Dragonborn NPCs [Level 15]
Dragonborn Battle Cleric [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +11
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 28; Fortitude 28, Reflex 23, Will 28
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 11 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the dragonborn cleric’s next turn.
- ○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +20 vs. AC; 2d10 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+20 vs. AC; 1d10 + 11 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +20 vs. Will; 2d10 + 11 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ 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; +22 vs. Reflex; 2d6 + 6 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 +16, Religion +12
Str 22 (+13); Dex 12 (+8); Wis 18 (+11);
Con 13 (+8); Int 11 (+7); Cha 16 (+10)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Devoted Cleric [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 28; Fortitude 25, Reflex 23, Will 29
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +17 vs. Reflex; 1d8 + 10 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] Plague of Doom (standard)
- Ranged 10; +17 vs. Fortitude; 3d8 + 10 damage, and the target takes a -5 penalty to all defenses until the end of the dragonborn
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +17 vs. Will; 4d10 + 10 radiant damage, and the target is slowed until the end of the dragonborn
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the dragonborn cleric and the dragonborn cleric’s allies against ranged attacks until
the end of the dragonborn cleric’s next turn. Sustain Minor: The zone persists.
- □ 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
+5 hit points.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +19 vs. Reflex; 2d6 + 6 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 +17, Religion +12
Str 16 (+10); Dex 12 (+8); Wis 20 (+12);
Con 13 (+8); Int 11 (+7); Cha 20 (+12)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Greatweapon Fighter [Level 15 Soldier]
Medium natural humanoid [XP 1200]
Initiative +9; Senses Perception +8
HP 146; Bloodied 73
Healing Surges (+40 hp) ○○
AC 29; Fortitude 30, Reflex 24, Will 24
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 6 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +20 vs. AC; 2d12 + 15 damage (crit 39 + 2d12), and make a secondary attack against each enemy adjacent to the primary target
and within the dragonborn fighter’s melee reach. Secondary Attack: +20 vs. AC; 1d12 + 15 damage (crit 27 + 2d12).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +22 vs. Reflex; 2d6 + 9 fire damage.
- ○ Into the Fray (minor)
- The dragonborn fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The dragonborn fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that
starts its turn adjacent to the dragonborn fighter takes 1d12 + 5 damage damage and is slowed until the end of its turn, as
long as the dragonborn fighter is able to make opportunity attacks. 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 Athletics +18, Intimidate +16
Str 22 (+13); Dex 14 (+9); Wis 13 (+8);
Con 18 (+11); Int 11 (+7); Cha 14 (+9)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dragonborn Guardian Fighter [Level 15 Soldier]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +8
HP 142; Bloodied 71
Healing Surges (+37 hp) ○○
AC 31; Fortitude 30, Reflex 28, Will 24
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+21 vs. AC; 1d8 + 11 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] Storm of Blows (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 15 damage. Hit or Miss: After the attack, the dragonborn fighter can shift 1 square and repeat the
attack against another target within reach. The dragonborn fighter can then shift 1 square and repeat the attack against a
third target within reach. After the final attack, the dragonborn fighter can shift 1 square.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +21 vs. AC; 3d8 + 11 damage. Miss: Half damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +22 vs. Reflex; 2d6 + 7 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 +13, Intimidate +16
Str 22 (+13); Dex 18 (+11); Wis 13 (+8);
Con 14 (+9); Int 11 (+7); Cha 14 (+9)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Avenging Paladin [Level 15 Soldier]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +9
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 30; Fortitude 29, Reflex 24, Will 28
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +21 vs. AC; 1d10 + 11 radiant damage. If the dragonborn paladin has marked the target, the dragonborn paladin gains a +2 bonus
to the damage roll.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +21 vs. AC; 3d10 + 11 radiant damage, and the target is marked until the end of the dragonborn paladin’s next turn. The dragonborn
paladin can fly 2 squares and must charge as part of this attack.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+21 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The dragonborn paladin can spend a healing surge.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +22 vs. Reflex; 2d6 + 6 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.
- ○ 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 +19, Religion +12
Str 22 (+13); Dex 12 (+8); Wis 14 (+9);
Con 13 (+8); Int 11 (+7); Cha 20 (+12)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dragonborn Protecting Paladin [Level 15 Soldier]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +9
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 32; Fortitude 28, Reflex 26, Will 29
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage, and the dragonborn paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +21 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the dragonborn paladin regains 12 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +18 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the dragonborn paladin and attacks the dragonborn paladin or an ally, the dragonborn paladin
can make a secondary attack against the target as an immediate reaction. Secondary Attack: +18 vs. Will; 2d10 + 11
damage. Miss: Half damage.
