Perception +15
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 31, Will 28
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +22 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
The deva rogue can move 2 squares before the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +22 vs. AC; 2d6 + 11 damage.
Hand
Crossbow: Ranged 10/20; +21 vs. AC; 2d6 + 11 damage.
Hit: The target slides 2 squares. Hit or Miss:
The deva rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +22 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 3d6 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 13 damage (short sword) or
5d6 + 13 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ○ Hide in Plain Sight (minor)
- The deva rogue must already be hidden to use this power. The deva rogue is invisible until the deva rogue leaves the deva
rogue’s current square. No other action that the deva rogue performs makes the deva rogue visible.
- ○ 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 3d6 damage.
Skills Stealth +18, Thievery +18
Str 14 (+10); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 13 (+9); Cha 18 (+12)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Deva Fey-Pact Warlock [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +10
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 30, Will 30
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 psychic damage, and the deva warlock is invisible to the target until the start of the deva
warlock’s next turn.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +19 vs. Will; until the end of the deva warlock’s next turn, the target treats all creatures as enemies for the
purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +5 power bonus to these
attack rolls.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +19 vs. Will; The target loses its next standard action. Sustain Standard: Make a +19 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The deva warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the deva warlock’s
next turn.
- ● Warlock’s Curse (minor)
- The deva warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the deva
warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The deva warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The deva warlock can immediately teleport 3 squares.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warlock makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warlock has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Arcana +18, Bluff +18
Str 11 (+8); Dex 12 (+9); Wis 15 (+10);
Con 14 (+10); Int 20 (+13); Cha 20 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Deva Infernal-Pact Warlock [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +10
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 29, Reflex 30, Will 27
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +19 vs. Reflex; 1d6 + 11 fire damage. If the deva warlock takes damage before the end of the deva warlock’s next
turn, the target takes an extra 1d6 + 11 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +19 vs. Will; 2d8 + 16 necrotic damage, and the target is weakened until the end of the deva warlock’s next turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +19 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +19 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the deva
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The deva warlock can fly a number of squares equal to the deva warlock’s speed + 2. If the deva warlock doesn’t land at the
end of this move, the deva warlock falls. Until the end of the deva warlock’s next turn, the deva warlock is insubstantial,
and the deva warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 2d6 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The deva warlock gains 16 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 +18, Intimidate +15
Str 11 (+8); Dex 13 (+9); Wis 14 (+10);
Con 20 (+13); Int 20 (+13); Cha 14 (+10)
Equipment leather armor, mace
-1 Level / +1 Level
Deva Star-Pact Warlock [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +10
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 29; Fortitude 29, Reflex 28, Will 29
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +19 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the deva warlock on its next turn, it
takes an extra 1d6 + 11 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +19 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +19 vs. Reflex; 1d10 + 14 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +19 vs. Fortitude; 4d10 + 11 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the deva warlock’s next turn. Sustain Minor: Make
a +19 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 cold damage and is immobilized
(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 2d6 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.
- □ Eye of the Warlock (minor)
- Ranged 10; the deva warlock sees through the target’s eyes. The target is not aware that the deva warlock is doing so. The
deva warlock has line of sight and line of effect from the target for the deva warlock’s attacks. The deva warlock’s warlock
powers can originate in the target’s square. Each time the deva warlock uses a power through this link, a mystical third eye
briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The deva warlock gains a +1 bonus to a single d20 roll the deva warlock makes during the deva warlock’s next turn. This bonus
is cumulative; if three cursed enemies drop, the bonus increases to +3.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warlock makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warlock has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Arcana +16, Insight +15
Str 11 (+8); Dex 13 (+9); Wis 14 (+10);
Con 20 (+13); Int 16 (+11); Cha 18 (+12)
Equipment leather armor, sickle
-1 Level / +1 Level
Deva Inspiring Warlord [Level 16 Soldier (Leader)]
Medium immortal humanoid [XP 1400]
Initiative +11; Senses Perception +9
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 29
Resist 13 necrotic, 13 radiant
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +21 vs. Fortitude; 5 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 +4 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] Bolstering Blow (standard) ✦ Weapon
- +21 vs. AC; 3d10 + 11 damage, and the deva warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +21 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the deva warlord regains hit points as if he or she had
spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to the deva
warlord regains 14 hit points.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the deva warlord’s next turn, each target gains a +2
power bonus to attack rolls.
