Dwarf NPCs [Level 2]
Dwarf Battle Cleric [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +4; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 11, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 4 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 4 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the dwarf cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 4 thunder damage, and the target is dazed until the end of the dwarf cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +6 vs. AC; 2d10 + 4 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The dwarf cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The dwarf cleric gains a +1 bonus to the dwarf cleric’s next attack roll or saving throw before the end of the dwarf cleric’s
next turn.
- Dwarven Resilience
- The dwarf cleric can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf cleric to move — through a pull, a push, or a slide — the dwarf cleric can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf cleric prone, the dwarf cleric can immediately
make a saving throw to avoid falling prone.
Skills Heal +9, Religion +6
Str 16 (+4); Dex 11 (+1); Wis 16 (+4);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Devoted Cleric [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +5; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 11, Will 17
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 2 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +5 vs. Reflex; 1d8 + 4 radiant damage, and one ally the dwarf cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +5 vs. Reflex; 1d8 + 4 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the dwarf cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Will; 3d8 + 4 radiant damage, and the target gains vulnerability 5 to all the dwarf cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The dwarf cleric or one creature touched by the dwarf cleric regains hit points as if spending a healing surge.
- ○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The dwarf cleric gains a +1 bonus to the dwarf cleric’s next attack roll or saving throw before the end of the dwarf cleric’s
next turn.
- Dwarven Resilience
- The dwarf cleric can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf cleric to move — through a pull, a push, or a slide — the dwarf cleric can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf cleric prone, the dwarf cleric can immediately
make a saving throw to avoid falling prone.
Skills Heal +10, Religion +6
Str 13 (+2); Dex 11 (+1); Wis 18 (+5);
Con 14 (+3); Int 10 (+1); Cha 14 (+3)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Greatweapon Fighter [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +3; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 18; Fortitude 16, Reflex 12, Will 13
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +6 vs. AC; 2d12 + 3 damage (crit 27 + 1d12), and the target is slowed and cannot shift until end of the dwarf fighter’s next
turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +6 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: The power is not expended.
- □ Unstoppable (minor) ✦ Healing
- The dwarf fighter gains 2d6 + 3 temporary hit points.
- Dwarven Resilience
- The dwarf fighter can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf fighter to move — through a pull, a push, or a slide — the dwarf fighter can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf fighter prone, the dwarf fighter can immediately
make a saving throw to avoid falling prone.
- Combat Challenge
- Every time the dwarf fighter attacks an enemy, the dwarf fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the dwarf fighter’s next turn. If the marked creature makes an attack that doesn’t include
the dwarf fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the dwarf fighter and shifts or makes an attack that does not include the dwarf fighter, the dwarf fighter can make a melee
basic attack against that enemy as an immediate interrupt.
Skills Athletics +9, Intimidate +6
Str 16 (+4); Dex 13 (+2); Wis 14 (+3);
Con 16 (+4); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dwarf Guardian Fighter [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +3; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 20; Fortitude 16, Reflex 15, Will 13
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+7 vs. AC; 1d8 + 3 damage, and the target is pushed 1 square if it is the dwarf fighter’s size, smaller than the dwarf fighter,
or one size category larger. The dwarf fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +7 vs. AC; 2d8 + 3 damage, and the dwarf fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The dwarf fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the dwarf fighter.
- Dwarven Resilience
- The dwarf fighter can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf fighter to move — through a pull, a push, or a slide — the dwarf fighter can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf fighter prone, the dwarf fighter can immediately
make a saving throw to avoid falling prone.
- Combat Challenge
- Every time the dwarf fighter attacks an enemy, the dwarf fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the dwarf fighter’s next turn. If the marked creature makes an attack that doesn’t include
the dwarf fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the dwarf fighter and shifts or makes an attack that does not include the dwarf fighter, the dwarf fighter can make a melee
basic attack against that enemy as an immediate interrupt.
Skills Heal +8, Intimidate +6
Str 16 (+4); Dex 14 (+3); Wis 14 (+3);
Con 15 (+3); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Avenging Paladin [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +3; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 19; Fortitude 15, Reflex 12, Will 14
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d10 + 3 radiant damage. If the dwarf paladin has marked the target, the dwarf paladin gains a +2 bonus to the
damage roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +7 vs. AC; 2d10 + 5 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +7 vs. AC; 3d10 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the dwarf paladin and allies within it
a +1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The dwarf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the dwarf
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 5 radiant damage. The dwarf 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 dwarf paladin challenges another target. Divine Challenge can only be used once per
round.