- □ 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; +21 vs. Reflex; 2d6 + 6 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 12 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 +20, Religion +12
Str 20 (+12); Dex 12 (+8); Wis 14 (+9);
Con 13 (+8); Int 11 (+7); Cha 22 (+13)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Archer Ranger [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +12; Senses Perception +14
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 24
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +20 vs. AC; 1d6 + 10 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +19 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +20/+20 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +20/+20 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
Hit: The target is immobilized
until the start of the dragonborn ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +19 vs. AC; 1d10 + 10 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d10 damage. Miss: The target is dazed (save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +21 vs. Reflex; 2d6 + 6 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 +14, Stealth +16
Str 20 (+12); Dex 20 (+12); Wis 14 (+9);
Con 13 (+8); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dragonborn Two-Blade Ranger [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +14
HP 151; Bloodied 75
Healing Surges (+38 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 24
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +18 vs. AC; 1d10 + 9 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +21/+21 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +18 vs. AC (twice); 1d10 + 5 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +21 vs. AC; 1d8 + 11 damage.
Longsword (off hand):
+21 vs. AC; 1d8 + 11 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the dragonborn
ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the dragonborn ranger’s next
turn.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Longsword (main): +21 vs. AC; 2d8 + 11 damage.
Longsword (off hand):
+21 vs. AC; 2d8 + 11 damage.
Alternate main and off-hand weapon attacks until the dragonborn ranger misses or until
the dragonborn ranger makes five attacks. As soon as an attack misses, this attack ends.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +22 vs. Reflex; 2d6 + 6 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 +14, Perception +14
Str 22 (+13); Dex 18 (+11); Wis 14 (+9);
Con 13 (+8); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dragonborn Brawny Rogue [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +12; Senses Perception +8
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 29; Fortitude 27, Reflex 29, Will 25
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +20 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +20 vs. Reflex; 1d6 + 10 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +20 vs. AC; 3d6 + 10 damage, and the target cannot shift until the end of the dragonborn rogue’s next turn. If the target
provokes an opportunity attack from the dragonborn rogue before the start of the dragonborn rogue’s next turn, the dragonborn
rogue gains a +5 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on
a hit.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The dragonborn rogue can use this power as a minor action if the dragonborn rogue has already grabbed a creature. Doing so
requires no attack roll. +20 vs. Reflex; 2d6 + 10 damage, and the dragonborn rogue grabs the target. Until the target escapes,
the dragonborn rogue has cover, and any melee attack or ranged attack that misses the dragonborn rogue hits the target instead.
Sustain Minor: Sustain the grab for another round. The third time the dragonborn rogue sustains the grab after using
this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- □ 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; +21 vs. Reflex; 2d6 + 6 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 +17, Thievery +17
Str 20 (+12); Dex 20 (+12); Wis 12 (+8);
Con 13 (+8); Int 11 (+7); Cha 16 (+10)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dragonborn Trickster Rogue [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +12; Senses Perception +13
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 27
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +18 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +20 vs. AC; 1d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
The dragonborn rogue can move 2 squares before the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +20 vs. AC; 2d6 + 10 damage.
Hand
Crossbow: Ranged 10/20; +19 vs. AC; 2d6 + 10 damage.
