Dragonborn NPCs [Level 11]
Dragonborn Battle Cleric [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +8
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 25; Fortitude 24, Reflex 20, Will 24
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 9 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
- +16 vs. Will; 1d10 + 9 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; +16 vs. Fortitude; 2d10 + 9 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
+3 hit points.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +18 vs. Reflex; 2d6 + 5 fire damage.
- ○○ Healing Word (minor) ✦ Healing
- The dragonborn cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 21 (+10); Dex 12 (+6); Wis 17 (+8);
Con 13 (+6); Int 11 (+5); Cha 16 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Devoted Cleric [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +9
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 25; Fortitude 22, Reflex 20, Will 25
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Will; 2d8 + 8 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; +13 vs. Reflex; 2d10 + 8 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; +16 vs. Reflex; 2d6 + 5 fire damage.
- ○○ Healing Word (minor) ✦ Healing
- The dragonborn cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 16 (+8); Dex 12 (+6); Wis 19 (+9);
Con 13 (+6); Int 11 (+5); Cha 19 (+9)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Greatweapon Fighter [Level 11 Soldier]
Medium natural humanoid [XP 600]
Initiative +7; Senses Perception +6
HP 113; Bloodied 56
Healing Surges (+31 hp) ○○
AC 26; Fortitude 26, Reflex 21, Will 21
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12). 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: +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +16 vs. AC; 2d12 + 9 damage (crit 33 + 2d12), and the dragonborn fighter slides the
target 1 square. Miss: Half damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +18 vs. Reflex; 2d6 + 7 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 +14
Str 21 (+10); Dex 14 (+7); Wis 13 (+6);
Con 17 (+8); Int 11 (+5); Cha 14 (+7)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dragonborn Guardian Fighter [Level 11 Soldier]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +6
HP 110; Bloodied 55
Healing Surges (+29 hp) ○○
AC 28; Fortitude 26, Reflex 24, Will 21
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+17 vs. AC; 1d8 + 9 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
- +17 vs. AC; 2d8 + 9 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; +17 vs. AC; 3d8 + 9 damage, and the target is slowed (save ends). Miss: The power is not expended.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +18 vs. Reflex; 2d6 + 6 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 +14
Str 21 (+10); Dex 17 (+8); Wis 13 (+6);
Con 14 (+7); Int 11 (+5); Cha 14 (+7)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Avenging Paladin [Level 11 Soldier]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +7
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 27; Fortitude 25, Reflex 21, Will 24
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +17 vs. AC; 1d10 + 9 radiant damage. If the dragonborn paladin has marked the target, the dragonborn paladin gains a +2 bonus
to the damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +17 vs. AC; 2d10 + 9 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; +13 vs. Will; 2d8 + 8 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +18 vs. Reflex; 2d6 + 5 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 10 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 21 (+10); Dex 12 (+6); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 19 (+9)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dragonborn Protecting Paladin [Level 11 Soldier]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +7
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 29; Fortitude 24, Reflex 23, Will 25
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] Bolstering Strike (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage, and the dragonborn paladin gains 2 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +14 vs. Will; 2d10 + 9 damage, and the target is pulled 2 squares.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +14 vs. Fortitude; 1d10 + 9 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +14 vs. Fortitude; 1d10 + 9 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; +17 vs. Reflex; 2d6 + 5 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 11 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 19 (+9); Dex 12 (+6); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 21 (+10)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Archer Ranger [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +9; Senses Perception +12
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 26; Fortitude 24, Reflex 24, Will 21
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 8 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +15 vs. AC; 1d10 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +16/+16 vs. AC; 1d8 + 4 damage (main)/1d6 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +15 vs. AC (twice); 1d10 + 4 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +15 vs. AC; 2d10 + 8 damage (first shot) and 1d10 + 8 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: +16 vs. AC; 3d8 + 8 damage.
Longbow: Ranged 20/40; +15 vs. AC; 3d10 + 8 damage.
Miss: Half damage per attack.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +17 vs. Reflex; 2d6 + 5 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 2d6 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 3 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 +12, Stealth +13
Str 19 (+9); Dex 19 (+9); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dragonborn Two-Blade Ranger [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +12
HP 119; Bloodied 59
Healing Surges (+30 hp) ○○
AC 25; Fortitude 25, Reflex 23, Will 21
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 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/Longsword: +17/+17 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 4 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +17 vs. AC; 2d8 + 9 damage.