- □□ Lay on Hands (minor) ✦ Healing
- The dwarf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the dwarf paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Dwarven Resilience
- The dwarf paladin can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf paladin to move — through a pull, a push, or a slide — the dwarf paladin can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf paladin prone, the dwarf paladin can immediately
make a saving throw to avoid falling prone.
Skills Intimidate +8, Religion +6
Str 16 (+4); Dex 11 (+1); Wis 15 (+3);
Con 14 (+3); Int 10 (+1); Cha 14 (+3)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dwarf Protecting Paladin [Level 2 Soldier]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +3; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 21; Fortitude 14, Reflex 14, Will 15
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage, and the dwarf paladin gains 2 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage. Hit or Miss: Until the end of the dwarf paladin’s next turn, one ally within 5 squares of
the dwarf paladin gains a +2 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +4 vs. Reflex; 3d8 + 3 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the dwarf paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The dwarf paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the dwarf
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 6 radiant damage. The dwarf 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 dwarf paladin challenges another target. Divine Challenge can only be used once per
round.
- □□ Lay on Hands (minor) ✦ Healing
- The dwarf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the dwarf paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The dwarf paladin is hit by the attack instead.
- Dwarven Resilience
- The dwarf paladin can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf paladin to move — through a pull, a push, or a slide — the dwarf paladin can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf paladin prone, the dwarf paladin can immediately
make a saving throw to avoid falling prone.
Skills Intimidate +9, Religion +6
Str 14 (+3); Dex 11 (+1); Wis 15 (+3);
Con 14 (+3); Int 10 (+1); Cha 16 (+4)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Archer Ranger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +4; Senses Perception +8; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 14, Reflex 15, Will 13
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +6/+6 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The dwarf ranger can shift 3 squares either before or after the attack.
Longsword: +6 vs. AC; 2d8 + 2 damage.
Longbow: Ranged 20/40; +6 vs. AC; 2d10 + 3 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +6 vs. AC; 2d10 + 3 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The dwarf ranger can designate the nearest visible enemy as the dwarf ranger’s quarry. Once per round when hitting this quarry,
the dwarf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the dwarf
ranger designates a different target as the quarry. The dwarf ranger can only designate one enemy as quarry at a time.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the dwarf ranger with a melee attack.
The dwarf ranger can shift 2 squares. The dwarf ranger gains a +2 power bonus to all defenses until the end of the dwarf ranger’s
next turn.
- Dwarven Resilience
- The dwarf ranger can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf ranger to move — through a pull, a push, or a slide — the dwarf ranger can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf ranger prone, the dwarf ranger can immediately
make a saving throw to avoid falling prone.
- Archer Fighting Style
- The dwarf ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The dwarf ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +8, Stealth +8
Str 14 (+3); Dex 16 (+4); Wis 15 (+3);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dwarf Two-Blade Ranger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +8; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 15, Reflex 14, Will 13
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d10 + 2 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +7/+7 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +7 vs. AC; 1d8 + 3 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +7 vs. AC; 2d8 + 3 damage.
Longsword (off hand):
+7 vs. AC; 2d8 + 3 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The dwarf ranger can designate the nearest visible enemy as the dwarf ranger’s quarry. Once per round when hitting this quarry,
the dwarf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the dwarf
ranger designates a different target as the quarry. The dwarf ranger can only designate one enemy as quarry at a time.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the dwarf ranger with a melee attack.
The dwarf ranger slides the enemy into a square adjacent to the dwarf ranger and gain combat advantage against it until the
end of the dwarf ranger’s next turn.
- Dwarven Resilience
- The dwarf ranger can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf ranger to move — through a pull, a push, or a slide — the dwarf ranger can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf ranger prone, the dwarf ranger can immediately
make a saving throw to avoid falling prone.
- Two-Blade Fighting Style
- The dwarf ranger can wield a one-handed weapon in the dwarf ranger’s off hand as if it were an off-hand weapon. In addition,
the dwarf ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The dwarf ranger gains an additional +5 hit points.
Skills Nature +8, Perception +8
Str 16 (+4); Dex 14 (+3); Wis 15 (+3);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dwarf Brawny Rogue [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +4; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 16, Will 12
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 3 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 3 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 3 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 3 damage.
Hit:
The target is slowed and grants combat advantage to the dwarf rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the dwarf rogue until the end of the dwarf rogue’s next turn.
- ○ Tumble (move)
- The dwarf rogue can shift a number of squares equal to one-half the dwarf rogue’s speed.
- Dwarven Resilience
- The dwarf rogue can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf rogue to move — through a pull, a push, or a slide — the dwarf rogue can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf rogue prone, the dwarf rogue can immediately
make a saving throw to avoid falling prone.