- ○○○ Inspiring Word (minor) ✦ Healing
- The deva warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power
can only be used once per round.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warlord makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warlord has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Inspiring Presence
- When an ally who can see the deva warlord spends an action point to take an extra action, that ally also regains 12 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 +14, History +18
Str 20 (+13); Dex 12 (+9); Wis 13 (+9);
Con 13 (+9); Int 16 (+11); Cha 18 (+12)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Deva Tactical Warlord [Level 16 Soldier (Leader)]
Medium immortal humanoid [XP 1400]
Initiative +11; Senses Perception +9
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 33; Fortitude 30, Reflex 30, Will 27
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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] Beat Them into the Ground (standard) ✦ Weapon
- +22 vs. Fortitude; 2d8 + 11 damage, the target is knocked prone, and every ally within 5 squares of the deva warlord makes
a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone
on a hit. The deva warlord’s allies have a +5 power bonus to these attack rolls.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the
deva warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○○○ Inspiring Word (minor) ✦ Healing
- The deva warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power
can only be used once per round.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warlord makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warlord has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Tactical Presence
- When an ally the deva warlord can see spends an action point to make an extra attack, the ally gains a +5 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 +14, History +20
Str 20 (+13); Dex 12 (+9); Wis 13 (+9);
Con 13 (+9); Int 20 (+13); Cha 14 (+10)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Deva Control Wizard [Level 16 Artillery]
Medium immortal humanoid [XP 1400]
Initiative +10; Senses Perception +13
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 30; Fortitude 25, Reflex 30, Will 31
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +20 vs. Fortitude; 1d6 + 12 cold damage, and the target is slowed until the end of the deva wizard’s next turn.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +20 vs. Will; 2d6 + 12 psychic damage, and the target
is immobilized until the end of the deva wizard’s next turn. If the deva wizard targets only one creature with this power,
the deva wizard gains a +4 power bonus to the attack roll.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +20 vs. Fortitude, Reflex, Will. The deva wizard makes only one attack per target, but compare
that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 12 poison
damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 12 fire damage, and ongoing
5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any,
all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each
ongoing effect separately.
- ○ 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 -5 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the deva wizard or one ally within 5 squares.
The attacker must reroll the 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 +19, Insight +18
Str 11 (+8); Dex 14 (+10); Wis 20 (+13);
Con 13 (+9); Int 22 (+14); Cha 12 (+9)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Deva War Wizard [Level 16 Artillery]
Medium immortal humanoid [XP 1400]
Initiative +12; Senses Perception +11
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 30; Fortitude 25, Reflex 30, Will 29
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +20 vs. Reflex; 1d6 + 12 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +20 vs. Reflex; 4d6 + 12 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +20 vs. Reflex; 6d6 + 12 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The deva wizard or one ally touched by the deva wizard gains resist 10 to all damage until the end of the encounter or for
5 minutes.
- ○ Wand of Accuracy (free)
- The deva wizard gains a +4 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 +19, History +21
Str 11 (+8); Dex 18 (+12); Wis 16 (+11);
Con 13 (+9); Int 22 (+14); Cha 12 (+9)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Deva Isolating Avenger [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 31
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage, and the deva avenger shifts 1 square, sliding the target 1 square into the space the deva avenger
occupied.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +23 vs. Will; 2d10 + 12 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the deva avenger’s next turn or until the deva avenger dismisses it as a minor action. Any enemy that enters
the zone is dazed until the end of the deva avenger’s next turn. Hit or Miss: Until the end of the deva avenger’s next
turn, the deva avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +23 vs. AC; 3d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the deva avenger or that hits or misses the deva avenger with a melee attack takes 5 damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the deva avenger can see in within 10 squares. When the deva avenger makes a melee attack against the target
and the target is the only enemy adjacent to the deva avenger, the deva avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the deva avenger
regains the use of this power.
- ○ [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.
- ○ Bulwark of Defiance (no action)
- When the deva avenger fails a saving throw other than a death saving throw.
Until the end of the deva avenger’s next turn, the effect the deva avenger failed the saving throw against doesn’t affect
the deva avenger, but the deva avenger makes saving throws against it as normal.
