Dragonborn NPCs [Level 10]

Dragonborn Battle Cleric [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +8
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 24; Fortitude 23, Reflex 18, Will 23
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target until the end of the dragonborn cleric’s next turn.
○ [M] Awe Strike (standard) ✦ Fear, Weapon
+15 vs. Will; 1d10 + 8 damage, and the target is immobilized until the end of the dragonborn cleric’s next turn.
□ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
Close burst 2; targets visible enemies; +15 vs. Fortitude; 2d10 + 8 radiant damage, and the target is pushed 1 square. Hit or Miss: Until the end of the encounter, the dragonborn cleric gains regeneration 5, and the dragonborn cleric and each ally within the burst gain a +2 power bonus to AC.
Mass Cure Light Wounds (standard) ✦ Healing
The dragonborn cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +2 hit points.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 4 fire damage.
○○ Healing Word (minor) ✦ Healing
The dragonborn cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Divine Fortune (free) ✦ Channel Divinity
The dragonborn cleric gains a +1 bonus to the dragonborn cleric’s next attack roll or saving throw before the end of the dragonborn cleric’s next turn.
Dragonborn Fury
The dragonborn cleric gains a +1 racial bonus to attack rolls when bloodied.

Skills Heal +13, Religion +10
Str 20 (+10); Dex 11 (+5); Wis 16 (+8);
Con 12 (+6); Int 10 (+5); Cha 15 (+7)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Dragonborn Devoted Cleric [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +9
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 24; Fortitude 20, Reflex 18, Will 24
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+12 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 5 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +12 vs. Reflex; 1d8 + 7 radiant damage, and one ally the dragonborn cleric can see gains a +2 power bonus to his or her next attack roll against the target.
○ [R] Break the Spirit (standard) ✦ Charm, Radiant
Ranged 10; +12 vs. Will; 2d8 + 7 radiant damage, and the target takes a -4 penalty to attack rolls until the end of the dragonborn cleric’s next turn.
□ [A] Flame Strike (standard) ✦ Fire
Area burst 2 within 10; targets enemies; +12 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss: Half damage, and no ongoing fire damage.
Mass Cure Light Wounds (standard) ✦ Healing
The dragonborn cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +4 hit points.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +12 vs. Reflex; 1d6 + 4 fire damage.
○○ Healing Word (minor) ✦ Healing
The dragonborn cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Divine Fortune (free) ✦ Channel Divinity
The dragonborn cleric gains a +1 bonus to the dragonborn cleric’s next attack roll or saving throw before the end of the dragonborn cleric’s next turn.
Dragonborn Fury
The dragonborn cleric gains a +1 racial bonus to attack rolls when bloodied.

Skills Heal +14, Religion +10
Str 15 (+7); Dex 11 (+5); Wis 18 (+9);
Con 12 (+6); Int 10 (+5); Cha 18 (+9)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Dragonborn Greatweapon Fighter [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +6
HP 104; Bloodied 52
Healing Surges (+29 hp) ○
AC 25; Fortitude 25, Reflex 19, Will 19
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +15 vs. AC; 1d6 + 8 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12). Miss: 5 damage.
○ [C] Come and Get It (standard) ✦ Weapon
Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the dragonborn fighter. A target that cannot end adjacent to the dragonborn fighter is not pulled. The dragonborn fighter then makes a close attack targeting each adjacent enemy: +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +15 vs. AC; 2d12 + 8 damage (crit 32 + 1d12), and the dragonborn fighter slides the target 1 square. Miss: Half damage.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 6 fire damage.
Into the Fray (minor)
The dragonborn fighter can move 3 squares, as long as the move ends adjacent to an enemy.
Dragonborn Fury
The dragonborn fighter gains a +1 racial bonus to attack rolls when bloodied.
Combat Challenge
Every time the dragonborn fighter attacks an enemy, the dragonborn fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the dragonborn fighter’s next turn. If the marked creature makes an attack that doesn’t include the dragonborn fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the dragonborn fighter and shifts or makes an attack that does not include the dragonborn fighter, the dragonborn fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Athletics +15, Intimidate +13
Str 20 (+10); Dex 13 (+6); Wis 12 (+6);
Con 16 (+8); Int 10 (+5); Cha 13 (+6)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Dragonborn Guardian Fighter [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +6
HP 101; Bloodied 50
Healing Surges (+26 hp) ○
AC 27; Fortitude 25, Reflex 23, Will 19
Speed 5

● [m] Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+16 vs. AC; 1d8 + 8 damage, and the target is pushed 1 square if it is the dragonborn fighter’s size, smaller than the dragonborn fighter, or one size category larger. The dragonborn fighter can shift into the space that the target occupied.
○ [M] Iron Bulwark (standard) ✦ Weapon
+16 vs. AC; 2d8 + 8 damage. Hit or Miss: The dragonborn fighter gains a +2 power bonus to AC until the end of the dragonborn fighter’s next turn.
□ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
Close burst 1; targets visible enemies; +16 vs. AC; 3d8 + 8 damage, and the target is slowed (save ends). Miss: The power is not expended.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 4 fire damage.
Stalwart Guard (minor) ✦ Stance
Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the dragonborn fighter. Stance: This power lasts until the end of the encounter or until the dragonborn fighter uses another stance power.
Dragonborn Fury
The dragonborn fighter gains a +1 racial bonus to attack rolls when bloodied.
Combat Challenge
Every time the dragonborn fighter attacks an enemy, the dragonborn fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the dragonborn fighter’s next turn. If the marked creature makes an attack that doesn’t include the dragonborn fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the dragonborn fighter and shifts or makes an attack that does not include the dragonborn fighter, the dragonborn fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Heal +11, Intimidate +13
Str 20 (+10); Dex 16 (+8); Wis 12 (+6);
Con 13 (+6); Int 10 (+5); Cha 13 (+6)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Dragonborn Avenging Paladin [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +6
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 26; Fortitude 24, Reflex 19, Will 23
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+16 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+16 vs. AC; 1d10 + 8 radiant damage. If the dragonborn paladin has marked the target, the dragonborn paladin gains a +1 bonus to the damage roll.
○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
+16 vs. AC; 2d10 + 8 thunder damage, and the target is knocked prone. If the target is marked by the dragonborn paladin, the attack can score a critical hit on a roll of 19–20.
□ [C] One Stands Alone (standard) ✦ Radiant
Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +12 vs. Will; 2d8 + 7 radiant damage. Hit or Miss: The targets are weakened (save ends).
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 4 fire damage.
Divine Challenge (minor) ✦ Radiant
The dragonborn paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the dragonborn paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it takes 7 radiant damage. The dragonborn 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 dragonborn paladin challenges another target. Divine Challenge can only be used once per round.
Cleansing Spirit (minor)
The dragonborn paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
Lay on Hands (minor) ✦ Healing
The dragonborn paladin spends a healing surge but regains no hit points. Instead, one creature touched by the dragonborn paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Dragonborn Fury
The dragonborn paladin gains a +1 racial bonus to attack rolls when bloodied.

