Deva NPCs [Level 25]
Deva Battle Cleric [Level 25 Controller (Leader)]
Medium immortal humanoid [XP 7000]
Initiative +13; Senses Perception +18
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 37, Reflex 33, Will 39
Resist 17 necrotic, 17 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the deva cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +31 vs. AC; 4d10 + 15 damage. The next attack roll the deva cleric makes against the target gains a +2 power bonus.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +29 vs. AC; 6d10 + 15 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ Purify (standard)
- Every effect that a save can end is removed from the deva cleric and each ally within 10 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The deva cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +23, Religion +21
Str 23 (+18); Dex 13 (+13); Wis 23 (+18);
Con 14 (+14); Int 14 (+14); Cha 15 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Devoted Cleric [Level 25 Controller (Leader)]
Medium immortal humanoid [XP 7000]
Initiative +13; Senses Perception +19
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 33, Reflex 33, Will 40
Resist 17 necrotic, 17 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +28 vs. Reflex; 2d8 + 16 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +28 vs. Will; 3d8 + 16 radiant damage. Hit or Miss: The deva cleric and each
ally in the burst gain a +5 power bonus to AC until the end of the deva cleric’s next turn and can spend a healing surge.
Add +5 to the hit points regained.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +28 vs. Fortitude; 4d10 + 16 psychic damage, and the target is stunned until the end of the
deva cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The deva cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit
points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t
take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the deva cleric within 5 squares
of its previous location.
- ○○○ Healing Word (minor) ✦ Healing
- The deva cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +24, Religion +21
Str 15 (+14); Dex 13 (+13); Wis 25 (+19);
Con 14 (+14); Int 14 (+14); Cha 21 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Deva Greatweapon Fighter [Level 25 Soldier]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +15
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 39, Reflex 33, Will 34
Resist 17 necrotic, 17 radiant
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 20 damage (crit 68 + 3d12).
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +29 vs. AC; 6d12 + 15 damage (crit 87 + 3d12), and all of the deva fighter’s enemies that the deva fighter can see are marked
until the end of the deva fighter’s next turn. Miss: The power is not expended.
- ○ 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.
- □ No Surrender (no action) ✦ Healing
- When the deva fighter’s hit points drop to 0 or lower.
The deva fighter regains hit points up to one-half the deva fighter’s maximum hit points. However, the deva fighter takes
a –2 penalty to attack rolls until the end of the encounter.
- 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 +23, Intimidate +18
Str 23 (+18); Dex 15 (+14); Wis 16 (+15);
Con 21 (+17); Int 14 (+14); Cha 13 (+13)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Deva Guardian Fighter [Level 25 Soldier]
Medium immortal humanoid [XP 7000]
Initiative +17; Senses Perception +15
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 39, Reflex 38, Will 34
Resist 17 necrotic, 17 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+30 vs. AC; 2d8 + 15 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] Fangs of Steel (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 20 damage, and make a secondary attack against one creature adjacent to the primary target and within the
deva fighter’s melee reach. Secondary Attack: +30 vs. AC; 2d8 + 20 damage.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The deva fighter gains an action point that the deva fighter must spend during the deva fighter’s current turn.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the deva fighter uses a fighter power, the deva fighter can score a critical hit on a roll of 19–20, and the deva
fighter gains a +5 power bonus to damage rolls. Any enemy that starts its turn adjacent to the deva fighter takes 1d8 + 9
damage damage and ongoing 10 damage (save ends), 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.
- ○ 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 +20, Intimidate +18
Str 23 (+18); Dex 21 (+17); Wis 16 (+15);
Con 15 (+14); Int 14 (+14); Cha 13 (+13)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Avenging Paladin [Level 25 Soldier]
Medium immortal humanoid [XP 7000]
Initiative +13; Senses Perception +15
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 37
Resist 17 necrotic, 17 radiant
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +30 vs. AC; 2d10 + 15 radiant damage. If the deva paladin has marked the target, the deva paladin gains a +3 bonus to the
damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +30 vs. AC; 3d10 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the deva paladin other than the primary target. Secondary Attack: +30 vs. AC; 1d10 + 15 thunder damage, and the
target is knocked prone.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 15 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the deva paladin when it attacks (save ends). The deva paladin gains a +2 bonus to the opportunity attack roll and deals an
extra 1d10 damage.
