Dragonborn NPCs [Level 23]
Dragonborn Battle Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +16
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 36; Fortitude 37, Reflex 31, Will 37
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 16 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target
until the end of the dragonborn cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +31 vs. AC; 4d10 + 16 damage. The next attack roll the dragonborn cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +29 vs. AC; 3d10 + 16 damage. Miss: Half damage. Hit or Miss: The dragonborn cleric and each ally within 5 squares
of the dragonborn cleric regains hit points as if the dragonborn cleric had each spent a healing surge.
- □ Purify (standard)
- Every effect that a save can end is removed from the dragonborn cleric and each ally within 10 squares.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 11 fire damage.
- ○○○ Healing Word (minor) ✦ Healing
- The dragonborn cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The 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 +21, Religion +17
Str 24 (+18); Dex 13 (+12); Wis 20 (+16);
Con 14 (+13); Int 12 (+12); Cha 17 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Devoted Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +17
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 36; Fortitude 33, Reflex 31, Will 38
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +26 vs. Reflex; 2d8 + 15 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The dragonborn cleric
and each ally in the burst gain a +6 power bonus to AC until the end of the dragonborn cleric’s next turn and can spend a
healing surge. Add +6 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the dragonborn cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 15 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The dragonborn cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains
hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it
can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the dragonborn cleric within
5 squares of its previous location.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +29 vs. Reflex; 3d6 + 11 fire damage.
- ○○○ Healing Word (minor) ✦ Healing
- The dragonborn cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The 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 +22, Religion +17
Str 17 (+14); Dex 13 (+12); Wis 22 (+17);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Dragonborn Greatweapon Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +13
HP 212; Bloodied 106
Healing Surges (+58 hp) ○○○
AC 37; Fortitude 39, Reflex 32, Will 32
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12). Miss: 7 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 21 damage (crit 69 + 3d12).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +29 vs. AC; 3d12 + 16 damage (crit 52 + 3d12). Miss: Half damage. Hit or
Miss: Until the start of the dragonborn fighter’s next turn, the dragonborn fighter can make a secondary attack as a free
action against any enemy that starts its turn adjacent to the dragonborn fighter. Secondary Attack: +29 vs. AC; 1d12
+ 16 damage (crit 28 + 3d12).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 14 fire damage.
- □ No Surrender (no action) ✦ Healing
- When the dragonborn fighter’s hit points drop to 0 or lower.
The dragonborn fighter regains hit points up to one-half the dragonborn fighter’s maximum hit points. However, the dragonborn
fighter takes a –2 penalty to attack rolls until the end of the encounter.
- 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 +23, Intimidate +20
Str 24 (+18); Dex 15 (+13); Wis 14 (+13);
Con 20 (+16); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dragonborn Guardian Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +13
HP 207; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 39, Reflex 37, Will 32
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+30 vs. AC; 2d8 + 16 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] Fangs of Steel (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 21 damage, and make a secondary attack against one creature adjacent to the primary target and within the
dragonborn fighter’s melee reach. Secondary Attack: +30 vs. AC; 2d8 + 21 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +30 vs. AC; 4d8 + 16 damage. Hit or Miss: Until the end of the encounter, the dragonborn fighter can make a melee basic
attack against the target as a free action if the dragonborn fighter is adjacent to it and it either shifts or attacks one
of the dragonborn fighter’s allies.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 11 fire damage.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The dragonborn fighter gains an action point that the dragonborn fighter must spend during the dragonborn fighter’s current
turn.
- 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 +18, Intimidate +20
Str 24 (+18); Dex 20 (+16); Wis 14 (+13);
Con 15 (+13); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Avenging Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +13
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 38, Reflex 32, Will 37
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +30 vs. AC; 2d10 + 16 radiant damage. If the dragonborn paladin has marked the target, the dragonborn paladin gains a +2 bonus
to the damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +30 vs. AC; 3d10 + 16 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the dragonborn paladin other than the primary target. Secondary Attack: +30 vs. AC; 1d10 + 16 thunder damage, and
the target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 16 damage. Miss: Half damage. Hit or Miss: The dragonborn paladin and allies adjacent to
the dragonborn paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 11 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 15 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.