Skills Intimidate +16, Religion +10
Str 20 (+10); Dex 11 (+5); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 18 (+9)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Dragonborn Protecting Paladin [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +6
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 28; Fortitude 23, Reflex 21, Will 24
Speed 5

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage, and the dragonborn paladin gains 1 temporary hit points.
○ [R] Beckon Foe (standard)
Ranged 5; +13 vs. Will; 2d10 + 8 damage, and the target is pulled 1 square.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +13 vs. Fortitude; 1d10 + 8 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +13 vs. Fortitude; 1d10 + 8 radiant damage, and the target is pushed 3 squares. Sustain Minor: Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
Turn the Tide (standard)
The dragonborn paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +14 vs. Reflex; 1d6 + 4 fire damage.
Divine Challenge (minor) ✦ Radiant
The dragonborn paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the dragonborn 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 8 radiant damage. The dragonborn 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 dragonborn paladin challenges another target. Divine Challenge can only be used once per round.
Lay on Hands (minor) ✦ Healing
The dragonborn paladin spends a healing surge but regains no hit points. Instead, one creature touched by the dragonborn paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Dragonborn Fury
The dragonborn paladin gains a +1 racial bonus to attack rolls when bloodied.

Skills Intimidate +17, Religion +10
Str 18 (+9); Dex 11 (+5); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 20 (+10)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Dragonborn Archer Ranger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +11
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 25; Fortitude 23, Reflex 23, Will 19
Speed 6

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+15 vs. AC; 1d6 + 7 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +14 vs. AC; 1d10 + 7 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +15/+15 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage (off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +14 vs. AC; 2d10 + 7 damage (first shot) and 1d10 + 7 damage (second shot).
□ [M/R] Attacks on the Run (standard) ✦ Weapon
The dragonborn ranger can move at full speed. At any point during the move, the dragonborn ranger can make two attacks.
Longsword: +15 vs. AC; 3d8 + 7 damage.
Longbow: Ranged 20/40; +14 vs. AC; 3d10 + 7 damage.
Miss: Half damage per attack.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +14 vs. Reflex; 1d6 + 4 fire damage.
Hunter’s Quarry (minor)
The dragonborn ranger can designate the nearest visible enemy as the dragonborn ranger’s quarry. Once per round when hitting this quarry, the dragonborn ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the dragonborn ranger designates a different target as the quarry. The dragonborn ranger can only designate one enemy as quarry at a time.
Open the Range (immediate interrupt)
When an enemy moves adjacent to the dragonborn ranger.
The dragonborn ranger can shift 1 square and then move 2 squares. The dragonborn ranger cannot end the move adjacent to the triggering enemy.
Dragonborn Fury
The dragonborn ranger gains a +1 racial bonus to attack rolls when bloodied.
Archer Fighting Style
The dragonborn ranger gains Defensive Mobility as a bonus feat.
Defensive Mobility [Feat]
The dragonborn ranger gains a +2 bonus to AC against opportunity attacks.

Skills Nature +11, Stealth +13
Str 18 (+9); Dex 18 (+9); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 13 (+6)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Dragonborn Two-Blade Ranger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +11
HP 105; Bloodied 52
Healing Surges (+27 hp) ○
AC 24; Fortitude 24, Reflex 22, Will 19
Speed 6

● [m] Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +13 vs. AC; 1d10 + 6 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +16/+16 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage (off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
○ [M] Claws of the Griffon (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword (main): +16 vs. AC; 2d8 + 8 damage.
Longsword (off hand): +16 vs. AC; 1d8 + 8 damage.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +16 vs. AC; 2d8 + 8 damage. Miss: Half damage.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 4 fire damage.
Hunter’s Quarry (minor)
The dragonborn ranger can designate the nearest visible enemy as the dragonborn ranger’s quarry. Once per round when hitting this quarry, the dragonborn ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the dragonborn ranger designates a different target as the quarry. The dragonborn ranger can only designate one enemy as quarry at a time.
Expeditious Stride (minor)
Until the end of the dragonborn ranger’s next turn, the dragonborn ranger’s speed increases by 4, and the dragonborn ranger can shift 1 additional square when shifting.
Dragonborn Fury
The dragonborn ranger gains a +1 racial bonus to attack rolls when bloodied.
Two-Blade Fighting Style
The dragonborn ranger can wield a one-handed weapon in the dragonborn ranger’s off hand as if it were an off-hand weapon. In addition, the dragonborn ranger gains Toughness as a bonus feat.
Toughness [Feat]
The dragonborn ranger gains an additional +5 hit points.

Skills Nature +11, Perception +11
Str 20 (+10); Dex 16 (+8); Wis 13 (+6);
Con 12 (+6); Int 10 (+5); Cha 13 (+6)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Dragonborn Brawny Rogue [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +5
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 24; Fortitude 22, Reflex 24, Will 20
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+15 vs. AC; 1d6 + 7 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +15 vs. AC; 1d6 + 7 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+15 vs. Reflex; 1d6 + 7 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+15 vs. Fortitude; 1d6 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the dragonborn rogue’s next turn.
□ [M] Crimson Edge (standard) ✦ Weapon
+15 vs. Fortitude; 2d6 + 7 damage, and the target takes ongoing 9 damage and grants combat advantage to the dragonborn rogue (save ends both). Miss: Half damage, and no ongoing damage.
Certain Freedom (move)
The dragonborn rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +14 vs. Reflex; 1d6 + 4 fire damage.
Dragonborn Fury
The dragonborn rogue gains a +1 racial bonus to attack rolls when bloodied.
First Strike
At the start of an encounter, the dragonborn rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the dragonborn rogue’s weapon damage die increases by one size. When wielding a dagger, the dragonborn rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the dragonborn rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the dragonborn rogue deals an extra 2d6 damage.

Skills Acrobatics +14, Thievery +14
Str 18 (+9); Dex 18 (+9); Wis 11 (+5);
Con 12 (+6); Int 10 (+5); Cha 15 (+7)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Dragonborn Trickster Rogue [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +10
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 24; Fortitude 20, Reflex 24, Will 22
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+13 vs. AC; 1d6 + 5 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
The dragonborn rogue can move 2 squares before the attack.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +15 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
□ [M] Knockout (standard) ✦ Weapon
+15 vs. Fortitude; 2d6 + 7 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the dragonborn rogue’s next turn.
Shadow Stride (move)
The dragonborn rogue must be hidden to use this power. The dragonborn rogue can move at full speed and must end the movement in a space where the dragonborn rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful, the dragonborn rogue remains during the movement, even if the dragonborn rogue has no cover or concealment during it.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +14 vs. Reflex; 1d6 + 4 fire damage.
Dragonborn Fury
The dragonborn rogue gains a +1 racial bonus to attack rolls when bloodied.
First Strike
At the start of an encounter, the dragonborn rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the dragonborn rogue’s weapon damage die increases by one size. When wielding a dagger, the dragonborn rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the dragonborn rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the dragonborn rogue deals an extra 2d6 damage.