- ● Divine Challenge (minor) ✦ Radiant
- The deva paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the deva
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 14 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.
- □ Cleansing Burst (minor)
- The deva paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- ○ 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 +22, Religion +21
Str 23 (+18); Dex 13 (+13); Wis 17 (+15);
Con 14 (+14); Int 14 (+14); Cha 21 (+17)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Deva Protecting Paladin [Level 25 Soldier]
Medium immortal humanoid [XP 7000]
Initiative +13; Senses Perception +15
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 37, Reflex 36, Will 38
Resist 17 necrotic, 17 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage, and the deva paladin gains 3 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 3 squares.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +27 vs. Will; 6d6 + 15 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the deva paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The deva paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the deva
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 15 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.
- □ United in Faith (minor) ✦ Healing
- The deva paladin and each ally within 5 squares can spend a healing surge.
- ○ 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 +23, Religion +21
Str 21 (+17); Dex 13 (+13); Wis 17 (+15);
Con 14 (+14); Int 14 (+14); Cha 23 (+18)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Deva Archer Ranger [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +18; Senses Perception +20
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 37, Reflex 38, Will 34
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +29 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +29 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 5 squares.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +29 vs. AC; 3d10 + 15 damage. Miss: Half damage.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the deva ranger’s turn, enemies treat the deva ranger as invisible if the deva ranger has cover or concealment
from them. An enemy still knows the square occupied by the deva ranger if it saw the deva ranger in that square at any point
during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 3d6 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 +20, Stealth +22
Str 21 (+17); Dex 23 (+18); Wis 17 (+15);
Con 14 (+14); Int 14 (+14); Cha 13 (+13)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Deva Two-Blade Ranger [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +17; Senses Perception +20
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 39; Fortitude 38, Reflex 37, Will 34
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +30 vs. AC; 2d8 + 15 damage.
Longsword
(off hand): +30 vs. AC; 2d8 + 15 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the deva ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the deva ranger and misses before the start of the deva ranger’s next turn,
make a melee basic attack against it with both the deva ranger’s main weapon and the deva ranger’s off-hand weapon as an immediate
reaction.
- □ [M/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 15 damage (main)/2d8 + 15 damage (off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 14 damage.
Miss: Half damage per attack. Hit
or Miss: After making these attacks, the deva ranger can shift 3 squares.
- ● 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the deva ranger is hit by an area attack or a close attack.
Shift 3 squares.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva ranger makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva ranger has a +1 bonus to all defenses against attacks made by bloodied creatures.
- 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 +15 hit points.
Skills Nature +20, Perception +20
Str 23 (+18); Dex 21 (+17); Wis 17 (+15);
Con 14 (+14); Int 14 (+14); Cha 13 (+13)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Deva Brawny Rogue [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +18; Senses Perception +14
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 33
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +30 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +30 vs. Reflex; 2d6 + 15 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +30 vs. Will; 6d6 + 15 damage, and the deva rogue becomes invisible. The deva rogue shifts into any square adjacent to the
target and reappear at the start of the deva rogue’s next turn. The deva rogue has combat advantage against the target until
the end of the deva rogue’s next turn. Miss: Half damage, the deva rogue can shift 1 square to another square adjacent
to the target, and the deva rogue has combat advantage against the target until the end of the deva rogue’s next turn.
- ○ Dazzling Acrobatics (move)
- The deva rogue can shift twice the deva rogue’s speed. The deva rogue can climb at full speed as part of this move. If an
enemy attacks the deva rogue while the deva rogue shifts, the deva rogue gains a +4 bonus to AC against that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the deva rogue.
Targets the creature the deva rogue’s ally damaged; +30 vs. AC; 2d6 + 15 damage.
- ○ 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 5d6 damage.
Skills Acrobatics +23, Thievery +23
Str 21 (+17); Dex 23 (+18); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 15 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Deva Trickster Rogue [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +18; Senses Perception +19
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 33, Reflex 39, Will 36
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
The deva rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the deva rogue.
The deva rogue chooses the target of its attack.
- □ [M/R] Hamstring (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 15 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- □ Hide from the Light (minor)
- The deva rogue must already be hidden to use this power. The deva rogue is invisible until the end of the encounter or until
the deva rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack or
an at-will attack.
- ○ 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 5d6 damage.