- □ Cleansing Burst (minor)
- The dragonborn paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- Dragonborn Fury
- The dragonborn paladin gains a +1 racial bonus to attack rolls when bloodied.
Skills Intimidate +24, Religion +17
Str 24 (+18); Dex 13 (+12); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dragonborn Protecting Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +13
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 40; Fortitude 37, Reflex 34, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 damage, and the dragonborn paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +27 vs. Reflex; 3d10 + 16 fire damage, and the target grants combat advantage to
the dragonborn paladin and the dragonborn paladin’s allies until the end of the dragonborn paladin’s next turn. Miss:
Half damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts
until the end of the dragonborn paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 9
fire damage and grant combat advantage to the dragonborn paladin and the dragonborn paladin’s allies. Sustain Minor:
The zone persists.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +32 vs. Reflex; 3d6 + 11 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 16 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.
- □ United in Faith (minor) ✦ Healing
- The dragonborn paladin and each ally within 5 squares can spend a healing surge.
- Dragonborn Fury
- The dragonborn paladin gains a +1 racial bonus to attack rolls when bloodied.
Skills Intimidate +25, Religion +17
Str 22 (+17); Dex 13 (+12); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 24 (+18)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Archer Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +18
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 37, Reflex 37, Will 32
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +28 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +28 vs. AC; 2d10 + 15 damage per attack. If the first attack hits, the dragonborn
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the dragonborn ranger’s turn, enemies treat the dragonborn ranger as invisible if the dragonborn ranger has
cover or concealment from them. An enemy still knows the square occupied by the dragonborn ranger if it saw the dragonborn
ranger in that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +32 vs. Reflex; 3d6 + 11 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 3d6 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.
- 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 +18, Stealth +21
Str 22 (+17); Dex 22 (+17); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dragonborn Two-Blade Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +18
HP 221; Bloodied 110
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 38, Reflex 36, Will 32
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +27 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +27 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +30 vs. AC; 2d8 + 16 damage.
Longsword
(off hand): +30 vs. AC; 2d8 + 16 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the dragonborn ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the dragonborn ranger and misses before the start of the dragonborn ranger’s
next turn, make a melee basic attack against it with both the dragonborn ranger’s main weapon and the dragonborn ranger’s
off-hand weapon as an immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +32 vs. AC; 2d8 + 16 damage.
Longsword (second attack; off hand): +32 vs. AC; 2d8 + 16 damage.
Longsword (third attack; main):
+32 vs. AC; 1d8 + 16 damage.
A target hit once is dazed until the end of the dragonborn ranger’s next turn. A target
hit twice is stunned until the end of the dragonborn ranger’s next turn. A target hit three times is weakened and stunned
until the end of the dragonborn ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned,
or weakened. Hit or Miss: After the first attack and after the second attack, the dragonborn ranger can shift 1 square.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 11 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the dragonborn ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +15 hit points.
Skills Nature +18, Perception +18
Str 24 (+18); Dex 20 (+16); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dragonborn Brawny Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +12
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 36, Reflex 38, Will 33
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 15 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +29 vs. Reflex; 2d6 + 15 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +29 vs. Fortitude; 4d6 + 15 damage, and the dragonborn rogue slides the target 6 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The dragonborn rogue slides the target 6 squares, and no damage from obstacles.
- ○ Dazzling Acrobatics (move)
- The dragonborn rogue can shift twice the dragonborn rogue’s speed. The dragonborn rogue can climb at full speed as part of
this move. If an enemy attacks the dragonborn rogue while the dragonborn rogue shifts, the dragonborn rogue gains a +4 bonus
to AC against that attack.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +32 vs. Reflex; 3d6 + 11 fire damage.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the dragonborn rogue.
Targets the creature the dragonborn rogue’s ally damaged; +29 vs. AC; 2d6 + 15 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 5d6 damage.