Skills Stealth +14, Thievery +14
Str 15 (+7); Dex 18 (+9); Wis 11 (+5);
Con 12 (+6); Int 10 (+5); Cha 18 (+9)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Dragonborn Fey-Pact Warlock [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +6
HP 101; Bloodied 50
Healing Surges (+26 hp) ○
AC 23; Fortitude 19, Reflex 22, Will 24
Speed 6

● [m] Spear (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +13 vs. Will; 1d6 + 8 psychic damage, and the dragonborn warlock is invisible to the target until the start of the dragonborn warlock’s next turn.
○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
Ranged 10; +13 vs. Will; 1d10 + 8 psychic damage, and the dragonborn warlock and all allies in range are invisible to the target until the end of the dragonborn warlock’s next turn. Hit or Miss: The dragonborn warlock gains a +3 power bonus to Stealth checks until the end of the encounter.
□ [R] Curse of the Black Frost (standard) ✦ Cold
Ranged 10; +13 vs. Reflex; 2d8 + 8 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the dragonborn warlock can no longer sustain this power.
Warlock’s Leap (move) ✦ Teleportation
The dragonborn warlock can teleport 6 squares, even without a line of sight to the destination. If the dragonborn warlock attempts to teleport to a space the dragonborn warlock can’t occupy, the power fails.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +11 vs. Reflex; 1d6 + 4 fire damage.
Warlock’s Curse (minor)
The dragonborn warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dragonborn warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The dragonborn warlock can only curse one target per turn.
Misty Step (free)
When a cursed enemy is reduced to 0 hit points or less.
The dragonborn warlock can immediately teleport 3 squares.
Dragonborn Fury
The dragonborn warlock gains a +1 racial bonus to attack rolls when bloodied.

Skills Arcana +13, Bluff +15
Str 12 (+6); Dex 11 (+5); Wis 12 (+6);
Con 13 (+6); Int 16 (+8); Cha 20 (+10)
Equipment leather armor, spear

-1 Level / +1 Level

Dragonborn Infernal-Pact Warlock [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +5
HP 106; Bloodied 53
Healing Surges (+30 hp) ○
AC 23; Fortitude 22, Reflex 22, Will 21
Speed 6

● [m] Mace (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +12 vs. Reflex; 1d6 + 7 fire damage. If the dragonborn warlock takes damage before the end of the dragonborn warlock’s next turn, the target takes an extra 1d6 + 7 fire damage.
○ [C] Howl of Doom (standard) ✦ Fear, Thunder
Close blast 3; +12 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 4 squares.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +12 vs. Reflex; 3d10 + 7 damage, and the target is immobilized (save ends). Miss: Half damage, and the target is not immobilized.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +14 vs. Reflex; 1d6 + 7 fire damage.
Warlock’s Curse (minor)
The dragonborn warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dragonborn warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The dragonborn 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 dragonborn warlock gains 10 temporary hit points.
Shielding Shades (immediate reaction)
When the dragonborn warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Dragonborn Fury
The dragonborn warlock gains a +1 racial bonus to attack rolls when bloodied.

Skills Arcana +13, Intimidate +14
Str 12 (+6); Dex 12 (+6); Wis 11 (+5);
Con 18 (+9); Int 16 (+8); Cha 15 (+7)
Equipment leather armor, mace

-1 Level / +1 Level

Dragonborn Star-Pact Warlock [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +5
HP 106; Bloodied 53
Healing Surges (+30 hp) ○
AC 21; Fortitude 22, Reflex 20, Will 23
Speed 6

● [m] Sickle (standard) ✦ Weapon
+11 vs. AC; 1d6 + 4 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +12 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the dragonborn warlock on its next turn, it takes an extra 1d6 + 7 damage.
○ [R] Sign of Ill Omen (standard)
Ranged 10; +12 vs. Will; 2d6 + 7 damage, and the target must roll twice for its next attack and use the lower of the two rolls. When the target rolls twice, it takes a -1 penalty to both rolls.
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +12 vs. Will; 2d10 + 7 psychic damage, and the dragonborn warlock teleports the target to an unoccupied square within 3 squares of the dragonborn warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit, the dragonborn warlock teleports the target to an unoccupied square within 3 squares of the dragonborn warlock. On a miss, the effect ends.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +14 vs. Reflex; 1d6 + 7 fire damage.
Warlock’s Curse (minor)
The dragonborn warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dragonborn warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The dragonborn warlock can only curse one target per turn.
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The dragonborn warlock gains a +1 bonus to a single d20 roll the dragonborn warlock makes during the dragonborn warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Shielding Shades (immediate reaction)
When the dragonborn warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Dragonborn Fury
The dragonborn warlock gains a +1 racial bonus to attack rolls when bloodied.

Skills Arcana +11, Insight +10
Str 12 (+6); Dex 12 (+6); Wis 11 (+5);
Con 18 (+9); Int 13 (+6); Cha 18 (+9)
Equipment leather armor, sickle

-1 Level / +1 Level

Dragonborn Inspiring Warlord [Level 10 Soldier (Leader)]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +5
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 24; Fortitude 24, Reflex 19, Will 23
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +15 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M] Furious Smash (standard) ✦ Weapon
+15 vs. Fortitude; 5 damage, and choose one ally adjacent to either the dragonborn 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] Sunder Armor (standard) ✦ Weapon
+15 vs. AC; 2d10 + 8 damage. Until the end of the dragonborn warlord’s next turn, any attack roll against the target can score a critical hit on a roll of 18–20.
□ [M] White Raven Strike (standard) ✦ Weapon
+15 vs. AC; 3d10 + 8 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the dragonborn warlord dropped the target to 0 hit points or fewer with this attack, add +4 to the temporary hit points the dragonborn warlord’s allies gain.
Defensive Rally (standard) ✦ Healing
Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of the dragonborn warlord’s next turn.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 4 fire damage.
○○ Inspiring Word (minor) ✦ Healing
The dragonborn warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Dragonborn Fury
The dragonborn warlord gains a +1 racial bonus to attack rolls when bloodied.
Inspiring Presence
When an ally who can see the dragonborn warlord spends an action point to take an extra action, that ally also regains 9 lost hit points.
Combat Leader
The dragonborn warlord and each ally within 10 squares who can see and hear the dragonborn warlord gains a +2 power bonus to initiative.

Skills Heal +10, History +13
Str 20 (+10); Dex 11 (+5); Wis 10 (+5);
Con 12 (+6); Int 13 (+6); Cha 18 (+9)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Dragonborn Tactical Warlord [Level 10 Soldier (Leader)]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +5
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 25; Fortitude 24, Reflex 22, Will 21
Speed 6

● [m] Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage. Before the dragonborn warlord attacks, one ally adjacent to either the dragonborn warlord or the target may shift 1 square as a free action.
○ [M] Surprise Attack (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage, and an ally within 5 squares of the dragonborn warlord makes a basic attack with combat advantage as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
□ [M] Knock Them Down (standard) ✦ Weapon
+16 vs. AC; 3d8 + 8 damage, and the target is knocked prone. Every ally within 10 squares of the dragonborn warlord can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 4 fire damage.
○○ Inspiring Word (minor) ✦ Healing
The dragonborn warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Tactical Shift (immediate interrupt)
When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
Dragonborn Fury
The dragonborn warlord gains a +1 racial bonus to attack rolls when bloodied.
Tactical Presence
When an ally the dragonborn warlord can see spends an action point to make an extra attack, the ally gains a +3 bonus to the attack roll.
Combat Leader
The dragonborn warlord and each ally within 10 squares who can see and hear the dragonborn warlord gains a +2 power bonus to initiative.