Skills Stealth +23, Thievery +23
Str 15 (+14); Dex 23 (+18); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 21 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Deva Fey-Pact Warlock [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +13; Senses Perception +15
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 33, Reflex 38, Will 38
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 15 psychic damage, and the deva warlock is invisible to the target until the start of the deva
warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +27 vs. Fortitude; 3d8 + 15 poison damage, and the target is immobilized and takes a –7 penalty to AC and Reflex
defense until the end of the deva warlock’s next turn.
- □ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +27 vs. Will; 4d10 + 15 psychic damage. Until the end of the encounter, every time the deva warlock takes damage,
the deva warlock makes a +27 vs. Will attack against the target; if the attack hits, the deva warlock takes half damage and
the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the deva warlock is adjacent
to the target, the images of the deva warlock both begin to flow together, such that anyone who attacks one has a 50% chance
of accidentally hitting the other instead.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The deva warlock becomes invisible until the start of the deva warlock’s next turn and teleports 20 squares. The deva warlock
leaves behind an illusory image of the deva warlock that persists as long as the deva warlock is invisible. This image stands
in place, takes no actions, and uses the deva warlock’s defenses if it is attacked. If the illusion is touched or takes any
damage, it dissolves into a pile of dead leaves. If the deva warlock makes an attack, the deva warlock becomes visible. Sustain
Standard: The deva warlock remains invisible as long as the deva warlock doesn’t make an attack.
- ● 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 3d6 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 +23, Bluff +23
Str 12 (+13); Dex 13 (+13); Wis 16 (+15);
Con 15 (+14); Int 23 (+18); Cha 23 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Deva Infernal-Pact Warlock [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +14
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 37, Reflex 38, Will 34
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +27 vs. Reflex; 2d6 + 15 fire damage. If the deva warlock takes damage before the end of the deva warlock’s next
turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +27 vs. Reflex; 4d8 + 15 damage, and the target is pushed 9 squares.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +27 vs. Reflex; 5d10 + 15 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the deva warlock cannot gain
line of sight or line of effect to the target. Miss: Half damage, and the target 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 3d6 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The deva warlock grows wings and gains a fly speed equal to the deva warlock’s speed until the end of the encounter or for
5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The deva warlock gains 25 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 +23, Intimidate +19
Str 12 (+13); Dex 14 (+14); Wis 15 (+14);
Con 23 (+18); Int 23 (+18); Cha 15 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Deva Star-Pact Warlock [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +14
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 36; Fortitude 37, Reflex 35, Will 37
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +24 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +27 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the deva warlock on its next turn, it
takes an extra 2d6 + 15 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 14 damage, and the deva warlock can swap places with the target. After swapping places with
the target, the deva warlock can teleport 3 squares..
- □ [R] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +27 vs. Will; 5d10 + 15 fire and psychic damage, and the target is stunned until the end of the deva warlock’s
next turn. Miss: Half damage, and the target is dazed until the end of the deva warlock’s next turn.
- ● Warlock’s Curse (minor)
- The deva warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the deva
warlock can deal an extra 3d6 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.
- ○ Entropic Ward (minor)
- Until the end of the deva warlock’s next turn, anyone who attacks the deva warlock must roll two dice and take the lower result.
Each time an attack misses due to this effect, the deva warlock gains a cumulative +1 power bonus to the deva warlock’s next
attack roll.
- ● 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 +20, Insight +19
Str 12 (+13); Dex 14 (+14); Wis 15 (+14);
Con 23 (+18); Int 17 (+15); Cha 21 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Deva Inspiring Warlord [Level 25 Soldier (Leader)]
Medium immortal humanoid [XP 7000]
Initiative +15; Senses Perception +14
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 38, Reflex 34, Will 37
Resist 17 necrotic, 17 radiant
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +29 vs. Fortitude; 6 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 +5 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +29 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the deva warlord’s next turn. Until the end of the
encounter, the deva warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +29 vs. AC; 6d10 + 15 damage, and the deva warlord and all of the deva warlord’s allies within 10 squares of the deva warlord
makes saving throws against any single effect that a save can end. Miss: Each of the deva warlord’s allies within 10
squares of the deva warlord makes a saving throw against any effect that the target caused and that a save can end.