- 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 +5 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 +15, Religion +20
Str 14 (+10); Dex 12 (+9); Wis 22 (+14);
Con 13 (+9); Int 20 (+13); Cha 11 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Deva Pursuing Avenger [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +12; Senses Perception +14
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 31
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +20 vs. AC; 1d8 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage, and if the target doesn’t end its next turn adjacent to the deva avenger, the deva avenger can
shift 5 squares as a free action. The deva avenger must end that shift closer to the target.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +20 vs. Will; 2d8 + 12 thunder damage, and the deva avenger teleports the target 5 squares. The deva avenger then
teleports to a space adjacent to the target. Until the end of the deva avenger’s next turn, any enemy that ends its turn adjacent
to the deva avenger takes 4 thunder damage.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +20 vs. Fortitude; 2d10 + 12 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the deva avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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.
- ○ Astral Cloak (minor) ✦ Illusion
- The deva avenger becomes invisible until the end of the deva avenger’s turn.
- ○ [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 +8 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 +17, Stealth +17
Str 14 (+10); Dex 18 (+12); Wis 22 (+14);
Con 13 (+9); Int 14 (+10); Cha 11 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Deva Rageblood Barbarian [Level 16 Brute]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +15
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 26
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 2d12). 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +21 vs. AC; 2d12 + 11 damage (crit 35 + 2d12) and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12). Miss: Half damage. Hit or Miss: The deva barbarian enters the
rage of the hunting lion. Until the rage ends, the deva barbarian gains a +2 power bonus to attack rolls against any target
that is granting combat advantage to the deva barbarian.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the deva barbarian gains resist 10 against a damage type of the deva barbarian’s choice: acid, cold,
fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the deva barbarian uses another stance power.
- ○ Swift Charge (free)
- When the deva barbarian’s attack reduces an enemy to 0 hit points.
The deva barbarian charges an enemy.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva barbarian makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva barbarian has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Rageblood Vigor
- Whenever the deva barbarian’s attack reduces an enemy to 0 hit points, the deva barbarian gains 9 temporary hit points.
- Barbarian Agility
- While the deva barbarian is not wearing heavy armor, the deva barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +17, Perception +15
Str 20 (+13); Dex 13 (+9); Wis 14 (+10);
Con 18 (+12); Int 13 (+9); Cha 14 (+10)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Thaneborn Barbarian [Level 16 Brute]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +15
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 28
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 2d12). 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +21 vs. Fortitude; 3d12 + 11 damage (crit 47 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack:
+20 vs. Will; the secondary target moves 2 squares away from the deva barbarian as a free action and takes a –4 penalty to
attack rolls until the end of the deva barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the deva barbarian knocks the target prone. Miss: Half damage. Hit
or Miss: The deva barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the
deva barbarian hits or misses the deva barbarian, the deva barbarian can make a melee basic attack against that enemy as an
immediate reaction.
- ○ [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.
- □ Spur the Cycle (free)
- When the deva barbarian reducees an enemy to 0 hit points during the deva barbarian’s turn.
The deva barbarian takes a standard action.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva barbarian makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva barbarian has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Thaneborn Triumph
- Whenever the deva barbarian bloodies an enemy, the next attack by the deva barbarian or an ally against that enemy gains a
+4 bonus to the attack roll.
- Barbarian Agility
- While the deva barbarian is not wearing heavy armor, the deva barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +17, Perception +15
Str 20 (+13); Dex 13 (+9); Wis 14 (+10);
Con 14 (+10); Int 13 (+9); Cha 18 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Cunning Bard [Level 16 Controller (Leader)]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 26, Reflex 31, Will 30
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the deva
bard’s next turn.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d10 + 11 psychic damage. Until the end of the deva bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -5 penalty to attack rolls.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the deva bard’s choice as a free action (save ends). Miss: Half damage. As the first
action of the target’s next turn, the target makes a melee basic attack against a creature of the deva bard’s choice as a
free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the deva bard’s next turn.
While within the zone, the deva bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a
move action. Sustain Minor: The zone persists.
- ○○○ Majestic Word (minor) ✦ Healing
- The deva bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power
can only be used once per round. The deva bard can also slide the target 1 square.