Skills Heal +10, History +15
Str 20 (+10); Dex 11 (+5); Wis 10 (+5);
Con 12 (+6); Int 16 (+8); Cha 15 (+7)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Dragonborn Control Wizard [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +8
HP 78; Bloodied 39
Healing Surges (+20 hp) ○
AC 22; Fortitude 19, Reflex 22, Will 23
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +12 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the dragonborn wizard’s next turn.
○ [R] Spectral Ram (standard) ✦ Force
Ranged 10; +12 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +12 vs. Reflex; 2d12 + 7 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +11 vs. Reflex; 1d6 + 4 fire damage.
Mirror Image (minor) ✦ Illusion
Three duplicate images appear in the dragonborn wizard’s space, and the dragonborn wizard gains a +6 power bonus to AC. Each time an attack misses the dragonborn wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all the dragonborn wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
Orb of Imposition (free)
The dragonborn wizard can choose one creature suffering from one of the dragonborn wizard’s wizard spells whose effect ends on a saving throw. That creature takes a -3 penalty to its saving throws against that effect. Alternatively, the dragonborn wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the dragonborn wizard’s current turn, so that it lasts instead until the end of the dragonborn wizard’s next turn.
Dragonborn Fury
The dragonborn wizard gains a +1 racial bonus to attack rolls when bloodied.

Skills Arcana +14, Insight +13
Str 12 (+6); Dex 13 (+6); Wis 16 (+8);
Con 12 (+6); Int 18 (+9); Cha 13 (+6)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Dragonborn War Wizard [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +6
HP 78; Bloodied 39
Healing Surges (+20 hp) ○
AC 22; Fortitude 19, Reflex 22, Will 21
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +12 vs. Reflex; 1d6 + 7 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +12 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +12 vs. Reflex; 1d6 + 7 lightning damage.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +12 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d6 + 4 fire damage.
Blur (minor) ✦ Illusion
Until the end of the encounter, the dragonborn wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away from the dragonborn wizard cannot see the dragonborn wizard.
Wand of Accuracy (free)
The dragonborn wizard gains a +3 bonus to a single attack roll.
Dragonborn Fury
The dragonborn wizard gains a +1 racial bonus to attack rolls when bloodied.

Skills Arcana +14, History +16
Str 12 (+6); Dex 16 (+8); Wis 13 (+6);
Con 12 (+6); Int 18 (+9); Cha 13 (+6)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Dragonborn Isolating Avenger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +9
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+13 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 5 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+15 vs. AC; 1d10 + 7 damage, and the dragonborn avenger shifts 1 square, sliding the target 1 square into the space the dragonborn avenger occupied.
○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
+15 vs. AC; 1d10 + 7 damage, and the dragonborn avenger teleports each enemy within 2 squares of the target 4 squares.
□ [M] Enduring Strike (standard) ✦ Weapon
+15 vs. AC; 3d10 + 7 damage, and the dragonborn avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the dragonborn avenger makes a saving throw.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +12 vs. Reflex; 1d6 + 4 fire damage.
○ [C] Oath of Enmity (minor)
Choose one enemy the dragonborn avenger can see in within 10 squares. When the dragonborn avenger makes a melee attack against the target and the target is the only enemy adjacent to the dragonborn avenger, the dragonborn 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 dragonborn avenger regains the use of this power.
River of Life (minor) ✦ Healing
The dragonborn avenger gains regeneration 5 until the end of the encounter.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the dragonborn avenger makes an attack roll against the dragonborn avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Dragonborn Fury
The dragonborn avenger gains a +1 racial bonus to attack rolls when bloodied.
Censure of Retribution
When any enemy other than the dragonborn avenger’s oath of enmity target hits the dragonborn avenger, the dragonborn avenger gains a +3 bonus to damage rolls against the dragonborn avenger’s oath of enmity target until the end of the dragonborn avenger’s next turn. This bonus is cumulative.
Armor of Faith
The favor of the dragonborn avenger’s deity wards the dragonborn avenger from harm. While the dragonborn avenger is neither wearing heavy armor nor using a shield, the dragonborn avenger gains a +3 bonus to AC.

Skills Athletics +12, Religion +13
Str 15 (+7); Dex 11 (+5); Wis 18 (+9);
Con 12 (+6); Int 16 (+8); Cha 12 (+6)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Dragonborn Pursuing Avenger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +9
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+13 vs. AC; 1d10 + 5 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +13 vs. AC; 1d8 + 6 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+15 vs. AC; 1d10 + 7 damage, and if the target doesn’t end its next turn adjacent to the dragonborn avenger, the dragonborn avenger can shift 4 squares as a free action. The dragonborn avenger must end that shift closer to the target.
○ [M] Inexorable Pursuit (standard) ✦ Weapon
+15 vs. AC; 2d10 + 7 damage. Before the attack, the dragonborn avenger gains phasing until the end of the dragonborn avenger’s turn, and the dragonborn avenger shifts 5 squares.
□ [M] Oath of Pursuit (standard) ✦ Weapon
+15 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves on its turn, the dragonborn avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The dragonborn avenger must end this movement closer to the target.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d6 + 4 fire damage.
○ [C] Oath of Enmity (minor)
Choose one enemy the dragonborn avenger can see in within 10 squares. When the dragonborn avenger makes a melee attack against the target and the target is the only enemy adjacent to the dragonborn avenger, the dragonborn 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 dragonborn avenger regains the use of this power.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the dragonborn avenger makes an attack roll against the dragonborn avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Avenger’s Readiness (no action)
When the dragonborn avenger rolls initiative at the beginning of an encounter.
The dragonborn avenger gains a +5 power bonus to the initiative check. The dragonborn avenger shifts 3 squares as a free action when the first creature in the initiative order starts its turn, even if the dragonborn avenger is surprised.
Dragonborn Fury
The dragonborn avenger gains a +1 racial bonus to attack rolls when bloodied.
Censure of Pursuit
If the dragonborn avenger’s oath of enmity target moves away from the dragonborn avenger willingly, the dragonborn avenger gains a +5 bonus to damage rolls against the target until the end of the dragonborn avenger’s next turn.
Armor of Faith
The favor of the dragonborn avenger’s deity wards the dragonborn avenger from harm. While the dragonborn avenger is neither wearing heavy armor nor using a shield, the dragonborn avenger gains a +3 bonus to AC.