- First Strike
- At the start of an encounter, the dwarf rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the dwarf rogue’s weapon damage die increases by one size. When wielding a dagger, the dwarf rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the dwarf rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the dwarf rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +9
Str 14 (+3); Dex 16 (+4); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dwarf Trickster Rogue [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +4; Senses Perception +7; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 16, Will 13
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
The dwarf rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 3 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 3 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the dwarf rogue hits
the target the dwarf rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The dwarf rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- Dwarven Resilience
- The dwarf rogue can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf rogue to move — through a pull, a push, or a slide — the dwarf rogue can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf rogue prone, the dwarf rogue can immediately
make a saving throw to avoid falling prone.
- First Strike
- At the start of an encounter, the dwarf rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the dwarf rogue’s weapon damage die increases by one size. When wielding a dagger, the dwarf rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the dwarf rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the dwarf rogue deals an extra 2d6 damage.
Skills Stealth +9, Thievery +9
Str 13 (+2); Dex 16 (+4); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 14 (+3)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dwarf Fey-Pact Warlock [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +3; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 13, Reflex 14, Will 15
Saving Throws +5 against poison effects
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the dwarf warlock is invisible to the target until the start of the dwarf
warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –4 penalty to attack rolls until the end of the dwarf
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The dwarf warlock can teleport 3 squares, and the dwarf warlock gains a +2 power bonus to all defenses until the end of the
dwarf warlock’s next turn.
- ● Warlock’s Curse (minor)
- The dwarf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dwarf
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The dwarf warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dwarf warlock can immediately teleport 3 squares.
- Dwarven Resilience
- The dwarf warlock can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlock to move — through a pull, a push, or a slide — the dwarf warlock can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlock prone, the dwarf warlock can immediately
make a saving throw to avoid falling prone.
Skills Arcana +8, Bluff +9
Str 10 (+1); Dex 11 (+1); Wis 14 (+3);
Con 15 (+3); Int 14 (+3); Cha 16 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Dwarf Infernal-Pact Warlock [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +2; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 15; Fortitude 15, Reflex 14, Will 13
Saving Throws +5 against poison effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +5 vs. Reflex; 1d10 + 4 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 1d6 + 4 fire damage. If the dwarf warlock takes damage before the end of the dwarf warlock’s next
turn, the target takes an extra 1d6 + 4 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +5 vs. Will; 2d8 + 4 necrotic damage, and the dwarf warlock gains 7 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 3d10 + 4 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The dwarf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dwarf
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The dwarf warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The dwarf warlock gains 6 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dwarf warlock gains 2 temporary hit points.
- Dwarven Resilience
- The dwarf warlock can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlock to move — through a pull, a push, or a slide — the dwarf warlock can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlock prone, the dwarf warlock can immediately
make a saving throw to avoid falling prone.
Skills Arcana +8, Intimidate +7
Str 10 (+1); Dex 12 (+2); Wis 13 (+2);
Con 18 (+5); Int 14 (+3); Cha 13 (+2)
Equipment leather armor, mace
-1 Level / +1 Level
Dwarf Star-Pact Warlock [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +2; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 14; Fortitude 15, Reflex 13, Will 14
Saving Throws +5 against poison effects
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +3 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +5 vs. Reflex; 1d10 + 4 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +5 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the dwarf warlock on its next turn, it
takes an extra 1d6 + 4 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +3 vs. Will; 2d8 + 2 psychic damage, and the target takes a –2 penalty to Will defense until the end of the dwarf
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +3 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the dwarf warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The dwarf warlock can teleport 3 squares, and the dwarf warlock gains a +2 power bonus to all defenses until the end of the
dwarf warlock’s next turn.
- ● Warlock’s Curse (minor)
- The dwarf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dwarf
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The dwarf 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 dwarf warlock gains a +1 bonus to a single d20 roll the dwarf warlock makes during the dwarf warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Dwarven Resilience
- The dwarf warlock can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlock to move — through a pull, a push, or a slide — the dwarf warlock can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlock prone, the dwarf warlock can immediately
make a saving throw to avoid falling prone.
Skills Arcana +7, Insight +7
Str 10 (+1); Dex 12 (+2); Wis 13 (+2);
Con 18 (+5); Int 13 (+2); Cha 14 (+3)
Equipment leather armor, sickle
-1 Level / +1 Level
Dwarf Inspiring Warlord [Level 2 Soldier (Leader)]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 12, Will 14
Saving Throws +5 against poison effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +6 vs. Fortitude; 3 damage, and choose one ally adjacent to either the dwarf warlord or the target. On his or her next attack
against the target, this ally gains a +2 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] Guarding Attack (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the dwarf warlord or the target gains a +3 power bonus to AC against
the target’s attacks until the end of the dwarf warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +6 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the dwarf warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the dwarf warlord gains 7 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Shake It Off (minor)
- The dwarf warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
- Dwarven Resilience
- The dwarf warlord can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlord to move — through a pull, a push, or a slide — the dwarf warlord can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlord prone, the dwarf warlord can immediately
make a saving throw to avoid falling prone.