Hit: The target slides 2 squares. Hit or Miss:
The dragonborn rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +20 vs. AC; 3d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 3d6 + 10 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 13 damage (short sword) or
5d6 + 13 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ● 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; +21 vs. Reflex; 2d6 + 6 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 +17, Thievery +17
Str 16 (+10); Dex 20 (+12); Wis 12 (+8);
Con 13 (+8); Int 11 (+7); Cha 20 (+12)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dragonborn Fey-Pact Warlock [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +8
HP 142; Bloodied 71
Healing Surges (+37 hp) ○○
AC 28; Fortitude 24, Reflex 27, Will 29
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 1d6 + 11 psychic damage, and the dragonborn warlock is invisible to the target until the start of
the dragonborn warlock’s next turn.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +18 vs. Will; until the end of the dragonborn warlock’s next turn, the target treats all creatures as enemies for
the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these
attack rolls.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +18 vs. Will; The target loses its next standard action. Sustain Standard: Make a +18 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- □ 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; +18 vs. Reflex; 2d6 + 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 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 +16, Bluff +18
Str 13 (+8); Dex 12 (+8); Wis 13 (+8);
Con 14 (+9); Int 18 (+11); Cha 22 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Dragonborn Infernal-Pact Warlock [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +8
HP 148; Bloodied 74
Healing Surges (+42 hp) ○○
AC 28; Fortitude 27, Reflex 27, Will 26
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +17 vs. Reflex; 1d10 + 10 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +17 vs. Reflex; 1d6 + 10 fire damage. If the dragonborn warlock takes damage before the end of the dragonborn warlock’s
next turn, the target takes an extra 1d6 + 10 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +17 vs. Will; 2d8 + 14 necrotic damage, and the target is weakened until the end of the dragonborn warlock’s next
turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +17 vs. Reflex; 4d10 + 10 fire and poison damage. Sustain Standard: Make a +17 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 10 fire and poison damage. On a miss, the dragonborn
warlock deals half damage and the power ends.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +21 vs. Reflex; 2d6 + 10 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 15 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 +16, Intimidate +17
Str 13 (+8); Dex 13 (+8); Wis 12 (+8);
Con 20 (+12); Int 18 (+11); Cha 16 (+10)
Equipment leather armor, mace
-1 Level / +1 Level
Dragonborn Star-Pact Warlock [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +8
HP 148; Bloodied 74
Healing Surges (+42 hp) ○○
AC 26; Fortitude 27, Reflex 25, Will 28
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +17 vs. Reflex; 1d10 + 10 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +17 vs. Fortitude; 1d6 + 10 radiant damage. If the target moves nearer to the dragonborn warlock on its next turn,
it takes an extra 1d6 + 10 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +17 vs. Fortitude; 2d10 + 10 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +17 vs. Reflex; 1d10 + 12 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +17 vs. Fortitude; 4d10 + 10 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the dragonborn warlock’s next turn. Sustain Minor:
Make a +17 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 10 cold damage and
is immobilized (save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +21 vs. Reflex; 2d6 + 10 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 +14, Insight +13
Str 13 (+8); Dex 13 (+8); Wis 12 (+8);
Con 20 (+12); Int 14 (+9); Cha 20 (+12)
Equipment leather armor, sickle
-1 Level / +1 Level
Dragonborn Inspiring Warlord [Level 15 Soldier (Leader)]
Medium natural humanoid [XP 1200]
Initiative +10; Senses Perception +7
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 28; Fortitude 29, Reflex 24, Will 28
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +20 vs. Fortitude; 6 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 +5 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Bolstering Blow (standard) ✦ Weapon
- +20 vs. AC; 3d10 + 11 damage, and the dragonborn warlord grants 15 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +20 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the dragonborn warlord regains hit points as if he or
she had spent a healing surge, regaining an additional +5 extra hit points. Miss: Each ally who has line of sight to
the dragonborn warlord regains 15 hit points.
- □ 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; +22 vs. Reflex; 2d6 + 6 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 12
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 +12, History +16
Str 22 (+13); Dex 12 (+8); Wis 11 (+7);
Con 13 (+8); Int 14 (+9); Cha 20 (+12)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dragonborn Tactical Warlord [Level 15 Soldier (Leader)]
Medium natural humanoid [XP 1200]
Initiative +10; Senses Perception +7
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 30; Fortitude 29, Reflex 27, Will 26
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 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] Beat Them into the Ground (standard) ✦ Weapon
- +21 vs. Fortitude; 2d8 + 11 damage, the target is knocked prone, and every ally within 5 squares of the dragonborn warlord
makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target
prone on a hit. The dragonborn warlord’s allies have a +4 power bonus to these attack rolls.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +21 vs. AC; 3d8 + 11 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the
dragonborn warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +22 vs. Reflex; 2d6 + 6 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 5 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 +4 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 +12, History +18
Str 22 (+13); Dex 12 (+8); Wis 11 (+7);
Con 13 (+8); Int 18 (+11); Cha 16 (+10)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Control Wizard [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +9; Senses Perception +11
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 27; Fortitude 23, Reflex 27, Will 28
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +17 vs. Fortitude; 1d6 + 10 cold damage, and the target is slowed until the end of the dragonborn wizard’s next
turn.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +17 vs. Will; 2d6 + 10 psychic damage, and the target
is immobilized until the end of the dragonborn wizard’s next turn. If the dragonborn wizard targets only one creature with
this power, the dragonborn wizard gains a +4 power bonus to the attack roll.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +17 vs. Fortitude, Reflex, Will. The dragonborn wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 +
10 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 10 fire damage, and
ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject
to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against
each ongoing effect separately.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +18 vs. Reflex; 2d6 + 6 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 -4 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 +17, Insight +16
Str 13 (+8); Dex 14 (+9); Wis 18 (+11);
Con 13 (+8); Int 20 (+12); Cha 14 (+9)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dragonborn War Wizard [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +9
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 27; Fortitude 23, Reflex 27, Will 26
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +17 vs. Reflex; 1d6 + 10 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +17 vs. Reflex; 4d6 + 10 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +17 vs. Reflex; 6d6 + 10 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +20 vs. Reflex; 2d6 + 6 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 +4 bonus to a single attack roll.