Skills Religion +10, Stealth +13
Str 15 (+7); Dex 16 (+8); Wis 18 (+9);
Con 12 (+6); Int 11 (+5); Cha 12 (+6)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Dragonborn Rageblood Barbarian [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +10
HP 126; Bloodied 63
Healing Surges (+34 hp) ○
AC 23; Fortitude 25, Reflex 20, Will 20
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 1d8 + 8 damage (crit 28 + 1d12). Hit or Miss: Until the start of the dragonborn barbarian’s next turn, any attacker gains a +2 bonus to attack rolls against the dragonborn barbarian. If the dragonborn barbarian is raging, attackers do not gain this bonus.
○ [M] Tide of Blood (standard) ✦ Weapon
+15 vs. AC; 2d12 + 8 damage (crit 32 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the dragonborn barbarian.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+15 vs. AC; 3d12 + 8 damage (crit 44 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss: The dragonborn barbarian enters the rage of the oak hammer. Until the rage ends, whenever the dragonborn barbarian hits a target with a melee attack, the dragonborn barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +3 damage.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 6 fire damage.
Swift Charge (free)
When the dragonborn barbarian’s attack reduces an enemy to 0 hit points.
The dragonborn barbarian charges an enemy.
Deny Death (immediate interrupt)
When the dragonborn barbarian drops to 0 hit points or fewer and doesn’t die.
The dragonborn barbarian is dying but don’t fall unconscious because of that condition. At the end of the dragonborn barbarian’s next turn, the dragonborn barbarian falls unconscious if the dragonborn barbarian is still dying.
Dragonborn Fury
The dragonborn barbarian gains a +1 racial bonus to attack rolls when bloodied.
Rageblood Vigor
Whenever the dragonborn barbarian’s attack reduces an enemy to 0 hit points, the dragonborn barbarian gains 3 temporary hit points.
Barbarian Agility
While the dragonborn barbarian is not wearing heavy armor, the dragonborn barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +14, Perception +10
Str 20 (+10); Dex 12 (+6); Wis 11 (+5);
Con 16 (+8); Int 10 (+5); Cha 15 (+7)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Dragonborn Thaneborn Barbarian [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +10
HP 123; Bloodied 61
Healing Surges (+31 hp) ○
AC 23; Fortitude 25, Reflex 20, Will 22
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 1d6 + 8 damage (crit 26 + 1d12). When charging, the dragonborn barbarian can use this power in place of a melee basic attack. If the dragonborn barbarian is raging, the dragonborn barbarian can move 2 extra squares as part of the charge.
□ [M] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
+15 vs. AC; 2d12 + 8 acid damage (crit 32 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The dragonborn barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the dragonborn barbarian’s turns, each enemy adjacent to the dragonborn barbarian is blinded until the end of the dragonborn barbarian’s turn.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 4 fire damage.
○ [C] Roar of Triumph (free) ✦ Fear
When the dragonborn 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 dragonborn barbarian’s next turn.
○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
When an enemy adjacent to the dragonborn barbarian hits or misses the dragonborn barbarian.
Targets the triggering enemy; +19 vs. AC; 3d12 + 8 damage (crit 44 + 1d12).
Mountain Roots (immediate interrupt) ✦ Stance
When the dragonborn barbarian is pulled, pushed, or slid.
The dragonborn barbarian negates the forced movement. Until the stance ends, the dragonborn barbarian can negate forced movement against the dragonborn barbarian. Stance: This power lasts until the end of the encounter or until the dragonborn barbarian uses another stance power.
Dragonborn Fury
The dragonborn barbarian gains a +1 racial bonus to attack rolls when bloodied.
Thaneborn Triumph
Whenever the dragonborn barbarian bloodies an enemy, the next attack by the dragonborn barbarian or an ally against that enemy gains a +4 bonus to the attack roll.
Barbarian Agility
While the dragonborn barbarian is not wearing heavy armor, the dragonborn barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +14, Perception +10
Str 20 (+10); Dex 12 (+6); Wis 11 (+5);
Con 13 (+6); Int 10 (+5); Cha 18 (+9)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Dragonborn Cunning Bard [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +10
HP 101; Bloodied 50
Healing Surges (+26 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 24
Speed 6

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 5 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +13 vs. Will; 1d6 + 8 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dragonborn bard’s next turn.
○ [R] Distracting Shout (standard) ✦ Thunder
Ranged 10; +13 vs. Will; 2d8 + 8 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end of the dragonborn bard’s next turn.
□ [R] Hideous Laughter (standard) ✦ Charm, Psychic
Ranged 10; +13 vs. Will; 3d8 + 8 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage, and the target can’t take opportunity actions until the end of the dragonborn bard’s next turn.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +12 vs. Reflex; 1d6 + 4 fire damage.
○○ Majestic Word (minor) ✦ Healing
The dragonborn bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 5 hit points. This power can only be used once per round. The dragonborn bard can also slide the target 1 square.
Illusory Erasure (minor) ✦ Illusion
One ally within 10 squares becomes invisible until the end of the dragonborn bard’s next turn, and the dragonborn bard slides the target 2 squares.
Dragonborn Fury
The dragonborn bard gains a +1 racial bonus to attack rolls when bloodied.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 8 squares of the dragonborn bard, the dragonborn bard can slide that ally 1 square as a free action.
Skill Versatility
The dragonborn bard gains a +1 bonus to untrained skill checks.

Skills Arcana +13, Bluff +15
Str 14 (+7); Dex 11 (+5); Wis 10 (+5);
Con 13 (+6); Int 16 (+8); Cha 20 (+10)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Dragonborn Valorous Bard [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +5; Senses Perception +10
HP 104; Bloodied 52
Healing Surges (+29 hp) ○
AC 25; Fortitude 21, Reflex 21, Will 24
Speed 5

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 5 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage, and the target takes a –2 penalty to the defense of the dragonborn bard’s choice until the end of the dragonborn bard’s next turn.
○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
+16 vs. AC; 2d8 + 8 damage, and the dragonborn bard slides an ally who is adjacent to the target to another space adjacent to it. Until the end of the dragonborn bard’s next turn, the ally also gains a +3 power bonus to AC.
□ [M] Thunder Blade (standard) ✦ Thunder, Weapon
+16 vs. AC; 3d8 + 8 thunder damage, and the dragonborn bard slides the target 2 squares. Hit or Miss: Until the end of the encounter, whenever the dragonborn bard hits a target with an at-will attack power, the dragonborn bard slides the target 2 squares to a space that must be adjacent to at least one of the dragonborn bard’s allies.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d6 + 6 fire damage.
○○ Majestic Word (minor) ✦ Healing
The dragonborn bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 5 hit points. This power can only be used once per round. The dragonborn bard can also slide the target 1 square.
Word of Life (immediate reaction) ✦ Healing
When an enemy attack reduces an ally within 20 squares of the dragonborn bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the dragonborn bard’s next turn.
Dragonborn Fury
The dragonborn bard gains a +1 racial bonus to attack rolls when bloodied.
Virtue of Valor
Once per round, when any ally within 5 squares of the dragonborn bard reduces an enemy to 0 hit points or bloodies an enemy, the dragonborn bard can grant 4 temporary hit points to that ally as a free action.
Skill Versatility
The dragonborn bard gains a +1 bonus to untrained skill checks.