Longsword (off
hand): +17 vs. AC; 1d8 + 9 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +17 vs. AC; 2d8 + 9 damage. Miss: Half damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +18 vs. Reflex; 2d6 + 5 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 2d6 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 +10 hit points.
Skills Nature +12, Perception +12
Str 21 (+10); Dex 17 (+8); Wis 14 (+7);
Con 13 (+6); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dragonborn Brawny Rogue [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +9; Senses Perception +6
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 25; Fortitude 23, Reflex 25, Will 22
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 8 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +16 vs. AC; 1d6 + 8 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +16 vs. Reflex; 1d6 + 8 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +16 vs. Fortitude; 1d6 + 8 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
- +16 vs. Fortitude; 2d6 + 8 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; +17 vs. Reflex; 2d6 + 5 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 3d6 damage.
Skills Acrobatics +14, Thievery +14
Str 19 (+9); Dex 19 (+9); Wis 12 (+6);
Con 13 (+6); Int 11 (+5); Cha 16 (+8)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dragonborn Trickster Rogue [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +9; Senses Perception +11
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 25; Fortitude 22, Reflex 25, Will 23
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 7 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
The dragonborn rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +16 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +16 vs. Fortitude; 2d6 + 8 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; +17 vs. Reflex; 2d6 + 5 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 3d6 damage.
Skills Stealth +14, Thievery +14
Str 16 (+8); Dex 19 (+9); Wis 12 (+6);
Con 13 (+6); Int 11 (+5); Cha 19 (+9)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dragonborn Fey-Pact Warlock [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +6
HP 110; Bloodied 55
Healing Surges (+29 hp) ○○
AC 24; Fortitude 21, Reflex 23, Will 25
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +14 vs. Reflex; 1d10 + 9 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 1d6 + 9 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; +14 vs. Will; 1d10 + 9 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; +14 vs. Reflex; 2d8 + 9 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 4 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 4 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; +15 vs. Reflex; 2d6 + 6 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The 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 13 (+6); Dex 12 (+6); Wis 13 (+6);
Con 14 (+7); Int 17 (+8); Cha 21 (+10)
Equipment leather armor, spear
-1 Level / +1 Level
Dragonborn Infernal-Pact Warlock [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +6
HP 115; Bloodied 57
Healing Surges (+32 hp) ○○
AC 24; Fortitude 23, Reflex 23, Will 23
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +13 vs. Reflex; 1d6 + 8 fire damage. If the dragonborn warlock takes damage before the end of the dragonborn warlock’s
next turn, the target takes an extra 1d6 + 8 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +13 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +13 vs. Reflex; 3d10 + 8 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; +17 vs. Reflex; 2d6 + 8 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The 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 11 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 +15
Str 13 (+6); Dex 13 (+6); Wis 12 (+6);
Con 19 (+9); Int 17 (+8); Cha 16 (+8)
Equipment leather armor, mace
-1 Level / +1 Level
Dragonborn Star-Pact Warlock [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +6
HP 115; Bloodied 57
Healing Surges (+32 hp) ○○
AC 23; Fortitude 23, Reflex 22, Will 24
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +12 vs. AC; 1d6 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the dragonborn warlock on its next turn,
it takes an extra 1d6 + 8 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +13 vs. Will; 2d6 + 8 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -2 penalty to both rolls.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +13 vs. Will; 2d10 + 8 psychic damage, and the dragonborn warlock teleports the target to an unoccupied square
within 3 squares of the dragonborn warlock. Sustain Minor: Make a +13 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; +17 vs. Reflex; 2d6 + 8 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The 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 +12, Insight +11
Str 13 (+6); Dex 13 (+6); Wis 12 (+6);
Con 19 (+9); Int 14 (+7); Cha 19 (+9)
Equipment leather armor, sickle
-1 Level / +1 Level
Dragonborn Inspiring Warlord [Level 11 Soldier (Leader)]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +5
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 25; Fortitude 25, Reflex 21, Will 24
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +16 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +16 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
- +16 vs. AC; 2d10 + 9 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
- +16 vs. AC; 3d10 + 9 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; +18 vs. Reflex; 2d6 + 5 fire damage.