Skills Acrobatics +22, Thievery +22
Str 22 (+17); Dex 22 (+17); Wis 13 (+12);
Con 14 (+13); Int 12 (+12); Cha 17 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dragonborn Trickster Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +17
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 36
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 12 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +29 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
The dragonborn rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +29 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 4d6 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the dragonborn
rogue. The dragonborn rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +29 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. Will; 5d6 + 15 damage.
Hit or Miss: Until the end of the dragonborn rogue’s next turn, all of the target’s defenses against the dragonborn
rogue’s attacks take a -6 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +32 vs. Reflex; 3d6 + 11 fire damage.
- □ Hide from the Light (minor)
- The dragonborn rogue must already be hidden to use this power. The dragonborn rogue is invisible until the end of the encounter
or until the dragonborn rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a
basic attack or an at-will attack.
- 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 5d6 damage.
Skills Stealth +22, Thievery +22
Str 17 (+14); Dex 22 (+17); Wis 13 (+12);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dragonborn Fey-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +13
HP 207; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 32, Reflex 36, Will 38
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the dragonborn warlock is invisible to the target until the start of
the dragonborn warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +27 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the dragonborn warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +27 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the dragonborn warlock since the dragonborn warlock’s last turn. If no one attacked the dragonborn warlock since
the dragonborn warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain
Minor: When the dragonborn warlock sustains this power, the dragonborn warlock can repeat the attack against the target.
If the dragonborn warlock misses, the dragonborn warlock can no longer sustain the power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The dragonborn warlock becomes invisible until the start of the dragonborn warlock’s next turn and teleports 20 squares. The
dragonborn warlock leaves behind an illusory image of the dragonborn warlock that persists as long as the dragonborn warlock
is invisible. This image stands in place, takes no actions, and uses the dragonborn warlock’s defenses if it is attacked.
If the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If the dragonborn warlock makes an
attack, the dragonborn warlock becomes visible. Sustain Standard: The dragonborn warlock remains invisible as long
as the dragonborn warlock doesn’t make an attack.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +28 vs. Reflex; 3d6 + 11 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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The 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 +21, Bluff +23
Str 14 (+13); Dex 13 (+12); Wis 14 (+13);
Con 15 (+13); Int 20 (+16); Cha 24 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Dragonborn Infernal-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +12
HP 214; Bloodied 107
Healing Surges (+59 hp) ○○○
AC 37; Fortitude 36, Reflex 36, Will 34
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +26 vs. Reflex; 2d6 + 15 fire damage. If the dragonborn warlock takes damage before the end of the dragonborn warlock’s
next turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +26 vs. Reflex; 4d8 + 15 damage, and the target is pushed 8 squares.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The dragonborn warlock conjures flames in the shape of diabolic imps that appear at the dragonborn warlock’s feet. The dragonborn
warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the dragonborn warlock takes 2d10 fire damage
and is pushed 3 squares. This effect applies once per creature per round. It ends when the dragonborn warlock has no temporary
hit points remaining.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +32 vs. Reflex; 3d6 + 15 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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The dragonborn warlock can only curse one target per turn.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The dragonborn warlock grows wings and gains a fly speed equal to the dragonborn warlock’s speed until the end of the encounter
or for 5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dragonborn warlock gains 23 temporary hit points.
- Dragonborn Fury
- The dragonborn warlock gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +21, Intimidate +21
Str 14 (+13); Dex 14 (+13); Wis 13 (+12);
Con 22 (+17); Int 20 (+16); Cha 17 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Dragonborn Star-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +12
HP 214; Bloodied 107
Healing Surges (+59 hp) ○○○
AC 34; Fortitude 36, Reflex 33, Will 37
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +24 vs. AC; 2d6 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the dragonborn warlock on its next turn,
it takes an extra 2d6 + 15 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 15 damage, and the dragonborn warlock can swap places with the target. After swapping places
with the target, the dragonborn warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +26 vs. Reflex; 4d10 + 15 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 9 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +32 vs. Reflex; 3d6 + 15 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 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter
or until the cursed enemy drops to 0 hit points or fewer. The dragonborn warlock can only curse one target per turn.