- Dragonborn Fury
- The dragonborn wizard gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +17, History +19
Str 13 (+8); Dex 18 (+11); Wis 14 (+9);
Con 13 (+8); Int 20 (+12); Cha 14 (+9)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dragonborn Isolating Avenger [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 28
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 10 damage, and the dragonborn avenger shifts 1 square, sliding the target 1 square into the space the dragonborn
avenger occupied.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +20 vs. Will; 2d10 + 10 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the dragonborn avenger’s next turn or until the dragonborn avenger dismisses it as a minor action. Any enemy
that enters the zone is dazed until the end of the dragonborn avenger’s next turn. Hit or Miss: Until the end of the
dragonborn avenger’s next turn, the dragonborn avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +20 vs. AC; 3d10 + 10 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the dragonborn avenger or that hits or misses the dragonborn avenger with a melee attack takes
5 damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +19 vs. Reflex; 2d6 + 6 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 +4 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 +15, Religion +16
Str 16 (+10); Dex 12 (+8); Wis 20 (+12);
Con 13 (+8); Int 18 (+11); Cha 13 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dragonborn Pursuing Avenger [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +12
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 28
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +18 vs. AC; 1d8 + 9 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 10 damage, and if the target doesn’t end its next turn adjacent to the dragonborn avenger, the dragonborn
avenger can shift 5 squares as a free action. The dragonborn avenger must end that shift closer to the target.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +17 vs. Will; 2d8 + 10 thunder damage, and the dragonborn avenger teleports the target 5 squares. The dragonborn
avenger then teleports to a space adjacent to the target. Until the end of the dragonborn avenger’s next turn, any enemy that
ends its turn adjacent to the dragonborn avenger takes 4 thunder damage.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +17 vs. Fortitude; 2d10 + 10 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the dragonborn avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +20 vs. Reflex; 2d6 + 6 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 +8 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 +13, Stealth +16
Str 16 (+10); Dex 18 (+11); Wis 20 (+12);
Con 13 (+8); Int 12 (+8); Cha 13 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dragonborn Rageblood Barbarian [Level 15 Brute]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +13
HP 178; Bloodied 89
Healing Surges (+48 hp) ○○
AC 28; Fortitude 30, Reflex 25, Will 25
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+20 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +20 vs. AC; 2d12 + 11 damage (crit 35 + 2d12) and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +20 vs. AC; 4d12 + 11 damage (crit 59 + 2d12). Miss: Half damage. Hit or Miss: The dragonborn barbarian enters
the rage of the hunting lion. Until the rage ends, the dragonborn barbarian gains a +2 power bonus to attack rolls against
any target that is granting combat advantage to the dragonborn barbarian.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +22 vs. Reflex; 2d6 + 9 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 9 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 +17, Perception +13
Str 22 (+13); Dex 13 (+8); Wis 12 (+8);
Con 18 (+11); Int 11 (+7); Cha 16 (+10)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Thaneborn Barbarian [Level 15 Brute]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +13
HP 174; Bloodied 87
Healing Surges (+45 hp) ○○
AC 28; Fortitude 30, Reflex 25, Will 27
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+20 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +20 vs. Fortitude; 3d12 + 11 damage (crit 47 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack:
+19 vs. Will; the secondary target moves 2 squares away from the dragonborn barbarian as a free action and takes a –5 penalty
to attack rolls until the end of the dragonborn barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +20 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the dragonborn barbarian knocks the target prone. Miss: Half damage.