Skills Arcana +11, Athletics +11
Str 14 (+7); Dex 11 (+5); Wis 10 (+5);
Con 16 (+8); Int 13 (+6); Cha 20 (+10)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Dragonborn Guardian Druid [Level 10 Controller]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +9
HP 104; Bloodied 52
Healing Surges (+29 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 23
Speed 6

● [m] Scythe (standard) ✦ Weapon
+12 vs. AC; 2d4 + 5 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+12 vs. Reflex; 1d8 + 7 damage, and the target is slowed until the end of the dragonborn druid’s next turn. This power can be used as a melee basic attack.
● [A] Chill Wind (standard) ✦ Cold
Area burst 1 within 10; +12 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
○ [R] Swirling Winds (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 damage, and the dragonborn druid pulls each creature within 3 squares of the target 1 square. If the dragonborn druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 3 damage.
□ [A] Sunbeam (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +12 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant damage. Miss: 1d10 + 7 radiant damage.
Feywild Sojourn (move) ✦ Teleportation
The dragonborn druid teleports to a safe place in the Feywild. While the dragonborn druid is there, the dragonborn druid can’t take any actions other than using the dragonborn druid’s second wind and wild shape. At the end of the dragonborn druid’s next turn or as a move action before then, the dragonborn druid reappears in an unoccupied space within 10 squares of the space the dragonborn druid left.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d6 + 6 fire damage.
Wild Shape (minor) ✦ Polymorph
The dragonborn druid changes from the dragonborn druid’s humanoid form to beast form or vice versa. When the dragonborn druid changes from beast form back to the dragonborn druid’s humanoid form, the dragonborn druid shifts 1 square. While the dragonborn druid is in beast form, the dragonborn druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the dragonborn druid can sustain such powers. The dragonborn druid can use this power once per round.
Dragonborn Fury
The dragonborn druid gains a +1 racial bonus to attack rolls when bloodied.
Primal Guardian
While the dragonborn druid is not wearing heavy armor, the dragonborn druid can use the dragonborn druid’s Constitution modifier in place of the dragonborn druid’s Dexterity or Intelligence modifier to determine the dragonborn druid’s AC.

Skills Heal +14, Nature +14
Str 14 (+7); Dex 13 (+6); Wis 18 (+9);
Con 16 (+8); Int 11 (+5); Cha 12 (+6)
Equipment hide armor, scythe

-1 Level / +1 Level

Dragonborn Predator Druid [Level 10 Controller]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +14
HP 101; Bloodied 50
Healing Surges (+26 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 23
Speed 7

● [m] Scythe (standard) ✦ Weapon
+12 vs. AC; 2d4 + 5 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+12 vs. Reflex; 1d8 + 7 damage, and the target slides 1 square. This power can be used as a melee basic attack.
● [R] Flame Seed (standard) ✦ Fire, Zone
Ranged 10; +12 vs. Reflex; 1d6 + 3 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of the dragonborn druid’s next turn. Any enemy that enters the zone or starts its turn there takes 4 fire damage.
○ [M] Latch On (standard) ✦ Beast Form
+12 vs. Reflex; 2d10 + 7 damage, and the dragonborn druid grabs the target. The target takes a -3 penalty to checks to escape the grab.
□ [M] Primal Wolf (standard) ✦ Beast Form
+12 vs. Reflex; 2d8 + 7 damage, the dragonborn druid knocks the target prone, and it can’t stand up (save ends). Miss: Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the dragonborn druid gains a +2 bonus to attack rolls against prone targets. In addition, whenever the dragonborn druid hits an enemy with a melee attack while the dragonborn druid is in beast form, the dragonborn druid can knock that enemy prone.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d6 + 4 fire damage.
Wild Shape (minor) ✦ Polymorph
The dragonborn druid changes from the dragonborn druid’s humanoid form to beast form or vice versa. When the dragonborn druid changes from beast form back to the dragonborn druid’s humanoid form, the dragonborn druid shifts 1 square. While the dragonborn druid is in beast form, the dragonborn druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the dragonborn druid can sustain such powers. The dragonborn druid can use this power once per round.
Armor of the Wild (minor) ✦ Beast Form
Until the end of the encounter, while the dragonborn druid is in beast form, the dragonborn druid gains resist 1 to all damage.
Dragonborn Fury
The dragonborn druid gains a +1 racial bonus to attack rolls when bloodied.
Primal Predator
While the dragonborn druid is not wearing heavy armor, the dragonborn druid gains a +1 bonus to the dragonborn druid’s speed.

Skills Nature +14, Perception +14
Str 14 (+7); Dex 16 (+8); Wis 18 (+9);
Con 13 (+6); Int 11 (+5); Cha 12 (+6)
Equipment hide armor, scythe

-1 Level / +1 Level

Dragonborn Preserving Invoker [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +9
HP 79; Bloodied 39
Healing Surges (+20 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 23
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +12 vs. Reflex; 1d8 + 7 radiant damage, and the dragonborn invoker slides the target 1 square. The dragonborn invoker can use this power as a ranged basic attack.
○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
Area burst 1 within 10; +12 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +12 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the end of the dragonborn invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses the dragonborn invoker takes 5 psychic damage.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +11 vs. Reflex; 1d6 + 4 fire damage.
Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
When an enemy within 10 squares of the dragonborn invoker hits the dragonborn invoker’s ally.
The dragonborn invoker gains a +3 bonus to the dragonborn invoker’s next attack roll against the triggering enemy if that attack occurs before the end of the dragonborn invoker’s next turn.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the dragonborn invoker makes an attack roll against the dragonborn invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
Dragonborn Fury
The dragonborn invoker gains a +1 racial bonus to attack rolls when bloodied.
Covenant of Preservation
When the dragonborn invoker uses a divine encounter or daily attack power on the dragonborn invoker’s turn, the dragonborn invoker can slide an ally within 10 squares of the dragonborn invoker 1 square.

Skills Arcana +13, Religion +13
Str 12 (+6); Dex 12 (+6); Wis 18 (+9);
Con 13 (+6); Int 16 (+8); Cha 13 (+6)
Equipment hide armor, morningstar

-1 Level / +1 Level

Dragonborn Wrathful Invoker [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +9
HP 82; Bloodied 41
Healing Surges (+23 hp) ○
AC 24; Fortitude 22, Reflex 20, Will 23
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +3 radiant damage. The dragonborn invoker can use this power as a ranged basic attack.
○ [A] Invoke Obedience (standard) ✦ Psychic
Area burst 1 within 10; +17 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action. Each prone target takes 1d6 + 3 psychic damage.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +12 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of cerulean light that lasts until the end of the dragonborn invoker’s next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d6 + 6 fire damage.
○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
When an enemy within 5 squares of the dragonborn invoker hits the dragonborn invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the dragonborn invoker makes an attack roll against the dragonborn invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
Dragonborn Fury
The dragonborn invoker gains a +1 racial bonus to attack rolls when bloodied.
Covenant of Wrath
When the dragonborn invoker uses a divine encounter or daily attack power on the dragonborn invoker’s turn, the dragonborn invoker gains a bonus to the damage roll equal to 1 for each enemy the dragonborn invoker attacks with the power.