- □ Heart of the Titan (standard)
- The deva warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls and
can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ Inspiring Word (minor) ✦ Healing
- The deva warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 17 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 +19, History +22
Str 23 (+18); Dex 13 (+13); Wis 14 (+14);
Con 14 (+14); Int 17 (+15); Cha 21 (+17)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Deva Tactical Warlord [Level 25 Soldier (Leader)]
Medium immortal humanoid [XP 7000]
Initiative +15; Senses Perception +14
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 38, Reflex 38, Will 34
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 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] Sudden Assault (standard) ✦ Weapon
- +30 vs. AC; 1d8 + 15 damage, and an ally of the deva warlord’s choice within 5 squares of the deva warlord takes a standard
action. The deva warlord’s ally gains a +6 power bonus to attack rolls against targets adjacent to the deva warlord for attacks
made with this extra standard action.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +29 vs. AC; 6d6 + 15 damage. Until the end of the encounter, the deva warlord’s allies add +6 to attack rolls
and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +6 bonus to the attack roll and the damage.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the deva warlord slides each target 6 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The deva warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +6 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 +19, History +25
Str 23 (+18); Dex 13 (+13); Wis 14 (+14);
Con 14 (+14); Int 23 (+18); Cha 15 (+14)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Deva Control Wizard [Level 25 Artillery]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +18
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 39
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +28 vs. Fortitude; 2d6 + 16 cold damage, and the target is slowed until the end of the deva wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +28 vs. Fortitude; 4d6 + 16 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the deva wizard’s next turn, or the deva wizard can dismiss it as a minor action.
- □ [A] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +28 vs. Reflex; 4d6 + 16 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- □ Time Stop (minor)
- The deva wizard gains two extra standard actions, which the deva wizard can’t use to attack other creatures.
- ○ 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 -6 penalty to its saving throws against that effect. Alternatively, the deva wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the deva wizard’s current turn, so that it lasts
instead until the end of the deva wizard’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva wizard makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva wizard has a +1 bonus to all defenses against attacks made by bloodied creatures.
Skills Arcana +24, Insight +23
Str 12 (+13); Dex 15 (+14); Wis 23 (+18);
Con 14 (+14); Int 25 (+19); Cha 13 (+13)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Deva War Wizard [Level 25 Artillery]
Medium immortal humanoid [XP 7000]
Initiative +17; Senses Perception +15
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 36
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +28 vs. Reflex; 2d6 + 16 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +28 vs. Reflex; 4d6 + 16 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +28
vs. Reflex; 2d6 + 16 lightning damage. Tertiary Attack: +28 vs. Reflex; 1d6 + 16 lightning damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +28 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 3d6 + 16 poison
damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 16 fire damage, and ongoing 15 fire damage
(save ends).
Will: The target is stunned (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.
- □ Mass Fly (standard)
- The deva wizard and each ally within 5 squares gain a speed of fly 8 until the end of the deva wizard’s next turn. Sustain
Minor: The deva wizard can sustain this power until the end of the encounter or for 5 minutes. If the deva wizard does
not sustain this power, all targets float to the ground without taking falling damage.
- ○ Wand of Accuracy (free)
- The deva wizard gains a +5 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 +24, History +26
Str 12 (+13); Dex 21 (+17); Wis 17 (+15);
Con 14 (+14); Int 25 (+19); Cha 13 (+13)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Deva Isolating Avenger [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +13; Senses Perception +19
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 39
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage, and the deva avenger shifts 1 square, sliding the target 1 square into the space the deva avenger
occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +31 vs. AC; 3d10 + 16 damage, and until the end of the deva avenger’s next turn, the deva avenger and the target are immobilized.
In addition, no other creature has line of sight or line of effect to either the target or the deva avenger, both of whom
have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the
target or the deva avenger before 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 +6 bonus to all defenses against the target’s attacks.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +31 vs. Fortitude; 6d10 + 16 damage, and the target takes 10 damage at the start of its turn if the deva avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the deva
avenger is within 5 squares of it (save ends).
- ○ [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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the deva avenger to 0 hit points or fewer and doesn’t kill you.