Hit or Miss: The dragonborn barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy
adjacent to the dragonborn barbarian hits or misses the dragonborn barbarian, the dragonborn barbarian can make a melee basic
attack against that enemy as an immediate reaction.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +22 vs. Reflex; 2d6 + 7 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.
- □ 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 +5 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 +17, Perception +13
Str 22 (+13); Dex 13 (+8); Wis 12 (+8);
Con 14 (+9); Int 11 (+7); Cha 20 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Cunning Bard [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12
HP 142; Bloodied 71
Healing Surges (+37 hp) ○○
AC 30; Fortitude 24, Reflex 28, Will 29
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 1d6 + 11 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dragonborn
bard’s next turn.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 1d10 + 11 psychic damage. Until the end of the dragonborn bard’s next turn, any attack the target
makes provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the dragonborn bard’s choice as a free action (save ends). Miss: Half damage. As
the first action of the target’s next turn, the target makes a melee basic attack against a creature of the dragonborn bard’s
choice as a free action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +18 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 + 6 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 9 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 +16, Bluff +18
Str 15 (+9); Dex 12 (+8); Wis 11 (+7);
Con 14 (+9); Int 18 (+11); Cha 22 (+13)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dragonborn Valorous Bard [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12
HP 146; Bloodied 73
Healing Surges (+40 hp) ○○
AC 29; Fortitude 26, Reflex 26, Will 29
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 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] Earthquake Strike (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 11 damage, and the dragonborn bard knocks the target prone. Until the end of the dragonborn bard’s next
turn, each ally within 10 squares of the dragonborn bard can knock prone any creature he or she hits and gains a +4 bonus
to damage rolls.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +21 vs. AC; 3d8 + 11 damage, and until the end of the dragonborn bard’s next turn, the target is marked by an ally within
10 squares of the dragonborn bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
an enemy that is adjacent to any of the dragonborn bard’s allies shifts, those allies can each shift 1 square as an opportunity
action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +20 vs. Reflex; 2d6 + 9 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 + 6 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 7 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 +14, Athletics +13
Str 15 (+9); Dex 12 (+8); Wis 11 (+7);
Con 18 (+11); Int 14 (+9); Cha 22 (+13)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dragonborn Guardian Druid [Level 15 Controller]
Medium natural humanoid [XP 1200]
Initiative +9; Senses Perception +12
HP 146; Bloodied 73
Healing Surges (+40 hp) ○○
AC 29; Fortitude 26, Reflex 25, Will 28
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +16 vs. AC; 2d4 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +17 vs. Fortitude; 2d6 + 10 damage, and the dragonborn druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +17 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the dragonborn druid’s next turn. Any creature that enters the zone or starts its turn
there is slowed until the end of the dragonborn druid’s next turn. As a move action, the dragonborn druid can move the zone
5 squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning 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; +20 vs. Reflex; 2d6 + 9 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 +17, Nature +17
Str 15 (+9); Dex 14 (+9); Wis 20 (+12);
Con 18 (+11); Int 12 (+8); Cha 13 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Predator Druid [Level 15 Controller]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +17
HP 142; Bloodied 71
Healing Surges (+37 hp) ○○
AC 29; Fortitude 24, Reflex 27, Will 28
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +16 vs. AC; 2d4 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 vs. Reflex; 1d6 + 5 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 5 fire damage.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +17 vs. Reflex; 2d6 + 10 damage, and until the end of the dragonborn druid’s next turn, the dragonborn druid can make a melee
basic attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the dragonborn druid that hits
or misses with an attack.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +17 vs. Reflex; 3d8 + 10 damage, and remove from the dragonborn druid every effect that a save can end. Miss: Half
damage, and the dragonborn druid makes a saving throw against each effect that a save can end.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +20 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.