- ○ Entropic Ward (minor)
- Until the end of the dragonborn warlock’s next turn, anyone who attacks the dragonborn warlock must roll two dice and take
the lower result. Each time an attack misses due to this effect, the dragonborn warlock gains a cumulative +1 power bonus
to the dragonborn warlock’s next attack roll.
- ● 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.
- Dragonborn Fury
- The dragonborn warlock gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +18, Insight +17
Str 14 (+13); Dex 14 (+13); Wis 13 (+12);
Con 22 (+17); Int 15 (+13); Cha 22 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Dragonborn Inspiring Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +12
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 36; Fortitude 38, Reflex 32, Will 37
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +29 vs. Fortitude; 7 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 +6 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +29 vs. AC; 3d10 + 16 damage, and the target is weakened until the end of the dragonborn warlord’s next turn. Until the end
of the encounter, the dragonborn warlord’s allies gain a +6 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 16 damage. Until the start of the dragonborn warlord’s next turn, every ally within 10 squares of the dragonborn
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the dragonborn
warlord’s next turn, one ally of the dragonborn warlord’s choice within 10 squares of the dragonborn warlord can follow up
a standard action with a basic attack made as a free action. Sustain Minor: Until the start of the dragonborn warlord’s
next turn, one ally of the dragonborn warlord’s choice within 10 squares of the dragonborn warlord can follow up a standard
action with a basic attack made as a free action.
- □ Heart of the Titan (standard)
- The dragonborn warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value +
6. Until the target loses as many temporary hit points as he or she gained from this power, the target adds +6 to damage rolls
and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 11 fire damage.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dragonborn warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- 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 17
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 +17, History +20
Str 24 (+18); Dex 13 (+12); Wis 12 (+12);
Con 14 (+13); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dragonborn Tactical Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +12
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 34
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 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] Sudden Assault (standard) ✦ Weapon
- +30 vs. AC; 1d8 + 16 damage, and an ally of the dragonborn warlord’s choice within 5 squares of the dragonborn warlord takes
a standard action. The dragonborn warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the dragonborn
warlord for attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +30 vs. AC; 4d8 + 16 damage. Hit or Miss: If the target attacks before the end of the dragonborn warlord’s next turn,
the dragonborn warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target.
If the dragonborn warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect
continues until the end of the dragonborn warlord’s next turn.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the dragonborn warlord slides each target 5 squares.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 11 fire damage.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dragonborn warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- 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 +5 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 +17, History +23
Str 24 (+18); Dex 13 (+12); Wis 12 (+12);
Con 14 (+13); Int 20 (+16); Cha 17 (+14)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dragonborn Control Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +16
HP 158; Bloodied 79
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 32, Reflex 36, Will 37
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the dragonborn wizard’s next
turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the dragonborn wizard’s next turn, or the dragonborn wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the dragonborn wizard’s next turn. Sustain Minor:
When the dragonborn wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 9 necrotic damage to creatures that are immobilized.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +28 vs. Reflex; 3d6 + 11 fire damage.
- □ Time Stop (minor)
- The dragonborn wizard gains two extra standard actions, which the dragonborn wizard can’t use to attack other creatures.
- ○ 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 -5 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 +22, Insight +21
Str 14 (+13); Dex 15 (+13); Wis 20 (+16);
Con 14 (+13); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dragonborn War Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +13
HP 158; Bloodied 79
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 32, Reflex 36, Will 34
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +26 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The dragonborn wizard and each ally within 5 squares gain a speed of fly 8 until the end of the dragonborn wizard’s next turn.
Sustain Minor: The dragonborn wizard can sustain this power until the end of the encounter or for 5 minutes. If the
dragonborn wizard does not sustain this power, all targets float to the ground without taking falling damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +31 vs. Reflex; 3d6 + 11 fire damage.
- ○ Wand of Accuracy (free)
- The dragonborn wizard gains a +5 bonus to a single attack roll.
- Dragonborn Fury
- The dragonborn wizard gains a +1 racial bonus to attack rolls when bloodied.
