Deva NPCs [Level 20]
Deva Battle Cleric [Level 20 Controller (Leader)]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +15
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 33; Fortitude 32, Reflex 28, Will 34
Resist 15 necrotic, 15 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 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] Blinding Light (standard) ✦ Radiant, Weapon
- +24 vs. Fortitude; 2d10 + 12 radiant damage, and the target is blinded until the end of the deva cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +24 vs. AC; 3d10 + 12 damage. Miss: Half damage. Hit or Miss: The deva cleric and each ally within 5 squares
of the deva cleric regains hit points as if the deva cleric had each spent a healing surge.
- □ 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 +20, Religion +18
Str 21 (+15); Dex 12 (+11); Wis 21 (+15);
Con 13 (+11); Int 13 (+11); Cha 14 (+12)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Devoted Cleric [Level 20 Controller (Leader)]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +16
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 33; Fortitude 29, Reflex 28, Will 35
Resist 15 necrotic, 15 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +23 vs. Reflex; 1d8 + 13 radiant damage, and one ally the deva cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +23 vs. Reflex; 3d6 + 13 thunder damage, and the target is pushed 7 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +23 vs. Reflex; 5d10 + 13 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the deva cleric’s next turn. Enemies that start their turn in
this zone take 1d10 + 13 fire damage. 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 +21, Religion +18
Str 14 (+12); Dex 12 (+11); Wis 23 (+16);
Con 13 (+11); Int 13 (+11); Cha 19 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Greatweapon Fighter [Level 20 Soldier]
Medium immortal humanoid [XP 2800]
Initiative +12; Senses Perception +12
HP 187; Bloodied 93
Healing Surges (+46 hp) ○○
AC 34; Fortitude 34, Reflex 29, Will 29
Resist 15 necrotic, 15 radiant
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 5 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
deva fighter can shift the same distance the deva fighter pushed the target. The deva fighter must end the move adjacent to
the target.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12). Miss: Half damage. Hit or
Miss: Until the start of the deva fighter’s next turn, the deva fighter can make a secondary attack as a free action against
any enemy that starts its turn adjacent to the deva fighter. Secondary Attack: +24 vs. AC; 1d12 + 12 damage (crit 24
+ 2d12).
- □ 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 +20, Intimidate +16
Str 21 (+15); Dex 14 (+12); Wis 15 (+12);
Con 19 (+14); Int 13 (+11); Cha 12 (+11)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Deva Guardian Fighter [Level 20 Soldier]
Medium immortal humanoid [XP 2800]
Initiative +14; Senses Perception +12
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 36; Fortitude 34, Reflex 33, Will 29
Resist 15 necrotic, 15 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+25 vs. AC; 1d8 + 12 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] Warrior’s Challenge (standard) ✦ Weapon
- +25 vs. AC; 3d8 + 12 damage, and the target is pushed 2 squares. All of the deva fighter’s enemies within 2 squares of the
target are marked until the end of the deva fighter’s next turn.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +25 vs. AC; 4d8 + 12 damage. Hit or Miss: Until the end of the encounter, the deva fighter can make a melee basic attack
against the target as a free action if the deva fighter is adjacent to it and it either shifts or attacks one of the deva
fighter’s allies.
- ○ 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 +17, Intimidate +16
Str 21 (+15); Dex 19 (+14); Wis 15 (+12);
Con 14 (+12); Int 13 (+11); Cha 12 (+11)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Avenging Paladin [Level 20 Soldier]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +13
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 29, Will 32
Resist 15 necrotic, 15 radiant
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +25 vs. AC; 1d10 + 12 radiant damage. If the deva paladin has marked the target, the deva paladin gains a +3 bonus to the
damage roll.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +25 vs. AC; 3d10 + 12 damage, and the target is pushed 4 squares. The target can’t move nearer to the deva paladin on its
next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +25 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The deva paladin and allies adjacent to the deva
paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 +19, Religion +18
Str 21 (+15); Dex 12 (+11); Wis 16 (+13);
Con 13 (+11); Int 13 (+11); Cha 19 (+14)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Deva Protecting Paladin [Level 20 Soldier]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +13
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 37; Fortitude 32, Reflex 31, Will 33
Resist 15 necrotic, 15 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 11 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage, and the deva paladin gains 3 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +25 vs. Will; 2d8 + 12 damage, and the target is weakened until the end of the deva paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +22 vs. Reflex; 3d10 + 12 fire damage, and the target grants combat advantage to
the deva paladin and the deva paladin’s allies until the end of the deva paladin’s next turn. Miss: Half damage, and
the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the end
of the deva paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7 fire damage and grant
combat advantage to the deva paladin and the deva paladin’s allies. Sustain Minor: The zone persists.