- ○ 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 10 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 +18, Bluff +18
Str 13 (+9); Dex 12 (+9); Wis 13 (+9);
Con 14 (+10); Int 20 (+13); Cha 20 (+13)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Deva Valorous Bard [Level 16 Controller (Leader)]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Resist 13 necrotic, 13 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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] Earthquake Strike (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 11 damage, and the deva bard knocks the target prone. Until the end of the deva bard’s next turn, each ally
within 10 squares of the deva bard can knock prone any creature he or she hits and gains a +4 bonus to damage rolls.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and until the end of the deva bard’s next turn, the target is marked by an ally within 10 squares
of the deva bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is
adjacent to any of the deva bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
- ○○○ Majestic Word (minor) ✦ Healing
- The deva bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power
can only be used once per round. The deva bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the deva bard’s next turn. When the deva
bard moves, the zone moves with the deva bard, remaining centered on the deva bard. Any ally who starts his or her turn within
the zone can make a saving throw. Sustain Minor: The zone persists.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva bard makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva bard has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the deva bard reduces an enemy to 0 hit points or bloodies an enemy, the
deva bard can grant 7 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 +16, Athletics +13
Str 13 (+9); Dex 12 (+9); Wis 13 (+9);
Con 18 (+12); Int 16 (+11); Cha 20 (+13)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Deva Guardian Druid [Level 16 Controller]
Medium immortal humanoid [XP 1400]
Initiative +10; Senses Perception +14
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 27, Will 31
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +17 vs. AC; 2d4 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 12 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; +20 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +20 vs. Fortitude; 2d6 + 12 damage, and the deva druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +20 vs. Reflex; 2d6 + 12 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the deva druid’s next turn. Any creature that enters the zone or starts its turn there
is slowed until the end of the deva druid’s next turn. As a move action, the deva druid can move the zone 5 squares. Sustain
Minor: The zone persists, and each creature within it takes 5 lightning 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.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The deva druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- ○ 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 +19, Nature +19
Str 13 (+9); Dex 14 (+10); Wis 22 (+14);
Con 18 (+12); Int 14 (+10); Cha 11 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Predator Druid [Level 16 Controller]
Medium immortal humanoid [XP 1400]
Initiative +12; Senses Perception +19
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 29, Will 31
Resist 13 necrotic, 13 radiant
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +17 vs. AC; 2d4 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 12 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; +20 vs. Reflex; 1d6 + 6 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 6 fire damage.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +20 vs. Reflex; 2d6 + 12 damage, and until the end of the deva druid’s next turn, the deva druid can make a melee basic attack
with a +4 attack bonus as an opportunity action against any enemy adjacent to the deva druid that hits or misses with an attack.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +20 vs. Reflex; 3d8 + 12 damage, and remove from the deva druid every effect that a save can end. Miss: Half damage,
and the deva druid makes a saving throw against each effect that a save can end.
- ● 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.
- □ Insect Plague (free)
- Until the end of the encounter, the deva druid can use wild shape to assume the form of a cloud of insects. In this form,
the deva druid gains a fly speed equal to the deva druid’s speed, and the deva druid can hover. The deva druid also becomes
insubstantial. When the deva druid squeezes, the deva druid can move at full speed instead of half speed and can fit through
any opening large enough to accommodate even a single insect. The deva druid can’t attack, pick up anything, or manipulate
objects. Until this power ends, the deva druid can use wild shape to change among this form, another beast form, and the deva
druid’s humanoid form.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva druid makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva druid has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Primal Predator
- While the deva druid is not wearing heavy armor, the deva druid gains a +1 bonus to the deva druid’s speed.