Skills Arcana +22, History +24
Str 14 (+13); Dex 20 (+16); Wis 15 (+13);
Con 14 (+13); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dragonborn Isolating Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +17
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and the dragonborn avenger shifts 1 square, sliding the target 1 square into the space the dragonborn
avenger occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +29 vs. AC; 3d10 + 15 damage, and until the end of the dragonborn avenger’s next turn, the dragonborn avenger and the target
are immobilized. In addition, no other creature has line of sight or line of effect to either the target or the dragonborn
avenger, both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition
ends on either the target or the dragonborn avenger before 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 +5 bonus to all defenses against the target’s
attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 psychic damage, and the target is pulled 3 squares. At
the start of each of the dragonborn avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage,
and the target is pulled 2 squares. At the start of the dragonborn avenger’s next turn, the target is pulled 3 squares.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +29 vs. Reflex; 3d6 + 11 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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the dragonborn avenger to 0 hit points or fewer and doesn’t kill you.
The dragonborn avenger is dying but doesn’t fall unconscious. Until the end of the dragonborn avenger’s next turn, the dragonborn
avenger doesn’t take any damage after the triggering attack, and the dragonborn avenger gains a +4 bonus to attack rolls.
At the end of the dragonborn avenger’s next turn, the dragonborn avenger falls unconscious if the dragonborn avenger is still
dying.
- 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 +5 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 +19, Religion +21
Str 17 (+14); Dex 13 (+12); Wis 22 (+17);
Con 14 (+13); Int 20 (+16); Cha 14 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dragonborn Pursuing Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +17
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 12 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +27 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the dragonborn avenger, the dragonborn
avenger can shift 6 squares as a free action. The dragonborn avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +29 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the dragonborn avenger at the start of the dragonborn
avenger’s next turn, the dragonborn avenger gains a +4 bonus to attack rolls against it until the end of that turn. During
that turn, the dragonborn avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage
to the target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +29 vs. AC; 5d10 + 15 damage. Miss: Half damage. The dragonborn avenger gains a +5 power bonus to the dragonborn avenger’s
next damage roll against the target before the end of the encounter, unless the dragonborn avenger attacks another creature
first.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +31 vs. Reflex; 3d6 + 11 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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the dragonborn avenger gains phasing, and the dragonborn avenger takes half damage from opportunity
attacks.
- ○ [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 Pursuit
- If the dragonborn avenger’s oath of enmity target moves away from the dragonborn avenger willingly, the dragonborn avenger
gains a +11 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 +17, Stealth +21
Str 17 (+14); Dex 20 (+16); Wis 22 (+17);
Con 14 (+13); Int 13 (+12); Cha 14 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dragonborn Rageblood Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17
HP 260; Bloodied 130
Healing Surges (+70 hp) ○○○
AC 38; Fortitude 39, Reflex 35, Will 33
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d8 + 16 damage (crit 64 + 3d12). 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] Fatal Strike (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 21 damage (crit 69 + 3d12), and the target cannot regain hit points until the start of the dragonborn barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +29 vs. AC; 4d12 + 16 damage (crit 64 + 3d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The dragonborn barbarian enters the rage of the hydra. Until the rage ends, once per round when the dragonborn barbarian makes
an attack that misses, the dragonborn barbarian can make a melee basic attack as a free action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 14 fire damage.
- ○ Swift Charge (free)
- When the dragonborn barbarian’s attack reduces an enemy to 0 hit points.
The dragonborn barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the dragonborn barbarian is hit by an attack.
Until the end of the dragonborn barbarian’s next turn, the dragonborn barbarian gains resist 16 to all damage.
- 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 15 temporary hit
points.