- □ 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 +20, Religion +18
Str 19 (+14); Dex 12 (+11); Wis 16 (+13);
Con 13 (+11); Int 13 (+11); Cha 21 (+15)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Archer Ranger [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +15; Senses Perception +18
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 35; Fortitude 32, Reflex 33, Will 30
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +24 vs. AC; 1d6 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +24 vs. AC; 1d10 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +24/+24 vs. AC; 1d8 + 7 damage (main)/1d6 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +24 vs. AC (twice); 1d10 + 7 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +24 vs. AC; 1d10 + 12 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +24 vs. AC; 2d10 + 12 damage per attack. If the first attack hits, the deva
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ 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 +18, Stealth +19
Str 19 (+14); Dex 21 (+15); Wis 16 (+13);
Con 13 (+11); Int 13 (+11); Cha 12 (+11)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Deva Two-Blade Ranger [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +14; Senses Perception +18
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 34; Fortitude 33, Reflex 32, Will 30
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +23 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +25/+25 vs. AC; 1d8 + 7 damage (main)/1d8 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +23 vs. AC (twice); 1d10 + 7 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +25 vs. AC; 1d8 + 12 damage, and the target is immobilized and knocked prone until
the end of the deva ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +27 vs. AC; 2d8 + 12 damage.
Longsword (second attack; off hand): +27 vs. AC; 2d8 + 12 damage.
Longsword (third attack; main):
+27 vs. AC; 1d8 + 12 damage.
A target hit once is dazed until the end of the deva ranger’s next turn. A target hit
twice is stunned until the end of the deva ranger’s next turn. A target hit three times is weakened and stunned until the
end of the deva ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened.
Hit or Miss: After the first attack and after the second attack, the deva ranger can shift 1 square.
- ● 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 +18, Perception +18
Str 21 (+15); Dex 19 (+14); Wis 16 (+13);
Con 13 (+11); Int 13 (+11); Cha 12 (+11)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Deva Brawny Rogue [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +15; Senses Perception +12
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 34; Fortitude 31, Reflex 34, Will 29
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +24 vs. AC; 1d6 + 11 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +25 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +25 vs. Reflex; 1d6 + 12 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Fortitude; 3d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 3d6 + 12 damage.
Hit: If the target attacks the deva rogue before the start of the deva rogue’s next turn, the deva rogue can
attack it again as an immediate interrupt.
Short Sword: +25 vs. Fortitude; 2d6 + 12 damage.
Shuriken:
Ranged 6/12; +25 vs. Fortitude; 2d6 + 12 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +25 vs. Fortitude; 4d6 + 12 damage, and the deva rogue slides the target 4 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The deva rogue slides the target 4 squares, and no damage from obstacles.
- ○ 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 +20, Thievery +20
Str 19 (+14); Dex 21 (+15); Wis 14 (+12);
Con 13 (+11); Int 13 (+11); Cha 14 (+12)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Deva Trickster Rogue [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +15; Senses Perception +17
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 34; Fortitude 29, Reflex 34, Will 31
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 9 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +25 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
The deva rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 3d6 + 12 damage.
Hit: Until the end of the deva rogue’s next turn, the deva rogue gains combat advantage against the target and
a +1 power bonus to all defenses against its attacks.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 5d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 5d6 + 12 damage.