- ○○ Inspiring Word (minor) ✦ Healing
- The dragonborn warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +14
Str 21 (+10); Dex 12 (+6); Wis 11 (+5);
Con 13 (+6); Int 14 (+7); Cha 19 (+9)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dragonborn Tactical Warlord [Level 11 Soldier (Leader)]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +5
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 26; Fortitude 25, Reflex 23, Will 23
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 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
- +17 vs. AC; 1d8 + 9 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
- +17 vs. AC; 3d8 + 9 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; +18 vs. Reflex; 2d6 + 5 fire damage.
- ○○ Inspiring Word (minor) ✦ Healing
- The dragonborn warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 21 (+10); Dex 12 (+6); Wis 11 (+5);
Con 13 (+6); Int 17 (+8); Cha 16 (+8)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Control Wizard [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +7; Senses Perception +8
HP 85; Bloodied 42
Healing Surges (+22 hp) ○○
AC 23; Fortitude 20, Reflex 23, Will 24
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 5 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 cold damage, and the target is slowed until the end of the dragonborn wizard’s next
turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +13 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +13 vs. Reflex; 2d12 + 8 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends
both). Miss: Half damage, and the target is slowed (save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +15 vs. Reflex; 2d6 + 5 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 13 (+6); Dex 14 (+7); Wis 17 (+8);
Con 13 (+6); Int 19 (+9); Cha 14 (+7)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dragonborn War Wizard [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +7
HP 85; Bloodied 42
Healing Surges (+22 hp) ○○
AC 23; Fortitude 20, Reflex 23, Will 23
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 5 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +13 vs. Reflex; 1d6 + 8 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +13 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +13 vs. Reflex; 1d6 + 8 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +13 vs. Fortitude; 2d8 + 8 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +16 vs. Reflex; 2d6 + 5 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 13 (+6); Dex 17 (+8); Wis 14 (+7);
Con 13 (+6); Int 19 (+9); Cha 14 (+7)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dragonborn Isolating Avenger [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +9
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 25; Fortitude 23, Reflex 23, Will 24
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 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
- +16 vs. AC; 1d10 + 8 damage, and the dragonborn avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +16 vs. AC; 3d10 + 8 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; +16 vs. Reflex; 2d6 + 5 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 +13, Religion +13
Str 16 (+8); Dex 12 (+6); Wis 19 (+9);
Con 13 (+6); Int 17 (+8); Cha 13 (+6)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dragonborn Pursuing Avenger [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +9
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 25; Fortitude 23, Reflex 23, Will 24
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +14 vs. AC; 1d8 + 7 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 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
- +16 vs. AC; 2d10 + 8 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
- +16 vs. AC; 2d10 + 8 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the 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; +16 vs. Reflex; 2d6 + 5 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 +7 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 +11, Stealth +13
Str 16 (+8); Dex 17 (+8); Wis 19 (+9);
Con 13 (+6); Int 12 (+6); Cha 13 (+6)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dragonborn Rageblood Barbarian [Level 11 Brute]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +11
HP 137; Bloodied 68
Healing Surges (+37 hp) ○○
AC 25; Fortitude 26, Reflex 22, Will 22
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+16 vs. AC; 1d12 + 2d8 + 9 damage (crit 37 + 2d12). 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
- +16 vs. AC; 2d12 + 9 damage (crit 33 + 2d12). The attack deals 1 extra damage for each enemy within 3 squares of the dragonborn
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +16 vs. AC; 3d12 + 9 damage (crit 45 + 2d12), 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; +18 vs. Reflex; 2d6 + 7 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 8 temporary hit
points.
- Barbarian Agility
- While the dragonborn barbarian is not wearing heavy armor, the dragonborn barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +14, Perception +11
Str 21 (+10); Dex 13 (+6); Wis 12 (+6);
Con 17 (+8); Int 11 (+5); Cha 16 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Thaneborn Barbarian [Level 11 Brute]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +11
HP 134; Bloodied 67
Healing Surges (+35 hp) ○○
AC 25; Fortitude 26, Reflex 22, Will 23
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+16 vs. AC; 1d12 + 2d6 + 9 damage (crit 33 + 2d12). 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
- +16 vs. AC; 2d12 + 9 acid damage (crit 33 + 2d12), 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; +18 vs. Reflex; 2d6 + 6 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; +20 vs. AC; 3d12 + 9 damage (crit 45 + 2d12).