- Barbarian Agility
- While the dragonborn barbarian is not wearing heavy armor, the dragonborn barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Perception +17
Str 24 (+18); Dex 14 (+13); Wis 13 (+12);
Con 20 (+16); Int 12 (+12); Cha 17 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Thaneborn Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17
HP 255; Bloodied 127
Healing Surges (+65 hp) ○○○
AC 38; Fortitude 39, Reflex 35, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d6 + 16 damage (crit 58 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +29 vs. AC; 5d12 + 16 damage (crit 76 + 3d12), and each enemy adjacent to the dragonborn barbarian takes a –6 penalty to attack
rolls until the end of the dragonborn barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +29 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The dragonborn barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn
next to the dragonborn barbarian grants combat advantage to the dragonborn barbarian and the dragonborn barbarian’s allies
until the end of its next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 11 fire damage.
- □ Untouched (minor)
- The dragonborn barbarian makes a saving throw against each effect on the dragonborn barbarian that a save can end. The dragonborn
barbarian gains a +2 bonus to each saving throw.
- ○ [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.
- 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 +6 bonus to the attack roll.
- Barbarian Agility
- While the dragonborn barbarian is not wearing heavy armor, the dragonborn barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Perception +17
Str 24 (+18); Dex 14 (+13); Wis 13 (+12);
Con 15 (+13); Int 12 (+12); Cha 22 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dragonborn Cunning Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +17
HP 207; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 12 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dragonborn
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +27 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the dragonborn bard, as the last action of
his or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of
the dragonborn bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 3d8 + 16 radiant damage. Miss: Half damage. Hit or Miss:
The dragonborn bard and each ally within 10 squares of the dragonborn bard can shift 5 squares as a free action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +29 vs. Reflex; 3d6 + 11 fire damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The dragonborn bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The dragonborn bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- 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 10 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 +21, Bluff +23
Str 16 (+14); Dex 13 (+12); Wis 12 (+12);
Con 15 (+13); Int 20 (+16); Cha 24 (+18)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dragonborn Valorous Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +17
HP 212; Bloodied 106
Healing Surges (+58 hp) ○○○
AC 37; Fortitude 35, Reflex 34, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 12 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 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] Weal and Woe (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 16 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +5
power bonus to his or her next attack roll against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +31 vs. Reflex; 3d6 + 14 fire damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The dragonborn bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The dragonborn bard can also slide the target 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the dragonborn bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 10 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 +18, Athletics +18
Str 16 (+14); Dex 13 (+12); Wis 12 (+12);
Con 20 (+16); Int 15 (+13); Cha 24 (+18)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dragonborn Guardian Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17
HP 212; Bloodied 106
Healing Surges (+58 hp) ○○○
AC 38; Fortitude 35, Reflex 33, Will 37
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the dragonborn
druid’s next turn. Hit or Miss: Until the end of the dragonborn druid’s next turn, any creature that enters the area
of the burst or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the dragonborn druid’s next
turn.
- □ Unyielding Roots (standard) ✦ Healing
- The dragonborn druid and each ally with 5 squares grows revitalizing roots. Until the end of the dragonborn druid’s next turn,
each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn,
he or she regains 5 hit points. Sustain Minor: The effect persists.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +31 vs. Reflex; 3d6 + 14 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 +22, Nature +22
Str 16 (+14); Dex 15 (+13); Wis 22 (+17);
Con 20 (+16); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Predator Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +22
HP 207; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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 6 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the dragonborn druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +26 vs. Fortitude; 3d10 + 15 damage, and the dragonborn druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the dragonborn druid’s turn. Miss: Half damage, and the dragonborn druid grabs the target. Hit or
Miss: Until the end of the encounter, while the dragonborn druid is in beast form, the dragonborn druid gains a +2 bonus
to AC and Fortitude.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +31 vs. Reflex; 3d6 + 11 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the dragonborn druid uses wild shape to change into beast form, the dragonborn druid
becomes insubstantial and gain phasing until the end of the dragonborn druid’s turn.
- 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 +22, Perception +22
Str 16 (+14); Dex 20 (+16); Wis 22 (+17);
Con 15 (+13); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Dragonborn Preserving Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17
HP 159; Bloodied 79
Healing Surges (+41 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +26 vs. Reflex; 2d8 + 15 radiant damage, and the dragonborn invoker slides the target 1 square. The dragonborn
invoker can use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the dragonborn invoker’s next turn. Until
the end of the dragonborn invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +28 vs. Reflex; 3d6 + 11 fire damage.