Hit or Miss: Until the end of the deva rogue’s next turn, all of the target’s defenses against the deva rogue’s
attacks take a -4 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ 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 +20, Thievery +20
Str 14 (+12); Dex 21 (+15); Wis 14 (+12);
Con 13 (+11); Int 13 (+11); Cha 19 (+14)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Deva Fey-Pact Warlock [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +12
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 29, Reflex 33, Will 33
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +22 vs. Will; 1d6 + 12 psychic damage, and the deva warlock is invisible to the target until the start of the deva
warlock’s next turn.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +22 vs. Fortitude; 3d6 + 12 damage, and the deva warlock can spend a healing surge, regaining an additional +5
hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +22 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the deva warlock since the deva warlock’s last turn. If no one attacked the deva warlock since the deva warlock’s
last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When the deva
warlock sustains this power, the deva warlock can repeat the attack against the target. If the deva warlock misses, the deva
warlock can no longer sustain the power.
- ○ 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 +20, Bluff +20
Str 11 (+10); Dex 12 (+11); Wis 15 (+12);
Con 14 (+12); Int 21 (+15); Cha 21 (+15)
Equipment leather armor, spear
-1 Level / +1 Level
Deva Infernal-Pact Warlock [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +12
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 32, Reflex 33, Will 30
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +22 vs. Reflex; 1d6 + 12 fire damage. If the deva warlock takes damage before the end of the deva warlock’s next
turn, the target takes an extra 1d6 + 12 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +22 vs. Fortitude; the deva warlock takes 15 damage, and the target takes 3d10 + 22 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The deva warlock conjures flames in the shape of diabolic imps that appear at the deva warlock’s feet. The deva warlock gains
25 temporary hit points. Any enemy that enters a square adjacent to the deva warlock takes 2d10 fire damage and is pushed
3 squares. This effect applies once per creature per round. It ends when the deva warlock has no temporary hit points remaining.
- ○ 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 20 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 +20, Intimidate +17
Str 11 (+10); Dex 13 (+11); Wis 14 (+12);
Con 21 (+15); Int 21 (+15); Cha 14 (+12)
Equipment leather armor, mace
-1 Level / +1 Level
Deva Star-Pact Warlock [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +12
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 32; Fortitude 32, Reflex 31, Will 32
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +22 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the deva warlock on its next turn, it
takes an extra 1d6 + 12 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +21 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 13 to all attacks until the end of the deva
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +21 vs. Reflex; 4d10 + 11 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● 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 +18, Insight +17
Str 11 (+10); Dex 13 (+11); Wis 14 (+12);
Con 21 (+15); Int 16 (+13); Cha 19 (+14)
Equipment leather armor, sickle
-1 Level / +1 Level
Deva Inspiring Warlord [Level 20 Soldier (Leader)]
Medium immortal humanoid [XP 2800]
Initiative +13; Senses Perception +11
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 33; Fortitude 33, Reflex 30, Will 32
Resist 15 necrotic, 15 radiant
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +24 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] Battle On (standard) ✦ Weapon
- +24 vs. AC; 3d10 + 12 damage, and every ally within 5 squares of the deva warlord makes a saving throw with a +4 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 12 damage. Until the start of the deva warlord’s next turn, every ally within 10 squares of the deva warlord
can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the deva warlord’s
next turn, one ally of the deva warlord’s choice within 10 squares of the deva warlord can follow up a standard action with
a basic attack made as a free action. Sustain Minor: Until the start of the deva warlord’s next turn, one ally of the
deva warlord’s choice within 10 squares of the deva warlord can follow up a standard action with a basic attack made as a
free action.
- ○ 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 14 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 +16, History +20
Str 21 (+15); Dex 12 (+11); Wis 13 (+11);
Con 13 (+11); Int 16 (+13); Cha 19 (+14)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Deva Tactical Warlord [Level 20 Soldier (Leader)]
Medium immortal humanoid [XP 2800]
Initiative +13; Senses Perception +11
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 36; Fortitude 33, Reflex 33, Will 30
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 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] Thunderous Fury (standard) ✦ Weapon
- +25 vs. AC; 3d8 + 12 damage, and the target is dazed until the end of the deva warlord’s next turn. Until the end of the deva
warlord’s next turn, the deva warlord’s allies gain a +5 power bonus to attack rolls against the target.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +25 vs. AC; 4d8 + 12 damage. Hit or Miss: If the target attacks before the end of the deva warlord’s next turn, the
deva warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If the deva
warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect continues until the
end of the deva warlord’s next turn.