The deva avenger is dying but doesn’t fall unconscious. Until the end of the deva avenger’s next turn, the deva avenger doesn’t
take any damage after the triggering attack, and the deva avenger gains a +4 bonus to attack rolls. At the end of the deva
avenger’s next turn, the deva avenger falls unconscious if the deva avenger is still dying.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva avenger makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva avenger has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Censure of Retribution
- When any enemy other than the deva avenger’s oath of enmity target hits the deva avenger, the deva avenger gains a +6 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 +19, Religion +25
Str 15 (+14); Dex 13 (+13); Wis 25 (+19);
Con 14 (+14); Int 23 (+18); Cha 12 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Deva Pursuing Avenger [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +17; Senses Perception +19
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 39
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage, and if the target doesn’t end its next turn adjacent to the deva avenger, the deva avenger can
shift 6 squares as a free action. The deva avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +31 vs. AC; 4d10 + 16 radiant damage, and if the target is not adjacent to the deva avenger at the start of the deva avenger’s
next turn, the deva avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the
deva avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage to the target.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +28 vs. Will; 6d8 + 16 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the deva avenger can teleport to a space adjacent to the target as a minor action.
The deva avenger doesn’t need line of sight to the destination space. Aftereffect: The deva avenger can teleport to
a space adjacent to the target as a free action once. The deva avenger doesn’t need line of sight to the destination space.
- ○ [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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the deva avenger gains phasing, and the deva avenger takes half damage from opportunity attacks.
- ○ [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 +11 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 +21, Stealth +22
Str 15 (+14); Dex 21 (+17); Wis 25 (+19);
Con 14 (+14); Int 15 (+14); Cha 12 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Deva Rageblood Barbarian [Level 25 Brute]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +19
HP 281; Bloodied 140
Healing Surges (+70 hp) ○○○
AC 39; Fortitude 39, Reflex 36, Will 33
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 3d12). 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] Fatal Strike (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 20 damage (crit 68 + 3d12), and the target cannot regain hit points until the start of the deva barbarian’s
next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +29 vs. AC; 7d12 + 15 damage (crit 99 + 3d12), and the target is pushed 5 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The deva barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the deva barbarian hits with an attack, the deva barbarian gains 12 temporary hit points. If that attack already grants temporary
hit points to the deva barbarian, add +2 to the number of temporary hit points the deva barbarian gains.
- ○ Swift Charge (free)
- When the deva barbarian’s attack reduces an enemy to 0 hit points.
The deva barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the deva barbarian is hit by an attack.
Until the end of the deva barbarian’s next turn, the deva barbarian gains resist 17 to all damage.
- ○ 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 15 temporary hit points.
- Barbarian Agility
- While the deva barbarian is not wearing heavy armor, the deva barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Perception +19
Str 23 (+18); Dex 14 (+14); Wis 15 (+14);
Con 21 (+17); Int 14 (+14); Cha 15 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Thaneborn Barbarian [Level 25 Brute]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +19
HP 275; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 39; Fortitude 39, Reflex 36, Will 36
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +29 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and each enemy adjacent to the deva barbarian takes a –5 penalty to attack
rolls until the end of the deva barbarian’s next turn.
- □ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +29 vs. AC; 7d12 + 15 thunder damage (crit 99 + 3d12), and the deva barbarian knocks the target prone. Miss: Half damage.
Hit or Miss: The deva barbarian enters the rage of the stone tempest. Until the rage ends, the deva barbarian can score
a critical hit on a roll of 18–20.
- □ Untouched (minor)
- The deva barbarian makes a saving throw against each effect on the deva barbarian that a save can end. The deva barbarian
gains a +2 bonus to each saving throw.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the deva barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the deva barbarian’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva barbarian makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva barbarian has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Thaneborn Triumph
- Whenever the deva barbarian bloodies an enemy, the next attack by the deva barbarian or an ally against that enemy gains a
+5 bonus to the attack roll.
- Barbarian Agility
- While the deva barbarian is not wearing heavy armor, the deva barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Perception +19
Str 23 (+18); Dex 14 (+14); Wis 15 (+14);
Con 15 (+14); Int 14 (+14); Cha 21 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Deva Cunning Bard [Level 25 Controller (Leader)]
Medium immortal humanoid [XP 7000]
Initiative +13; Senses Perception +19
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 33, Reflex 39, Will 38
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 15 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the deva
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +27 vs. Reflex; 3d8 + 15 force damage. Each ally within 10 squares of the deva bard, as the last action of his
or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the
deva bard’s next turn, an ally who teleports using this power also gains a +6 power bonus to all defenses.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +27 vs. Will; the deva bard slides the target 5 squares, the target makes a basic attack as
a free action against a creature of the deva bard’s choice, and the target is then stunned until the end of the deva bard’s
next turn. Miss: The target is dazed until the end of the deva bard’s next turn.