- □ Covenant of Vengeance (minor)
- Choose either the dragonborn invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the dragonborn invoker and the dragonborn invoker’s
allies gain a +4 power bonus to attack rolls against that creature until the end of the dragonborn invoker’s next turn.
- ○ 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 +5 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.
- 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 +21, Religion +21
Str 14 (+13); Dex 14 (+13); Wis 22 (+17);
Con 15 (+13); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dragonborn Wrathful Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17
HP 164; Bloodied 82
Healing Surges (+46 hp) ○○○
AC 36; Fortitude 36, Reflex 33, Will 37
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The dragonborn invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the dragonborn invoker’s
next turn, it takes 15 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 damage, and the dragonborn invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the dragonborn invoker slides the target 3 squares and knock it prone.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +31 vs. Reflex; 3d6 + 14 fire damage.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the dragonborn invoker hits the dragonborn invoker.
The triggering enemy takes 2d6+5 radiant damage and is pushed 2 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 +20, Religion +18
Str 14 (+13); Dex 14 (+13); Wis 22 (+17);
Con 20 (+16); Int 15 (+13); Cha 15 (+13)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dragonborn Bear Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +22
HP 212; Bloodied 106
Healing Surges (+58 hp) ○○○
AC 34; Fortitude 36, Reflex 32, Will 37
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the dragonborn shaman’s spirit companion gains 5
temporary hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the dragonborn shaman’s next turn, any ally takes half
damage from any source while adjacent to the dragonborn shaman’s spirit companion. Each ally adjacent to the dragonborn shaman’s
spirit companion gains 7 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The dragonborn shaman conjures a bear spirit in an unoccupied square
adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move
through its space, but allies can. As a move action, the dragonborn shaman can move the spirit 5 squares.
The spirit
can flank enemies with the dragonborn shaman and the dragonborn shaman’s allies, and it can make opportunity attacks against
the dragonborn shaman’s enemies: +26 vs. Reflex; 2d10 + 15 damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +31 vs. Reflex; 3d6 + 14 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 21 damage
to the spirit, the spirit disappears, and the dragonborn shaman takes 16 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 5d6 hit points. This power can only be used once
per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the dragonborn shaman and the dragonborn shaman’s allies are insubstantial.
- ● [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; +26 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the dragonborn shaman’s
spirit companion regains 6 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 5 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 +22, Perception +22
Str 15 (+13); Dex 14 (+13); Wis 22 (+17);
Con 20 (+16); Int 15 (+13); Cha 14 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Panther Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +22
HP 207; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 33, Reflex 35, Will 37
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 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 Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the dragonborn shaman’s next turn, when any ally adjacent
to the dragonborn shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 +
5 damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +26 vs. Reflex; 4d8 + 15 damage. Miss: Half damage. Hit or Miss: Until the end of the dragonborn
shaman’s next turn, the dragonborn shaman and the dragonborn shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus
to damage rolls against the target. As a free action before the dragonborn shaman’s next turn, each ally within 20 squares
of the target can make a saving throw and shift 3 squares as the first action of his or her turn.
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +28 vs. Reflex; 3d6 + 11 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 21 damage
to the spirit, the spirit disappears, and the dragonborn shaman takes 16 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 5d6 hit points. This power can only be used once
per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the dragonborn shaman’s spirit companion without shifting.
Targets triggering enemy; +26 vs. Reflex; 2d10 + 15 damage.