- □ 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 +16, History +22
Str 21 (+15); Dex 12 (+11); Wis 13 (+11);
Con 13 (+11); Int 21 (+15); Cha 14 (+12)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Deva Control Wizard [Level 20 Artillery]
Medium immortal humanoid [XP 2800]
Initiative +12; Senses Perception +15
HP 139; Bloodied 69
Healing Surges (+34 hp) ○○
AC 33; Fortitude 28, Reflex 33, Will 34
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +23 vs. Fortitude; 1d6 + 13 cold damage, and the target is slowed until the end of the deva wizard’s next turn.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +23 vs. Reflex; 3d8 + 13 force damage, and the target is immobilized until the end of the deva wizard’s
next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends
at the end of the deva wizard’s next turn, and the deva wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +23 vs. Reflex; 2d10 + 13 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the deva wizard’s next turn. Sustain Minor:
When the deva wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized, and
deal 1d10 + 7 necrotic damage to creatures that are immobilized.
- ○ 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 +21, Insight +20
Str 11 (+10); Dex 14 (+12); Wis 21 (+15);
Con 13 (+11); Int 23 (+16); Cha 12 (+11)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Deva War Wizard [Level 20 Artillery]
Medium immortal humanoid [XP 2800]
Initiative +14; Senses Perception +13
HP 139; Bloodied 69
Healing Surges (+34 hp) ○○
AC 33; Fortitude 28, Reflex 33, Will 32
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +23 vs. Reflex; 1d6 + 13 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +23 vs. Reflex; 3d6 + 13 force damage, and the target
is dazed 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] Acid Wave (standard) ✦ Acid
- Close blast 5; +23 vs. Reflex; 5d6 + 13 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (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 +21, History +23
Str 11 (+10); Dex 19 (+14); Wis 16 (+13);
Con 13 (+11); Int 23 (+16); Cha 12 (+11)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Deva Isolating Avenger [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +16
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 35; Fortitude 30, Reflex 33, Will 34
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +26 vs. AC; 1d10 + 13 damage, and the deva avenger shifts 1 square, sliding the target 1 square into the space the deva avenger
occupied.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +26 vs. AC; 2d10 + 13 thunder damage, and the deva avenger pushes any enemy within 2 squares of the deva avenger, other than
the target, 2 squares. Until the end of the deva avenger’s next turn, if any enemy other than the target enters a square adjacent
to the deva avenger or hits or misses the deva avenger from a square within the deva avenger’s reach, the deva avenger can
make a melee basic attack against that enemy as an opportunity action. The deva avenger gains a +5 power bonus to the attack
roll of the melee basic attack.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +23 vs. Will; 4d8 + 13 psychic damage, and the target is pulled 3 squares. At
the start of each of the deva avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and the
target is pulled 2 squares. At the start of the deva avenger’s next turn, the target is pulled 3 squares.
- ○ [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 +17, Religion +22
Str 14 (+12); Dex 12 (+11); Wis 23 (+16);
Con 13 (+11); Int 21 (+15); Cha 11 (+10)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Deva Pursuing Avenger [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +14; Senses Perception +16
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 34
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 9 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +23 vs. AC; 1d8 + 11 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +26 vs. AC; 1d10 + 13 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.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 13 damage, and the target is immobilized until the end of the deva avenger’s next turn. The deva avenger
gains a +6 bonus to the deva avenger’s next attack roll against the target before the end of the deva avenger’s next turn.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +26 vs. AC; 5d10 + 13 damage. Miss: Half damage. The deva avenger gains a +5 power bonus to the deva avenger’s next
damage roll against the target before the end of the encounter, unless the deva avenger attacks another creature first.