- ○○○ Majestic Word (minor) ✦ Healing
- The deva bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power
can only be used once per round. The deva bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- ○ 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 11 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 +23, Bluff +23
Str 14 (+14); Dex 13 (+13); Wis 14 (+14);
Con 15 (+14); Int 23 (+18); Cha 23 (+18)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Deva Valorous Bard [Level 25 Controller (Leader)]
Medium immortal humanoid [XP 7000]
Initiative +13; Senses Perception +19
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 36, Reflex 36, Will 38
Resist 17 necrotic, 17 radiant
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 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] Weal and Woe (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 15 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +5
power bonus to his or her next attack roll against the target.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the deva bard. The target deals half damage to any of the deva bard’s allies except the chosen ally (save ends).
In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○○○ Majestic Word (minor) ✦ Healing
- The deva bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power
can only be used once per round. The deva bard can also slide the target 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the deva bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- ○ 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 10 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 +20, Athletics +18
Str 14 (+14); Dex 13 (+13); Wis 14 (+14);
Con 21 (+17); Int 17 (+15); Cha 23 (+18)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Deva Guardian Druid [Level 25 Controller]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +19
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 36, Reflex 34, Will 39
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +28 vs. Reflex; 2d8 + 16 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; +28 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +28 vs. Reflex; 2d6 + 16 lightning damage, and the target is slowed until the end of the deva druid’s
next turn. Hit or Miss: Until the end of the deva druid’s next turn, any creature that enters the area of the burst
or starts its turn there takes 5 lightning damage.
- □ [A] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +28 vs. Fortitude; 4d6 + 16 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the deva druid’s next turn. While the zone persists, the deva druid can make the following secondary attack, using
a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +28 vs. Reflex; the target
cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor: The
zone persists.
- □ Unyielding Roots (standard) ✦ Healing
- The deva druid and each ally with 5 squares grows revitalizing roots. Until the end of the deva druid’s next turn, each target
can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he or she
regains 5 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The deva druid changes from the deva druid’s humanoid form to beast form or vice versa. When the deva druid changes from beast
form back to the deva druid’s humanoid form, the deva druid shifts 1 square. While the deva druid is in beast form, the deva
druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the deva druid can sustain such
powers. The deva druid can use this power once per round.
- ○ 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 +24, Nature +24
Str 14 (+14); Dex 15 (+14); Wis 25 (+19);
Con 21 (+17); Int 15 (+14); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Predator Druid [Level 25 Controller]
Medium immortal humanoid [XP 7000]
Initiative +17; Senses Perception +24
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 39
Resist 17 necrotic, 17 radiant
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +28 vs. Reflex; 2d8 + 16 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; +28 vs. Reflex; 2d6 + 9 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 7 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +28 vs. Will; 2d8 + 16 psychic damage, and the target is knocked prone and deafened until
the end of the deva druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +28 vs. Reflex; 6d6 + 16 damage. If the attack hits at least once, the deva druid
shifts 5 squares. Hit or Miss: Until the end of the encounter, while the deva druid is in beast form the deva druid
can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the deva druid.
- ● 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the deva druid uses wild shape to change into beast form, the deva druid becomes
insubstantial and gain phasing until the end of the deva druid’s turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva druid makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva druid has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Primal 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 +24, Perception +24
Str 14 (+14); Dex 21 (+17); Wis 25 (+19);
Con 15 (+14); Int 15 (+14); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Deva Preserving Invoker [Level 25 Artillery]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +19
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 39
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +28 vs. Reflex; 2d8 + 16 radiant damage, and the deva invoker slides the target 1 square. The deva invoker can
use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +28 vs. Will; 5d6 + 16 damage, and the target is dazed until the end of the deva invoker’s next turn. Until the
end of the deva invoker’s next turn, the target also takes a -6 penalty to attack rolls.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +28 vs. Will; 6d6 + 16 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- □ Covenant of Vengeance (minor)
- Choose either the deva invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the deva invoker and the deva invoker’s allies gain
a +4 power bonus to attack rolls against that creature until the end of the deva invoker’s next 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 +6 bonus to the deva invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the deva invoker’s next turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva invoker makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva invoker has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Covenant of Preservation
- When the deva invoker uses a divine encounter or daily attack power on the deva invoker’s turn, the deva invoker can slide
an ally within 10 squares of the deva invoker 1 square.