- 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +22, Perception +22
Str 15 (+13); Dex 14 (+13); Wis 22 (+17);
Con 15 (+13); Int 20 (+16); Cha 14 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Dragonborn Chaos Sorcerer [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +12
HP 158; Bloodied 79
Healing Surges (+41 hp) ○○○
AC 35; Fortitude 33, Reflex 35, Will 39
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 2d10 + 25 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:
+27 vs. Will; 1d6 + 18 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +27 vs. Fortitude; 4d6 + 25 cold damage, and the target is weakened until the end of the dragonborn sorcerer’s
next turn. If the dragonborn sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes
1d6 + 18 cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 6d6 + 25 lightning damage. If the dragonborn sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the dragonborn sorcerer rolled an odd number on the attack
roll, the target is dazed (save ends). Miss: Half damage.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +31 vs. Reflex; 3d6 + 11 fire damage.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the dragonborn sorcerer’s next turn, the dragonborn sorcerer becomes insubstantial, the dragonborn sorcerer
gains a fly speed equal to the dragonborn sorcerer’s speed, and the dragonborn sorcerer can hover.
- Dragonborn Fury
- The dragonborn sorcerer gains a +1 racial bonus to attack rolls when bloodied.
- Chaos Power
- The dragonborn sorcerer gains a +9 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 +17, Bluff +23
Str 17 (+14); Dex 20 (+16); Wis 12 (+12);
Con 14 (+13); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dragonborn Dragon Sorcerer [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +12
HP 206; Bloodied 103
Healing Surges (+53 hp) ○○○
AC 36; Fortitude 36, Reflex 32, Will 39
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d8 + 26 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 6 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +27 vs. Reflex; 5d6 + 26 acid damage. Until the end of the dragonborn sorcerer’s next turn, the target doesn’t
have line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +27 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the dragonborn sorcerer
slides the target 6 squares.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +32 vs. Reflex; 3d6 + 11 fire damage.
- □ Platinum Scales (immediate interrupt)
- When the dragonborn sorcerer is hit by an attack.
Until the end of the encounter, the dragonborn sorcerer gains a +6 power bonus to all defenses.
- Dragonborn Fury
- The dragonborn sorcerer gains a +1 racial bonus to attack rolls when bloodied.
- Draconic Power
- The dragonborn sorcerer gains a +10 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 +17, Athletics +22
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 14 (+13); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dragonborn Earth Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +18
HP 260; Bloodied 130
Healing Surges (+70 hp) ○○○
AC 40; Fortitude 38, Reflex 34, Will 33
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 16 damage, and the dragonborn warden gains a +1 power bonus to AC until the end of the dragonborn warden’s
next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +29 vs. Reflex; the dragonborn warden pulls the target 2 squares to a space
that must be adjacent to the dragonborn warden. Make a secondary attack against the target. Secondary Attack: +31 vs.
AC; 3d10 + 16 damage. Special: If either attack hits, the target is also slowed until the start of the dragonborn warden’s
next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +29 vs. AC; 4d10 + 16 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the dragonborn warden’s next turn. Hit or Miss: Each enemy within
3 squares of the dragonborn warden, other than the target, is slowed until the end of the dragonborn warden’s next turn.
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 14 fire damage.
- □ Panacea (minor)
- The dragonborn warden makes a saving throw with a +4 power bonus. The dragonborn warden also gains a +4 power bonus to saving
throws until the end of the encounter.
- ● [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 +5 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 +20, Perception +18
Str 24 (+18); Dex 14 (+13); Wis 15 (+13);
Con 20 (+16); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dragonborn Wild Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +21
HP 255; Bloodied 127
Healing Surges (+65 hp) ○○○
AC 38; Fortitude 38, Reflex 32, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12), and the target is slowed until the end of the dragonborn warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +29 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and the target is dazed until the end of the dragonborn warden’s next turn.
Until the end of the dragonborn warden’s next turn, the dragonborn warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the dragonborn warden shifts 1 square. +29 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- ○ [C] Dragon Breath (minor) ✦ Fire
- Close blast 3; +33 vs. Reflex; 3d6 + 11 fire damage.
- □ Renewal (minor) ✦ Healing
- The dragonborn warden spends a healing surge. In addition, the dragonborn warden regains the use of an encounter attack power
the dragonborn warden has already used during this encounter.
- ● [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; +29 vs. Fortitude; 2d12 + 16 damage (crit 40 + 3d12), 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
-5 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 +22, Perception +21
Str 24 (+18); Dex 14 (+13); Wis 20 (+16);
Con 15 (+13); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.