- □ 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 +17, Perception +17
Str 15 (+9); Dex 18 (+11); Wis 20 (+12);
Con 14 (+9); Int 12 (+8); Cha 13 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Preserving Invoker [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12
HP 110; Bloodied 55
Healing Surges (+29 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +17 vs. Reflex; 1d8 + 10 radiant damage, and the dragonborn invoker slides the target 1 square. The dragonborn
invoker can use this power as a ranged basic attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +17 vs. Fortitude; 3d6 + 10 damage, and the dragonborn invoker either slides the
target 5 squares or the dragonborn invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +17 vs. Will; 4d6 + 10 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the dragonborn
invoker can teleport a creature within the zone 5 squares.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +18 vs. Reflex; 2d6 + 7 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 +4 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 +16, Religion +16
Str 13 (+8); Dex 13 (+8); Wis 20 (+12);
Con 14 (+9); Int 18 (+11); Cha 14 (+9)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dragonborn Wrathful Invoker [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +12
HP 114; Bloodied 57
Healing Surges (+32 hp) ○○
AC 28; Fortitude 27, Reflex 25, Will 28
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +17 vs. Fortitude; 1d10 + 10 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +4 radiant damage. The dragonborn invoker can use this power as a ranged basic attack.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +17 vs. Will; 2d8 + 10 damage, or 3d8 + 10 damage if the dragonborn invoker
targets only one creature. The target takes a –5 penalty to all saving throws until the end of the dragonborn invoker’s next
turn.
- □ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the dragonborn invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall
can be up to 4 squares high, and it lasts until the end of the dragonborn invoker’s next turn. The wall provides cover to
the dragonborn invoker and the dragonborn invoker’s allies. Any creature that enters the wall or starts its turn there takes
2d10 + 10 radiant damage. While the dragonborn invoker is within 5 squares of the wall, the dragonborn invoker can make the
following attack as a standard action. Secondary Attack: Ranged 10; +17 vs. Reflex; 2d10 + 10 radiant damage. Before
the attack, remove a square of the wall. Sustain Minor: The wall persists.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +20 vs. Reflex; 2d6 + 9 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+4 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 +15, Religion +14
Str 13 (+8); Dex 13 (+8); Wis 20 (+12);
Con 18 (+11); Int 14 (+9); Cha 14 (+9)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dragonborn Bear Shaman [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +17
HP 146; Bloodied 73
Healing Surges (+40 hp) ○○
AC 26; Fortitude 27, Reflex 24, Will 28
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +16 vs. AC; 1d10 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Will; 1d8 + 10 damage, and each ally adjacent to the dragonborn shaman’s spirit companion gains 4
temporary hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 2d6 + 10 damage. Until the end of the dragonborn shaman’s next turn, the dragonborn shaman
and the dragonborn shaman’s allies gain resist 8 to all damage while adjacent to the dragonborn shaman’s spirit companion.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +17 vs. Reflex; 3d10 + 10 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +20 vs. Reflex; 2d6 + 9 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 17 damage
to the spirit, the spirit disappears, and the dragonborn shaman takes 12 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; +17 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the dragonborn shaman’s
spirit companion regains 5 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 4 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 +17, Perception +17
Str 14 (+9); Dex 13 (+8); Wis 20 (+12);
Con 18 (+11); Int 14 (+9); Cha 13 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Panther Shaman [Level 15 Controller (Leader)]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +17
HP 142; Bloodied 71
Healing Surges (+37 hp) ○○
AC 28; Fortitude 25, Reflex 26, Will 28
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +16 vs. AC; 1d10 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 1d10 + 10 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 +2 bonus to the attack roll.