Skills Arcana +23, Religion +25
Str 12 (+13); Dex 14 (+14); Wis 25 (+19);
Con 15 (+14); Int 23 (+18); Cha 13 (+13)
Equipment hide armor, morningstar
-1 Level / +1 Level
Deva Wrathful Invoker [Level 25 Artillery]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +19
HP 177; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 37; Fortitude 37, Reflex 35, Will 39
Resist 17 necrotic, 17 radiant
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +28 vs. Fortitude; 2d10 + 16 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The deva invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +28 vs. Reflex; 2d6 + 16 fire damage, and if the target moves before the end of the deva invoker’s
next turn, it takes 15 fire damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +28 vs. Fortitude; 4d8 + 16 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 2d6+5 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 +21, Religion +22
Str 12 (+13); Dex 14 (+14); Wis 25 (+19);
Con 21 (+17); Int 17 (+15); Cha 13 (+13)
Equipment chainmail, morningstar
-1 Level / +1 Level
Deva Bear Shaman [Level 25 Controller (Leader)]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +24
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 36; Fortitude 37, Reflex 34, Will 39
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +28 vs. Will; 2d8 + 16 damage, and each ally adjacent to the deva shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +28 vs. Reflex; 2d10 + 16 damage. Until the end of the deva shaman’s next turn, any ally takes half damage
from any source while adjacent to the deva shaman’s spirit companion. Each ally adjacent to the deva shaman’s spirit companion
gains 6 temporary hit points.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +28 vs. Reflex; 3d6 + 16 lightning damage, and the deva shaman teleports the target 10 squares.
Miss: Half damage, and the deva shaman teleports the target 5 squares. Hit or Miss: The deva shaman teleports
each ally in the blast 10 squares.
- ● 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 22 damage to the spirit, the spirit disappears, and
the deva shaman takes 17 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 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the deva shaman and the deva shaman’s allies are insubstantial.
- ● [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; +28 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the deva shaman’s spirit
companion regains 7 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 5 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 +24, Perception +24
Str 13 (+13); Dex 14 (+14); Wis 25 (+19);
Con 21 (+17); Int 17 (+15); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Panther Shaman [Level 25 Controller (Leader)]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +24
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 39
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +28 vs. Fortitude; 2d10 + 16 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
+3 bonus to the attack roll.
- ○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +28 vs. Fortitude; 4d6 + 16 damage. Until the end of the deva shaman’s next turn, when any ally adjacent to
the deva shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 6 damage.
- □ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +28 vs. Will; 3d10 + 16 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 22 damage to the spirit, the spirit disappears, and
the deva shaman takes 17 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 5d6 hit points. This power can only be used once per round.
- ● [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; +28 vs. Reflex; 2d10 + 16 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 +6 bonus to damage rolls against bloodied enemies.
Skills Nature +24, Perception +24
Str 13 (+13); Dex 14 (+14); Wis 25 (+19);
Con 15 (+14); Int 23 (+18); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Deva Chaos Sorcerer [Level 25 Artillery]
Medium immortal humanoid [XP 7000]
Initiative +17; Senses Perception +14
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 39
Resist 17 necrotic, 17 radiant
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 2d10 + 24 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:
+27 vs. Will; 1d6 + 18 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +27 vs. Fortitude; 4d6 + 24 cold damage, and the target is weakened until the end of the deva sorcerer’s next turn.
If the deva sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 18 cold damage.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 4d12 + 24 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the deva sorcerer can make a secondary attack against the target if it is within 10 squares of the deva sorcerer
(save ends): +27 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise, its
attack is unaffected by this secondary attack. If the deva sorcerer rolled an even number on the secondary attack roll, the
deva sorcerer chooses the creature that the target attacks.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the deva sorcerer’s next turn, the deva sorcerer becomes insubstantial, the deva sorcerer gains a fly speed
equal to the deva sorcerer’s speed, and the deva sorcerer can hover.