Skills Nature +19, Perception +19
Str 13 (+9); Dex 18 (+12); Wis 22 (+14);
Con 14 (+10); Int 14 (+10); Cha 11 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Preserving Invoker [Level 16 Artillery]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 31
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +20 vs. Reflex; 1d8 + 12 radiant damage, and the deva invoker slides the target 1 square. The deva invoker can
use this power as a ranged basic attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +20 vs. Fortitude; 3d6 + 12 damage, and the deva invoker either slides the target
6 squares or the deva invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +20 vs. Will; 4d6 + 12 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the deva invoker
can teleport a creature within the zone 5 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 +5 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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the deva invoker makes an attack roll against the deva invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the deva invoker’s next turn, any
attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- ○ 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 +18, Religion +20
Str 11 (+8); Dex 13 (+9); Wis 22 (+14);
Con 14 (+10); Int 20 (+13); Cha 12 (+9)
Equipment hide armor, morningstar
-1 Level / +1 Level
Deva Wrathful Invoker [Level 16 Artillery]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +14
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 30; Fortitude 29, Reflex 28, Will 31
Resist 13 necrotic, 13 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +20 vs. Fortitude; 1d10 + 12 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +4 radiant damage. The deva invoker can use this power as a ranged basic attack.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +20 vs. Will; 2d8 + 12 damage, or 3d8 + 12 damage if the deva invoker targets
only one creature. The target takes a –5 penalty to all saving throws until the end of the deva invoker’s next turn.
- □ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the deva invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can
be up to 4 squares high, and it lasts until the end of the deva invoker’s next turn. The wall provides cover to the deva invoker
and the deva invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 12 radiant damage.
While the deva invoker is within 5 squares of the wall, the deva invoker can make the following attack as a standard action.
Secondary Attack: Ranged 10; +20 vs. Reflex; 2d10 + 12 radiant damage. Before the attack, remove a square of the wall.
Sustain Minor: The wall persists.
- □ Walk Between Worlds (minor)
- The deva invoker or one ally within 10 squares gains phasing until the end of the deva invoker’s next turn. Sustain Minor:
The effect 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 1d6+4 radiant damage and is pushed 2 squares.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva invoker makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- 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 +16, Religion +18
Str 11 (+8); Dex 13 (+9); Wis 22 (+14);
Con 18 (+12); Int 16 (+11); Cha 12 (+9)
Equipment chainmail, morningstar
-1 Level / +1 Level
Deva Bear Shaman [Level 16 Controller (Leader)]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +19
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 31
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +17 vs. AC; 1d10 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Will; 1d8 + 12 damage, and each ally adjacent to the deva shaman’s spirit companion gains 4 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Fortitude; 2d6 + 12 damage. Until the end of the deva shaman’s next turn, the deva shaman and the
deva shaman’s allies gain resist 8 to all damage while adjacent to the deva shaman’s spirit companion.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +20 vs. Reflex; 3d10 + 12 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 18 damage to the spirit, the spirit disappears, and
the deva shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the deva shaman’s next turn or until it attacks.
- ● [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; +20 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the deva shaman’s spirit
companion regains 6 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 4 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 +19, Perception +19
Str 12 (+9); Dex 13 (+9); Wis 22 (+14);
Con 18 (+12); Int 16 (+11); Cha 11 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Panther Shaman [Level 16 Controller (Leader)]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +19
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 31
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +17 vs. AC; 1d10 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Fortitude; 1d10 + 12 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 Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Reflex; 2d10 + 12 damage. Until the start of the deva shaman’s next turn, if an ally adjacent to the
deva shaman’s spirit companion misses with an attack, the deva shaman can use an immediate interrupt to allow that ally to
reroll the attack with a +5 bonus to the attack roll.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +20 vs. Fortitude; 4d6 + 12 fire damage. Miss: Half damage. Hit or Miss: The
deva shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 18 damage to the spirit, the spirit disappears, and
the deva shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the deva shaman
or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action,
the deva shaman can move the zone 5 squares.
- ● [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; +20 vs. Reflex; 1d10 + 12 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +19, Perception +19
Str 12 (+9); Dex 13 (+9); Wis 22 (+14);
Con 14 (+10); Int 20 (+13); Cha 11 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Chaos Sorcerer [Level 16 Artillery]
Medium immortal humanoid [XP 1400]
Initiative +12; Senses Perception +9
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 28; Fortitude 26, Reflex 28, Will 31
Resist 13 necrotic, 13 radiant
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d4 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +19 vs. Will; 1d10 + 17 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:
+19 vs. Will; 1d6 + 12 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.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +19 vs. Will; 2d10 + 17 psychic damage, and the deva sorcerer knocks the target prone. If the deva sorcerer rolled
an even number on the attack roll, the target can’t stand up until the end of the deva sorcerer’s next turn. If the deva sorcerer
rolled an odd number on the attack roll, the deva sorcerer slides the target 4 squares.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 5d6 + 17 psychic damage, and as a free action, the target charges the deva sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the deva sorcerer rolled an even number on the attack roll, the
deva sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that
they provoke (save ends). Miss: Half damage.