- ○ [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 +19, Stealth +19
Str 14 (+12); Dex 19 (+14); Wis 23 (+16);
Con 13 (+11); Int 14 (+12); Cha 11 (+10)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Deva Rageblood Barbarian [Level 20 Brute]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +17
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○
AC 33; Fortitude 34, Reflex 30, Will 29
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 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.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the deva barbarian gains 14 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The deva barbarian enters the rage of the hydra. Until the rage ends, once per round when the deva barbarian makes an attack
that misses, the deva barbarian can make a melee basic attack as a free action.
- □ 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 +19, Perception +17
Str 21 (+15); Dex 13 (+11); Wis 14 (+12);
Con 19 (+14); Int 13 (+11); Cha 14 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Thaneborn Barbarian [Level 20 Brute]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +17
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○
AC 33; Fortitude 34, Reflex 30, Will 31
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 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] Devastating Blow (standard) ✦ Weapon
- +24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target takes a –4 penalty to AC until the end of the deva barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The deva barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next
to the deva barbarian grants combat advantage to the deva barbarian and the deva barbarian’s allies until the end of its next
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.
- □ 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 +19, Perception +17
Str 21 (+15); Dex 13 (+11); Wis 14 (+12);
Con 14 (+12); Int 13 (+11); Cha 19 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Cunning Bard [Level 20 Controller (Leader)]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +16
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 36; Fortitude 29, Reflex 34, Will 33
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 8 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +22 vs. Will; 1d6 + 12 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the deva
bard’s next turn.
- ○ [R] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +22 vs. Reflex; 2d8 + 12 thunder damage, and the deva bard and each ally within 10 squares of the deva bard can
shift 6 squares as a free action.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +22 vs. Reflex; 3d8 + 12 radiant damage. Miss: Half damage. Hit or Miss:
The deva bard and each ally within 10 squares of the deva bard can shift 5 squares 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 +20, Bluff +20
Str 13 (+11); Dex 12 (+11); Wis 13 (+11);
Con 14 (+12); Int 21 (+15); Cha 21 (+15)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Deva Valorous Bard [Level 20 Controller (Leader)]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +16
HP 187; Bloodied 93
Healing Surges (+46 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Resist 15 necrotic, 15 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 8 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +25 vs. AC; 2d8 + 12 damage, and the deva bard teleports an ally within 10 squares of the deva bard to a space adjacent to
the deva bard and gains a +4 power bonus to attack rolls against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free 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 +18, Athletics +15
Str 13 (+11); Dex 12 (+11); Wis 13 (+11);
Con 19 (+14); Int 16 (+13); Cha 21 (+15)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Deva Guardian Druid [Level 20 Controller]
Medium immortal humanoid [XP 2800]
Initiative +12; Senses Perception +16
HP 187; Bloodied 93
Healing Surges (+46 hp) ○○
AC 34; Fortitude 31, Reflex 30, Will 34
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +20 vs. AC; 2d4 + 8 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +23 vs. Reflex; 1d8 + 13 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; +23 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +23 vs. Fortitude; 3d6 + 13 damage, and the target slides 5 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +23 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 13 damage. Miss: 1d6 + 13 damage, and the target is immobilized until the end of the deva druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The deva druid changes from the deva druid’s humanoid form to beast form or vice versa. When the deva druid changes from beast
form back to the deva druid’s humanoid form, the deva druid shifts 1 square. While the deva druid is in beast form, the deva
druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the deva druid can sustain such
powers. The deva druid can use this power once per round.
- □ 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 +21, Nature +21
Str 13 (+11); Dex 14 (+12); Wis 23 (+16);
Con 19 (+14); Int 14 (+12); Cha 11 (+10)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Predator Druid [Level 20 Controller]
Medium immortal humanoid [XP 2800]
Initiative +14; Senses Perception +21
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 29, Reflex 32, Will 34
Resist 15 necrotic, 15 radiant
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +20 vs. AC; 2d4 + 8 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +23 vs. Reflex; 1d8 + 13 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; +23 vs. Reflex; 1d6 + 7 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] Scavenger’s Prize (standard) ✦ Beast Form
- +23 vs. Fortitude; 3d10 + 13 damage, the deva druid grabs the target and shifts 4 squares, pulling the target with the deva
druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +23 vs. Fortitude; 3d10 + 13 damage, and the deva druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the deva druid’s turn. Miss: Half damage, and the deva druid grabs the target. Hit or Miss:
Until the end of the encounter, while the deva druid is in beast form, the deva druid gains a +2 bonus to AC and Fortitude.