- □ 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 +2 bonus to AC and Reflex.
Skills Athletics +14, Perception +11
Str 21 (+10); Dex 13 (+6); Wis 12 (+6);
Con 14 (+7); Int 11 (+5); Cha 19 (+9)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Cunning Bard [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +10
HP 110; Bloodied 55
Healing Surges (+29 hp) ○○
AC 26; Fortitude 21, Reflex 24, Will 25
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 1d6 + 9 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; +14 vs. Will; 2d8 + 9 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; +14 vs. Will; 3d8 + 9 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; +15 vs. Reflex; 2d6 + 6 fire damage.
- ○○ Majestic Word (minor) ✦ Healing
- The dragonborn bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 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 15 (+7); Dex 12 (+6); Wis 11 (+5);
Con 14 (+7); Int 17 (+8); Cha 21 (+10)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dragonborn Valorous Bard [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +10
HP 113; Bloodied 56
Healing Surges (+31 hp) ○○
AC 26; Fortitude 22, Reflex 23, Will 25
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 9 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
- +17 vs. AC; 2d8 + 9 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
- +17 vs. AC; 3d8 + 9 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; +16 vs. Reflex; 2d6 + 7 fire damage.
- ○○ Majestic Word (minor) ✦ Healing
- The dragonborn bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 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 6 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 +12, Athletics +11
Str 15 (+7); Dex 12 (+6); Wis 11 (+5);
Con 17 (+8); Int 14 (+7); Cha 21 (+10)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dragonborn Guardian Druid [Level 11 Controller]
Medium natural humanoid [XP 600]
Initiative +7; Senses Perception +9
HP 113; Bloodied 56
Healing Surges (+31 hp) ○○
AC 25; Fortitude 22, Reflex 22, Will 24
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +13 vs. AC; 2d4 + 6 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +13 vs. Reflex; 1d8 + 8 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; +13 vs. Fortitude; 1d6 + 4 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 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; +13 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 8 radiant
damage. Miss: 1d10 + 8 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; +16 vs. Reflex; 2d6 + 7 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 15 (+7); Dex 14 (+7); Wis 19 (+9);
Con 17 (+8); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Predator Druid [Level 11 Controller]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +14
HP 110; Bloodied 55
Healing Surges (+29 hp) ○○
AC 25; Fortitude 21, Reflex 23, Will 24
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +13 vs. AC; 2d4 + 6 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +13 vs. Reflex; 1d8 + 8 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +13 vs. Reflex; 1d6 + 4 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
- +13 vs. Reflex; 2d10 + 8 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
- +13 vs. Reflex; 2d8 + 8 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; +16 vs. Reflex; 2d6 + 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.