Skills Endurance +12, Religion +11
Str 12 (+6); Dex 12 (+6); Wis 18 (+9);
Con 16 (+8); Int 13 (+6); Cha 13 (+6)
Equipment chainmail, morningstar

-1 Level / +1 Level

Dragonborn Bear Shaman [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +14
HP 104; Bloodied 52
Healing Surges (+29 hp) ○
AC 21; Fortitude 22, Reflex 19, Will 23
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +11 vs. AC; 1d10 + 4 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +12 vs. Will; 1d8 + 7 damage, and each ally adjacent to the dragonborn shaman’s spirit companion gains 3 temporary hit points.
○ [R] Winter Wind Spirit (standard) ✦ Cold
Ranged 5; +12 vs. Fortitude; 1d10 + 7 cold damage, and before the end of the dragonborn shaman’s next turn, as an immediate interrupt, the dragonborn shaman can grant an ally adjacent to the dragonborn shaman’s spirit companion a +6 bonus to AC against an attack that hits.
□ [R] Clever Trickster Spirit (standard) ✦ Psychic
Ranged 10; +12 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage (save ends both).
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d6 + 6 fire damage.
Call Spirit Companion (minor) ✦ Conjuration
The dragonborn shaman conjures the dragonborn shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the dragonborn shaman falls unconscious or until the dragonborn shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the dragonborn shaman takes a move action, the dragonborn shaman can also move the spirit a number of squares equal to the dragonborn 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 15 damage to the spirit, the spirit disappears, and the dragonborn shaman takes 10 damage. Otherwise, the spirit is unaffected by the attack.
○○ Healing Spirit (minor) ✦ Healing
The dragonborn shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the dragonborn shaman’s spirit companion, other than the target, regains 2d6 hit points. This power can only be used once per round.
Rock Shield Spirits (minor) ✦ Zone
Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the dragonborn shaman can move the zone 5 squares.
● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
When an enemy leaves a square adjacent to the dragonborn shaman’s spirit companion without shifting.
Targets triggering enemy; +12 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the dragonborn shaman’s spirit companion regains 4 hit points.
Dragonborn Fury
The dragonborn shaman gains a +1 racial bonus to attack rolls when bloodied.
Protector Spirit
Any ally adjacent to the dragonborn shaman’s spirit companion regains 3 additional hit points when he or she uses second wind or when the dragonborn shaman uses a healing power on him or her.

Skills Nature +14, Perception +14
Str 13 (+6); Dex 12 (+6); Wis 18 (+9);
Con 16 (+8); Int 13 (+6); Cha 12 (+6)
Equipment leather armor, longspear

-1 Level / +1 Level

Dragonborn Panther Shaman [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +14
HP 101; Bloodied 50
Healing Surges (+26 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 23
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +11 vs. AC; 1d10 + 4 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +12 vs. Fortitude; 1d10 + 7 damage, and until the end of the dragonborn shaman’s next turn, the dragonborn shaman’s spirit companion can flank with the dragonborn shaman and the dragonborn shaman’s allies. If the target is bloodied, the dragonborn shaman gains a +1 bonus to the attack roll.
○ [M] Call to the Blood Dancer (standard) ✦ Spirit
Spirit melee 1; +12 vs. Will; 2d10 + 7 damage, and until the end of the dragonborn shaman’s next turn, any ally adjacent to the dragonborn shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
□ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
Ranged 10; +12 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The dragonborn shaman and each ally within 10 squares of the dragonborn shaman regains 5 hit points.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +11 vs. Reflex; 1d6 + 4 fire damage.
Call Spirit Companion (minor) ✦ Conjuration
The dragonborn shaman conjures the dragonborn shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the dragonborn shaman falls unconscious or until the dragonborn shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the dragonborn shaman takes a move action, the dragonborn shaman can also move the spirit a number of squares equal to the dragonborn 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 15 damage to the spirit, the spirit disappears, and the dragonborn shaman takes 10 damage. Otherwise, the spirit is unaffected by the attack.
○○ Healing Spirit (minor) ✦ Healing
The dragonborn shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the dragonborn shaman’s spirit companion, other than the target, regains 2d6 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 dragonborn shaman’s spirit companion without shifting.
Targets triggering enemy; +12 vs. Reflex; 1d10 + 7 damage.
Spirit Summons (free)
Until the end of the encounter, the dragonborn shaman can use the dragonborn shaman’s call spirit companion power to conjure a second spirit companion. When the dragonborn shaman attacks with a spirit power, the dragonborn shaman chooses which spirit companion to use for the attack. When an effect applies to creatures adjacent to the dragonborn shaman’s spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
Dragonborn Fury
The dragonborn shaman gains a +1 racial bonus to attack rolls when bloodied.
Stalker Spirit
Any ally adjacent to the dragonborn shaman’s spirit companion gains a +3 bonus to damage rolls against bloodied enemies.

Skills Nature +14, Perception +14
Str 13 (+6); Dex 12 (+6); Wis 18 (+9);
Con 13 (+6); Int 16 (+8); Cha 12 (+6)
Equipment leather armor, longspear

-1 Level / +1 Level

Dragonborn Chaos Sorcerer [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +5
HP 78; Bloodied 39
Healing Surges (+20 hp) ○
AC 21; Fortitude 20, Reflex 21, Will 25
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d4 + 6 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +13 vs. Will; 1d10 + 11 psychic damage and if the dragonborn 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: +13 vs. Will; 1d6 + 6 psychic damage. If the dragonborn sorcerer rolled an even number for the secondary attack roll, repeat the secondary attack. The dragonborn sorcerer can attack a creature only once with a single use of this power.
○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
Area burst 1 within 10; +13 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The dragonborn sorcerer teleports each target hit by the attack to any other space within the burst.
□ [R] Contagious Curse (standard) ✦ Poison
Ranged 10; +13 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The dragonborn sorcerer slides the target 5 squares. The target is poisonous to the dragonborn sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 + 6 poison damage. If the dragonborn sorcerer rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 6 poison damage.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d6 + 4 fire damage.
Chaos Link (immediate reaction)
When the dragonborn sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
Dragonborn Fury
The dragonborn sorcerer gains a +1 racial bonus to attack rolls when bloodied.
Chaos Power
The dragonborn sorcerer gains a +3 bonus to the damage rolls of arcane powers.
Unfettered Power
When the dragonborn sorcerer rolls a natural 20 on an attack roll for an arcane power, the dragonborn sorcerer slides the target 1 square and knock it prone after applying the attack’s other effects. When the dragonborn sorcerer rolls a natural 1 on an attack roll for an arcane power, the dragonborn sorcerer must push each creature within 5 squares of the dragonborn sorcerer 1 square.