- ● 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 +21, Perception +21
Str 13 (+11); Dex 19 (+14); Wis 23 (+16);
Con 14 (+12); Int 14 (+12); Cha 11 (+10)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Preserving Invoker [Level 20 Artillery]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +16
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 35; Fortitude 30, Reflex 33, Will 34
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 7 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +23 vs. Reflex; 1d8 + 13 radiant damage, and the deva invoker slides the target 1 square. The deva invoker can
use this power as a ranged basic attack.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +23 vs. Reflex; 2d8 + 13 damage. If the target moves more than 1 square before the end of the deva
invoker’s next turn, the target takes 10 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +23 vs. Will; 5d6 + 13 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ 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 +20, Religion +22
Str 11 (+10); Dex 13 (+11); Wis 23 (+16);
Con 14 (+12); Int 21 (+15); Cha 12 (+11)
Equipment hide armor, morningstar
-1 Level / +1 Level
Deva Wrathful Invoker [Level 20 Artillery]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +16
HP 145; Bloodied 72
Healing Surges (+36 hp) ○○
AC 33; Fortitude 32, Reflex 31, Will 34
Resist 15 necrotic, 15 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 7 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +23 vs. Fortitude; 1d10 + 13 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] Blood Debt (standard) ✦ Radiant
- Ranged 10; +23 vs. Will; 3d10 + 13 radiant damage, and until the end of the deva invoker’s next turn, each creature that the
target attacks gains a +5 bonus to its next attack roll against the target.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +23 vs. Fortitude; 7d6 + 13 damage, and the deva invoker slides the target 5 squares and knock it
prone. Miss: Half damage, and the deva invoker slides the target 3 squares and knock it prone.
- □ 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 +18, Religion +20
Str 11 (+10); Dex 13 (+11); Wis 23 (+16);
Con 19 (+14); Int 16 (+13); Cha 12 (+11)
Equipment chainmail, morningstar
-1 Level / +1 Level
Deva Bear Shaman [Level 20 Controller (Leader)]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +21
HP 187; Bloodied 93
Healing Surges (+46 hp) ○○
AC 32; Fortitude 32, Reflex 30, Will 34
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +23 vs. Will; 1d8 + 13 damage, and each ally adjacent to the deva shaman’s spirit companion gains 4 temporary
hit points.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +23 vs. Will; 3d6 + 13 damage, and each ally adjacent to the deva shaman’s spirit companion can spend a healing
surge and regains an additional 8 hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +23 vs. Fortitude; 2d10 + 13 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The deva shaman conjures a bear spirit in an unoccupied square adjacent
to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through
its space, but allies can. As a move action, the deva shaman can move the spirit 5 squares.
The spirit can flank enemies
with the deva shaman and the deva shaman’s allies, and it can make opportunity attacks against the deva shaman’s enemies:
+23 vs. Reflex; 2d10 + 13 damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The deva shaman conjures the deva shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the deva shaman falls unconscious or until the deva shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the deva shaman takes a move action, the deva shaman can also move the
spirit a number of squares equal to the deva shaman’s speed.
The spirit can be targeted by melee or ranged attacks,
although it lacks hit points. If a single melee or ranged attack deals 20 damage to the spirit, the spirit disappears, and
the deva shaman takes 15 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; +23 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 +21, Perception +21
Str 12 (+11); Dex 13 (+11); Wis 23 (+16);
Con 19 (+14); Int 16 (+13); Cha 11 (+10)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Panther Shaman [Level 20 Controller (Leader)]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +21
HP 182; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 34
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +23 vs. Fortitude; 1d10 + 13 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +23 vs. Reflex; 2d10 + 13 damage. Until the end of the deva shaman’s next turn, any
enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the deva shaman’s spirit companion.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +23 vs. Reflex; 4d8 + 13 damage. Miss: Half damage. Hit or Miss: Until the end of the deva shaman’s
next turn, the deva shaman and the deva shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against
the target. As a free action before the deva shaman’s next turn, each ally within 20 squares of the target can make a saving
throw and shift 3 squares as the first action of his or her turn.