- □ 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 2 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 15 (+7); Dex 17 (+8); Wis 19 (+9);
Con 14 (+7); Int 12 (+6); Cha 13 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Preserving Invoker [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +9
HP 86; Bloodied 43
Healing Surges (+23 hp) ○○
AC 25; Fortitude 22, Reflex 23, Will 24
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 5 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +13 vs. Reflex; 1d8 + 8 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; +13 vs. Fortitude; 2d8 + 8 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +13 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; +15 vs. Reflex; 2d6 + 6 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 13 (+6); Dex 13 (+6); Wis 19 (+9);
Con 14 (+7); Int 17 (+8); Cha 14 (+7)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dragonborn Wrathful Invoker [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +9
HP 89; Bloodied 44
Healing Surges (+25 hp) ○○
AC 25; Fortitude 23, Reflex 22, Will 24
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 5 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +13 vs. Fortitude; 1d10 + 8 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; +18 vs. Will; 2d6 + 8 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 4 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +13 vs. Reflex; 3d6 + 8 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the 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; +16 vs. Reflex; 2d6 + 7 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 1d6+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 +12
Str 13 (+6); Dex 13 (+6); Wis 19 (+9);
Con 17 (+8); Int 14 (+7); Cha 14 (+7)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dragonborn Bear Shaman [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +14
HP 113; Bloodied 56
Healing Surges (+31 hp) ○○
AC 23; Fortitude 23, Reflex 21, Will 24
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +13 vs. AC; 1d10 + 6 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +13 vs. Will; 1d8 + 8 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; +13 vs. Fortitude; 1d10 + 8 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; +13 vs. Will; 2d8 + 8 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +16 vs. Reflex; 2d6 + 7 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 3d6 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; +13 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 14 (+7); Dex 13 (+6); Wis 19 (+9);
Con 17 (+8); Int 14 (+7); Cha 13 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Panther Shaman [Level 11 Controller (Leader)]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +14
HP 110; Bloodied 55
Healing Surges (+29 hp) ○○
AC 24; Fortitude 22, Reflex 22, Will 24
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +13 vs. AC; 1d10 + 6 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +13 vs. Fortitude; 1d10 + 8 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; +13 vs. Will; 2d10 + 8 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; +13 vs. Fortitude; 3d6 + 8 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The dragonborn shaman and each
ally within 10 squares of the dragonborn shaman regains 5 hit points.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +15 vs. Reflex; 2d6 + 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 3d6 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; +13 vs. Reflex; 1d10 + 8 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 14 (+7); Dex 13 (+6); Wis 19 (+9);
Con 14 (+7); Int 17 (+8); Cha 13 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Chaos Sorcerer [Level 11 Artillery]
Medium natural humanoid [XP 600]
Initiative +8; Senses Perception +5
HP 85; Bloodied 42
Healing Surges (+22 hp) ○○
AC 22; Fortitude 22, Reflex 22, Will 26
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +15 vs. AC; 1d4 + 7 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +14 vs. Will; 1d10 + 14 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:
+14 vs. Will; 1d6 + 9 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; +14 vs. Reflex; 2d6 + 14 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; +14 vs. Fortitude; 2d10 + 14 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 + 9 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 + 9 poison damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +16 vs. Reflex; 2d6 + 5 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 +5 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 +11, Bluff +15
Str 16 (+8); Dex 17 (+8); Wis 11 (+5);
Con 13 (+6); Int 12 (+6); Cha 21 (+10)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dragonborn Dragon Sorcerer [Level 11 Skirmisher]
Medium natural humanoid [XP 600]
Initiative +7; Senses Perception +5
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 23; Fortitude 23, Reflex 21, Will 26
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 8 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +14 vs. Reflex; 1d8 + 15 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; +14 vs. Fortitude; 2d8 + 15 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; +14 vs. Fortitude; 2d6 + 15 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; +17 vs. Reflex; 2d6 + 5 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 +6 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 +11, Athletics +14
Str 19 (+9); Dex 14 (+7); Wis 11 (+5);
Con 13 (+6); Int 12 (+6); Cha 21 (+10)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dragonborn Earth Warden [Level 11 Brute]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +12
HP 137; Bloodied 68
Healing Surges (+37 hp) ○○
AC 27; Fortitude 25, Reflex 22, Will 22
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 9 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
- +16 vs. Fortitude; 2d10 + 9 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; +18 vs. Reflex; 2d6 + 7 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; +16 vs. AC;
2d10 + 9 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 +12
Str 21 (+10); Dex 13 (+6); Wis 14 (+7);
Con 17 (+8); Int 11 (+5); Cha 14 (+7)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dragonborn Wild Warden [Level 11 Brute]
Medium natural humanoid [XP 600]
Initiative +6; Senses Perception +13
HP 134; Bloodied 67
Healing Surges (+35 hp) ○○
AC 25; Fortitude 25, Reflex 20, Will 23
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 9 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), and the target is slowed until the end of the dragonborn warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +16 vs. AC; 2d12 + 9 damage (crit 33 + 2d12), 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; +18 vs. Reflex; 2d6 + 6 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: +16 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), 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; +16 vs. Fortitude; 1d12 + 9 damage (crit 21 + 2d12), 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 21 (+10); Dex 13 (+6); Wis 17 (+8);
Con 14 (+7); Int 11 (+5); Cha 14 (+7)
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.