- ○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Reflex; 2d10 + 10 damage. Until the start of the dragonborn shaman’s next turn, if an ally adjacent
to the dragonborn shaman’s spirit companion misses with an attack, the dragonborn shaman can use an immediate interrupt to
allow that ally to reroll the attack with a +4 bonus to the attack roll.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +17 vs. Fortitude; 4d6 + 10 fire damage. Miss: Half damage. Hit or Miss: The
dragonborn shaman slides each ally in the blast to another space in or adjacent to the blast.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +18 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 17 damage
to the spirit, the spirit disappears, and the dragonborn shaman takes 12 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; +17 vs. Reflex; 1d10 + 10 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +17, Perception +17
Str 14 (+9); Dex 13 (+8); Wis 20 (+12);
Con 14 (+9); Int 18 (+11); Cha 13 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Chaos Sorcerer [Level 15 Artillery]
Medium natural humanoid [XP 1200]
Initiative +11; Senses Perception +7
HP 109; Bloodied 54
Healing Surges (+28 hp) ○○
AC 26; Fortitude 25, Reflex 26, Will 30
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +19 vs. AC; 1d4 + 9 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +18 vs. Will; 1d10 + 17 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:
+18 vs. Will; 1d6 + 11 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.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +18 vs. Will; 2d10 + 17 psychic damage, and the dragonborn sorcerer knocks the target prone. If the dragonborn
sorcerer rolled an even number on the attack roll, the target can’t stand up until the end of the dragonborn sorcerer’s next
turn. If the dragonborn sorcerer rolled an odd number on the attack roll, the dragonborn sorcerer slides the target 4 squares.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 5d6 + 17 psychic damage, and as a free action, the target charges the dragonborn sorcerer’s enemy
nearest to it that it can charge and makes a melee basic attack. If the dragonborn sorcerer rolled an even number on the attack
roll, the dragonborn sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity
attack that they provoke (save ends). Miss: Half damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +20 vs. Reflex; 2d6 + 6 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 +6 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 +13, Bluff +18
Str 16 (+10); Dex 18 (+11); Wis 11 (+7);
Con 13 (+8); Int 12 (+8); Cha 22 (+13)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dragonborn Dragon Sorcerer [Level 15 Skirmisher]
Medium natural humanoid [XP 1200]
Initiative +9; Senses Perception +7
HP 141; Bloodied 70
Healing Surges (+36 hp) ○○
AC 27; Fortitude 27, Reflex 24, Will 30
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +18 vs. Reflex; 1d8 + 18 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 5 fire damage.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +18 vs. Fortitude; 2d6 + 18 thunder damage, and the target is dazed and slowed until the end of the dragonborn
sorcerer’s next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +18 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the dragonborn sorcerer takes 7 fire damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +21 vs. Reflex; 2d6 + 6 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 +7 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 +13, Athletics +17
Str 20 (+12); Dex 14 (+9); Wis 11 (+7);
Con 13 (+8); Int 12 (+8); Cha 22 (+13)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dragonborn Earth Warden [Level 15 Brute]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +14
HP 178; Bloodied 89
Healing Surges (+48 hp) ○○
AC 31; Fortitude 29, Reflex 25, Will 25
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 11 damage, and the dragonborn warden gains a +1 power bonus to AC until the end of the dragonborn warden’s
next turn.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +20 vs. AC; 3d10 + 11 damage. Hit or Miss: The target provokes an opportunity attack from the dragonborn warden if
it shifts before the end of the dragonborn warden’s next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +22 vs. Reflex; 2d6 + 9 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 Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The dragonborn warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the dragonborn
warden is in this form, the dragonborn warden gains resist 10 lightning, and the dragonborn warden’s melee reach increases
by 1. In addition, if any enemy starts its turn within 3 squares of the dragonborn warden and the dragonborn warden is able
to take actions, that enemy is marked until the end of the dragonborn warden’s next turn. 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: +20 vs. AC; 2d10 + 11 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends
both). Miss: Half damage, and the target is dazed until the end of the dragonborn warden’s next turn.
- ● [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 +4 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 +15, Perception +14
Str 22 (+13); Dex 13 (+8); Wis 14 (+9);
Con 18 (+11); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dragonborn Wild Warden [Level 15 Brute]
Medium natural humanoid [XP 1200]
Initiative +8; Senses Perception +16
HP 174; Bloodied 87
Healing Surges (+45 hp) ○○
AC 29; Fortitude 29, Reflex 23, Will 27
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the dragonborn warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +20 vs. AC; 1d12 + 11 radiant damage (crit 23 + 2d12), and the target is blinded until the end of the dragonborn warden’s
next turn. If the target is bloodied, the dragonborn warden shifts 2 squares.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +22 vs. Reflex; 2d6 + 7 fire damage.
- □ Returning Strength (minor) ✦ Healing
- The dragonborn warden spends a healing surge and regains +6 additional hit points.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The dragonborn warden assumes the guardian form of the charging boar until the end of the encounter. While the dragonborn
warden is in this form, the dragonborn warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. 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: Before the attack, the dragonborn warden moves the dragonborn warden’s
speed; +20 vs. Reflex; 3d12 + 11 damage (crit 47 + 2d12), and the dragonborn warden slides the target 2 squares. Miss:
Half damage, and the dragonborn warden slides the target 1 square.
- ● [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; +20 vs. Fortitude; 1d12 + 11 damage (crit 23 + 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
-4 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 +17, Perception +16
Str 22 (+13); Dex 13 (+8); Wis 18 (+11);
Con 14 (+9); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.