- ● 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 20 damage to the spirit, the spirit disappears, and
the deva shaman takes 15 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; +23 vs. Reflex; 1d10 + 13 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 +21, Perception +21
Str 12 (+11); Dex 13 (+11); Wis 23 (+16);
Con 14 (+12); Int 21 (+15); Cha 11 (+10)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Chaos Sorcerer [Level 20 Artillery]
Medium immortal humanoid [XP 2800]
Initiative +14; Senses Perception +11
HP 139; Bloodied 69
Healing Surges (+34 hp) ○○
AC 31; Fortitude 29, Reflex 31, Will 34
Resist 15 necrotic, 15 radiant
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d4 + 11 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +22 vs. Will; 1d10 + 18 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:
+22 vs. Will; 1d6 + 13 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +22 vs. Will; 3d8 + 18 thunder damage, and the deva sorcerer teleports the
target to a space adjacent to the deva sorcerer’s enemy that is nearest to it. If the deva sorcerer rolled an even number
on the attack roll, the deva sorcerer can teleport the target to a space adjacent to the deva sorcerer’s ally, not the deva
sorcerer’s enemy, who is nearest to it.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +22 vs. Reflex; 6d6 + 18 lightning damage. If the deva sorcerer rolled an even number
on the attack roll, the target is immobilized (save ends). If the deva sorcerer rolled an odd number on the attack roll, the
target is dazed (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 +17, Bluff +20
Str 14 (+12); Dex 19 (+14); Wis 13 (+11);
Con 13 (+11); Int 14 (+12); Cha 21 (+15)
Equipment cloth armor, dagger
-1 Level / +1 Level
Deva Dragon Sorcerer [Level 20 Skirmisher]
Medium immortal humanoid [XP 2800]
Initiative +12; Senses Perception +11
HP 181; Bloodied 90
Healing Surges (+45 hp) ○○
AC 31; Fortitude 31, Reflex 29, Will 34
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +22 vs. Reflex; 1d8 + 18 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.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +22 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the deva sorcerer slides
the target 4 squares.
- ○ 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.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the deva sorcerer.
Targets the triggering creature; +22 vs. Reflex; 2d10 + 18 lightning damage and the deva sorcerer pushes the target 4 squares.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva sorcerer makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva sorcerer has a +1 bonus to all defenses against attacks made by bloodied creatures.
- 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 +17, Athletics +19
Str 19 (+14); Dex 14 (+12); Wis 13 (+11);
Con 13 (+11); Int 14 (+12); Cha 21 (+15)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Deva Earth Warden [Level 20 Brute]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +18
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○
AC 36; Fortitude 33, Reflex 30, Will 31
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage, and the deva warden gains a +1 power bonus to AC until the end of the deva warden’s next turn.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 12 damage. The target is immobilized and takes a -4 penalty to AC and Reflex until the end of the deva
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +24 vs. AC; 4d10 + 12 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the deva warden’s next turn. Hit or Miss: Each enemy within
3 squares of the deva warden, other than the target, is slowed 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 +17, Perception +18
Str 21 (+15); Dex 13 (+11); Wis 16 (+13);
Con 19 (+14); Int 13 (+11); Cha 12 (+11)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Deva Wild Warden [Level 20 Brute]
Medium immortal humanoid [XP 2800]
Initiative +11; Senses Perception +20
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○
AC 35; Fortitude 33, Reflex 28, Will 33
Resist 15 necrotic, 15 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is slowed until the end of the deva warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +24 vs. Fortitude; 2d12 + 17 damage (crit 41 + 2d12), and the target is weakened until the end of the deva warden’s next turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the deva warden shifts 1 square. +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing 10
damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ 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; +24 vs. Fortitude; 1d12 + 12 damage (crit 24 + 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 +19, Perception +20
Str 21 (+15); Dex 13 (+11); Wis 21 (+15);
Con 14 (+12); Int 13 (+11); Cha 12 (+11)
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.