- □ Chaos Echoes (immediate reaction)
- When the deva sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 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 +6 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 +15, Bluff +18
Str 14 (+10); Dex 18 (+12); Wis 13 (+9);
Con 13 (+9); Int 14 (+10); Cha 20 (+13)
Equipment cloth armor, dagger
-1 Level / +1 Level
Deva Dragon Sorcerer [Level 16 Skirmisher]
Medium immortal humanoid [XP 1400]
Initiative +10; Senses Perception +9
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 26, Will 31
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +19 vs. Reflex; 1d8 + 17 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 4 fire damage.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +19 vs. Fortitude; 2d6 + 17 thunder damage, and the target is dazed and slowed until the end of the deva sorcerer’s
next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +19 vs. Reflex; 4d10 + 17 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the deva sorcerer takes 6 fire damage.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the deva sorcerer’s next turn. When the deva sorcerer
moves, the zone moves with the deva sorcerer, remaining centered on the deva sorcerer. The zone is difficult terrain for the
deva sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
- ○ 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 +6 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 +15, Athletics +17
Str 18 (+12); Dex 14 (+10); Wis 13 (+9);
Con 13 (+9); Int 14 (+10); Cha 20 (+13)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Deva Earth Warden [Level 16 Brute]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +16
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 33; Fortitude 30, Reflex 27, Will 28
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage, and the deva warden gains a +1 power bonus to AC until the end of the deva warden’s next turn.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +21 vs. AC; 3d10 + 11 damage. Hit or Miss: The target provokes an opportunity attack from the deva warden if it shifts
before the end of the deva warden’s next turn.
- □ Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The deva warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the deva warden is in
this form, the deva warden gains resist 10 lightning, and the deva warden’s melee reach increases by 1. In addition, if any
enemy starts its turn within 3 squares of the deva warden and the deva warden is able to take actions, that enemy is marked
until the end of the deva warden’s next turn. 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: +21 vs. AC; 2d10 + 11 lightning damage,
and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage, and the target is
dazed until the end of the deva warden’s next turn.
- ● [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.
- ○ Cleansing Earth (immediate reaction)
- When the deva warden is subjected to an effect that a save can end.
The deva warden makes a saving throw against the triggering effect, with a +5 power bonus.
- ○ 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 +4 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 +15, Perception +16
Str 20 (+13); Dex 13 (+9); Wis 16 (+11);
Con 18 (+12); Int 13 (+9); Cha 12 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Deva Wild Warden [Level 16 Brute]
Medium immortal humanoid [XP 1400]
Initiative +9; Senses Perception +18
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 32; Fortitude 30, Reflex 25, Will 30
Resist 13 necrotic, 13 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the deva warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +21 vs. AC; 1d12 + 11 radiant damage (crit 23 + 2d12), and the target is blinded until the end of the deva warden’s next turn.
If the target is bloodied, the deva warden shifts 2 squares.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The deva warden assumes the guardian form of the charging boar until the end of the encounter. While the deva warden is in
this form, the deva warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during this encounter,
the deva warden can make the following attack while the deva warden is in this form as a standard action.
Secondary
Attack: Before the attack, the deva warden moves the deva warden’s speed; +21 vs. Reflex; 3d12 + 11 damage (crit 47 +
2d12), and the deva warden slides the target 2 squares. Miss: Half damage, and the deva warden slides the target 1
square.
- □ Verdant Life (minor) ✦ Healing
- The deva warden can spend two healing surges.
- ● [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; +21 vs. Fortitude; 1d12 + 11 damage (crit 23 + 2d12), and the target grants combat advantage
to the deva warden and the deva warden’s allies until the end of the deva warden’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warden makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warden has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Wildblood
- When the deva warden uses the deva warden’s second wind, each enemy marked by the deva warden takes an additional -5 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 +17, Perception +18
Str 20 (+13); Dex 13 (+9); Wis 20 (+13);
Con 14 (+10); Int 13 (+9); Cha 12 (+9)
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.