Skills Arcana +10, Bluff +15
Str 15 (+7); Dex 16 (+8); Wis 10 (+5);
Con 12 (+6); Int 11 (+5); Cha 20 (+10)
Equipment cloth armor, dagger

-1 Level / +1 Level

Dragonborn Dragon Sorcerer [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +5
HP 100; Bloodied 50
Healing Surges (+26 hp) ○
AC 22; Fortitude 22, Reflex 19, Will 25
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +13 vs. Reflex; 1d8 + 12 fire damage. The next enemy that hits the dragonborn sorcerer with a melee attack before the end of the dragonborn sorcerer’s next turn takes 4 fire damage.
○ [C] Rimestorm (standard) ✦ Cold
Close blast 3; targets enemies; +13 vs. Fortitude; 2d8 + 12 cold damage, and the dragonborn sorcerer knocks the target prone. The target also takes a –2 penalty to Fortitude until the end of the dragonborn sorcerer’s next turn.
□ [C] Adamantine Echo (standard) ✦ Thunder
Close blast 3; +13 vs. Fortitude; 2d6 + 12 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends). Hit or Miss: The dragonborn sorcerer gains a +4 power bonus to AC until the end of the encounter.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +14 vs. Reflex; 1d6 + 4 fire damage.
Invert Resistance (minor)
Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance against (save ends both).
Dragonborn Fury
The dragonborn sorcerer gains a +1 racial bonus to attack rolls when bloodied.
Draconic Power
The dragonborn sorcerer gains a +4 bonus to the damage rolls of arcane powers.
Draconic Resilience
While the dragonborn sorcerer is not wearing heavy armor, the dragonborn sorcerer can use the dragonborn sorcerer’s Strength modifier in place of the dragonborn sorcerer’s Dexterity or Intelligence modifier to determine the dragonborn sorcerer’s AC.

Skills Arcana +10, Athletics +14
Str 18 (+9); Dex 13 (+6); Wis 10 (+5);
Con 12 (+6); Int 11 (+5); Cha 20 (+10)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Dragonborn Earth Warden [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +11
HP 126; Bloodied 63
Healing Surges (+34 hp) ○
AC 26; Fortitude 24, Reflex 21, Will 20
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage, and the dragonborn warden gains a +1 power bonus to AC until the end of the dragonborn warden’s next turn.
○ [M] Mountain Hammer (standard) ✦ Weapon
+15 vs. Fortitude; 2d10 + 8 damage, and the target takes a –4 penalty to melee attack rolls until the end of the dragonborn warden’s next turn.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 6 fire damage.
Shield of Stone (minor)
The dragonborn warden slides one ally within 5 squares by 5 squares. Until the end of the dragonborn warden’s next turn, that ally gains resist 5 to all damage and a +2 power bonus to all defenses.
Form of the Oak Sentinel (minor) ✦ Polymorph
The dragonborn warden assumes the guardian form of the oak sentinel until the end of the encounter. While the dragonborn warden is in this form, the dragonborn warden’s melee reach increases by 1. In addition, any enemy that hits the dragonborn warden with a melee attack takes 5 damage. Once during this encounter, the dragonborn warden can make the following attack while the dragonborn warden is in this form as an immediate interrupt when an enemy within the dragonborn warden’s reach makes a melee attack against the dragonborn warden’s ally.
Secondary Attack: targets the triggering enemy; +15 vs. AC; 2d10 + 8 damage. Miss: Half damage. Hit or Miss: The dragonborn warden becomes the target of the triggering attack, even if the dragonborn warden is not within that attack’s range.
● [C] Warden’s Grasp (immediate reaction)
When an enemy marked by the dragonborn warden that is within 5 squares of the dragonborn warden makes an attack that does not include the dragonborn warden as a target.
Targets the triggering enemy; The dragonborn warden slides the target 1 square. The target is slowed and cannot shift until the end of its turn.
Dragonborn Fury
The dragonborn warden gains a +1 racial bonus to attack rolls when bloodied.
Earthstrength
When the dragonborn warden uses the dragonborn warden’s second wind, the dragonborn warden gains an additional +3 bonus to AC. The bonus lasts until the end of the dragonborn warden’s next turn.
Font of Life
At the start of the dragonborn warden’s turn, the dragonborn 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 dragonborn warden on the dragonborn warden’s current turn. If the dragonborn warden fails the saving throw, the dragonborn warden still makes a saving throw against the effect at the end of the dragonborn warden’s turn.
Nature’s Wrath
Once during each of the dragonborn warden’s turns, the dragonborn warden can mark each adjacent enemy as a free action. This mark lasts until the end of the dragonborn warden’s next turn.

Skills Athletics +12, Perception +11
Str 20 (+10); Dex 12 (+6); Wis 13 (+6);
Con 16 (+8); Int 10 (+5); Cha 13 (+6)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Dragonborn Wild Warden [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +13
HP 123; Bloodied 61
Healing Surges (+31 hp) ○
AC 24; Fortitude 24, Reflex 19, Will 22
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12), and the target is slowed until the end of the dragonborn warden’s next turn.
○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
+15 vs. AC; 2d12 + 8 damage (crit 32 + 1d12), and the dragonborn warden slides the target 1 square. The dragonborn warden can slide the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature take 3 psychic damage.
○ [C] Dragon Breath (minor) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d6 + 4 fire damage.
Returning Strength (minor) ✦ Healing
The dragonborn warden spends a healing surge and regains +5 additional hit points.
Form of the Frenzied Wolverine (minor) ✦ Polymorph
The dragonborn warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the dragonborn warden is in this form, the dragonborn warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, the dragonborn warden can use the dragonborn warden’s second wind as a minor action. Once during this encounter, the dragonborn warden can make the following attack while the dragonborn warden is in this form as a standard action.
Secondary Attack: +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
When an enemy marked by the dragonborn warden makes an attack that does not include the dragonborn warden as a target.
Targets the triggering enemy; +15 vs. Fortitude; 1d12 + 8 damage (crit 20 + 1d12), and the target grants combat advantage to the dragonborn warden and the dragonborn warden’s allies until the end of the dragonborn warden’s next turn.
Dragonborn Fury
The dragonborn warden gains a +1 racial bonus to attack rolls when bloodied.
Wildblood
When the dragonborn warden uses the dragonborn warden’s second wind, each enemy marked by the dragonborn warden takes an additional -3 penalty to attack rolls for attacks that don’t include the dragonborn warden as a target, until the end of the dragonborn warden’s next turn.
Font of Life
At the start of the dragonborn warden’s turn, the dragonborn 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 dragonborn warden on the dragonborn warden’s current turn. If the dragonborn warden fails the saving throw, the dragonborn warden still makes a saving throw against the effect at the end of the dragonborn warden’s turn.
Nature’s Wrath
Once during each of the dragonborn warden’s turns, the dragonborn warden can mark each adjacent enemy as a free action. This mark lasts until the end of the dragonborn warden’s next turn.

Skills Athletics +14, Perception +13
Str 20 (+10); Dex 12 (+6); Wis 16 (+8);
Con 13 (+6); Int 10 (+5); Cha 13 (+6)
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.