- ○ 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 +9 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 +19, Bluff +23
Str 15 (+14); Dex 21 (+17); Wis 14 (+14);
Con 14 (+14); Int 15 (+14); Cha 23 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Deva Dragon Sorcerer [Level 25 Skirmisher]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +14
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 36; Fortitude 36, Reflex 33, Will 39
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d8 + 24 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 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +27 vs. Reflex; 5d6 + 24 acid damage. Until the end of the deva sorcerer’s next turn, the target doesn’t have
line of sight to any creature more than 3 squares away from it.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +27 vs. Reflex; 7d6 + 24 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the deva sorcerer’s turns, the deva sorcerer can slide one enemy within 3 squares of the deva sorcerer
2 squares as a free action.
- □ Platinum Scales (immediate interrupt)
- When the deva sorcerer is hit by an attack.
Until the end of the encounter, the deva sorcerer gains a +5 power bonus to all defenses.
- ○ 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 +9 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 +19, Athletics +22
Str 21 (+17); Dex 15 (+14); Wis 14 (+14);
Con 14 (+14); Int 15 (+14); Cha 23 (+18)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Deva Earth Warden [Level 25 Brute]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +20
HP 281; Bloodied 140
Healing Surges (+70 hp) ○○○
AC 41; Fortitude 38, Reflex 35, Will 35
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and the deva warden gains a +1 power bonus to AC until the end of the deva warden’s next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +29 vs. Reflex; the deva warden pulls the target 2 squares to a space that must
be adjacent to the deva warden. Make a secondary attack against the target. Secondary Attack: +31 vs. AC; 3d10 + 15
damage. Special: If either attack hits, the target is also slowed until the start of the deva warden’s next turn.
- □ Panacea (minor)
- The deva warden makes a saving throw with a +4 power bonus. The deva warden also gains a +4 power bonus to saving throws until
the end of the encounter.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The deva warden assumes the guardian form of the jungle lord until the end of the encounter. While the deva warden is in this
form, the deva warden gains a climb speed equal to the deva warden’s speed and a +2 bonus to Reflex. In addition, whenever
the deva warden hits a target with a melee attack, the deva warden slides the target 2 squares. If that attack already pulls,
pushes, or slides the target, the deva warden slides the target 2 squares after that forced movement. 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: +29 vs. AC; 4d10 + 15 damage, and the deva warden slides the target 1 square. Miss: Half damage.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the deva warden that is within 5 squares of the deva warden makes an attack that does not include
the deva warden as a target.
Targets the triggering enemy; The deva warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- ○ Memory of a Thousand Lifetimes (no action)
- When the deva warden makes an attack roll, a saving throw, a skill check, or an ability check and dislikes the result.
Add 1d6 to the triggering roll.
- Astral Majesty
- The deva warden has a +1 bonus to all defenses against attacks made by bloodied creatures.
- Earthstrength
- When the deva warden uses the deva warden’s second wind, the deva warden gains an additional +5 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 +20, Perception +20
Str 23 (+18); Dex 14 (+14); Wis 17 (+15);
Con 21 (+17); Int 14 (+14); Cha 13 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Deva Wild Warden [Level 25 Brute]
Medium immortal humanoid [XP 7000]
Initiative +14; Senses Perception +23
HP 275; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 38, Reflex 33, Will 38
Resist 17 necrotic, 17 radiant
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the deva warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +29 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is dazed until the end of the deva warden’s next turn. Until
the end of the deva warden’s next turn, the deva warden gains a +6 power bonus to attack rolls.
- □ Renewal (minor) ✦ Healing
- The deva warden spends a healing surge. In addition, the deva warden regains the use of an encounter attack power the deva
warden has already used during this encounter.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The deva warden assumes the guardian form of the blood wolf until the end of the encounter. While the deva warden is in this
form, the deva warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied targets.
In addition, if the deva warden has combat advantage against a target that the deva warden hits with a melee attack, the deva
warden can knock that target prone. 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: +29 vs. AC; 5d12 + 15 damage (crit 75 + 3d12),
and the target grants combat advantage to the deva warden (save ends). Miss: Half damage, and the target grants combat
advantage to the deva warden until the end of the deva warden’s next turn.
- ● [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; +29 vs. Fortitude; 2d12 + 15 damage (crit 39 + 3d12), 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 -6 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 +22, Perception +23
Str 23 (+18); Dex 14 (+14); Wis 23 (+18);
Con 15 (+14); Int 14 (+14); Cha 13 (+13)
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.