- Inspiring Presence
- When an ally who can see the dwarf warlord spends an action point to take an extra action, that ally also regains 3 lost hit
points.
- Combat Leader
- The dwarf warlord and each ally within 10 squares who can see and hear the dwarf warlord gains a +2 power bonus to initiative.
Skills Heal +7, History +7
Str 16 (+4); Dex 11 (+1); Wis 12 (+2);
Con 14 (+3); Int 13 (+2); Cha 14 (+3)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dwarf Tactical Warlord [Level 2 Soldier (Leader)]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 14, Will 13
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage. Before the dwarf warlord attacks, one ally adjacent to either the dwarf warlord or the target may
shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and one ally within 5 squares gains a +3 power bonus to attack rolls against the target until the
end of the dwarf warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +7 vs. AC; 3d8 + 3 damage, and the dwarf warlord and allies within 5 squares gain a +3 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Dwarven Resilience
- The dwarf warlord can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlord to move — through a pull, a push, or a slide — the dwarf warlord can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlord prone, the dwarf warlord can immediately
make a saving throw to avoid falling prone.
- Tactical Presence
- When an ally the dwarf warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack
roll.
- Combat Leader
- The dwarf warlord and each ally within 10 squares who can see and hear the dwarf warlord gains a +2 power bonus to initiative.
Skills Heal +7, History +8
Str 16 (+4); Dex 11 (+1); Wis 12 (+2);
Con 14 (+3); Int 14 (+3); Cha 13 (+2)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dwarf Control Wizard [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +4; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 14, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +4 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the dwarf wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +4 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the dwarf wizard’s next turn. The dwarf wizard can end this effect as a minor action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +4 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Orb of Imposition (free)
- The dwarf wizard can choose one creature suffering from one of the dwarf wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -3 penalty to its saving throws against that effect. Alternatively, the dwarf wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the dwarf wizard’s current turn, so that it lasts
instead until the end of the dwarf wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the dwarf wizard is hit by an attack.
The dwarf wizard gains a +4 power bonus to AC and Reflex defense until the end of the dwarf wizard’s next turn.
- Dwarven Resilience
- The dwarf wizard can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf wizard to move — through a pull, a push, or a slide — the dwarf wizard can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf wizard prone, the dwarf wizard can immediately
make a saving throw to avoid falling prone.
Skills Arcana +9, Insight +9
Str 10 (+1); Dex 13 (+2); Wis 16 (+4);
Con 14 (+3); Int 16 (+4); Cha 11 (+1)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dwarf War Wizard [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +3; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 14, Will 15
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +3 vs. AC; 1d8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +4 vs. Reflex; 1d6 + 3 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +4 vs. Reflex; 2d6 + 3 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +4 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +4 vs. Reflex; 1d8 + 3 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Wand of Accuracy (free)
- The dwarf wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the dwarf wizard is hit by an attack.
The dwarf wizard gains a +4 power bonus to AC and Reflex defense until the end of the dwarf wizard’s next turn.
- Dwarven Resilience
- The dwarf wizard can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf wizard to move — through a pull, a push, or a slide — the dwarf wizard can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf wizard prone, the dwarf wizard can immediately
make a saving throw to avoid falling prone.
Skills Arcana +9, History +9
Str 10 (+1); Dex 14 (+3); Wis 15 (+3);
Con 14 (+3); Int 16 (+4); Cha 11 (+1)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dwarf Isolating Avenger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +5; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and the dwarf avenger shifts 1 square, sliding the target 1 square into the space the dwarf avenger
occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +8 vs. AC; 1d10 + 4 damage, and until the end of the dwarf avenger’s next turn, any enemy that ends its turn adjacent to the
dwarf avenger or that hits or misses the dwarf avenger takes 7 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +8 vs. AC; 2d10 + 4 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the dwarf avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the dwarf avenger can see in within 10 squares. When the dwarf avenger makes a melee attack against the target
and the target is the only enemy adjacent to the dwarf avenger, the dwarf 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 dwarf avenger
regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the dwarf avenger can see within 10 squares. The target becomes the target of the dwarf avenger’s oath
of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the dwarf avenger makes an attack roll against the dwarf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Dwarven Resilience
- The dwarf avenger can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf avenger to move — through a pull, a push, or a slide — the dwarf avenger can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf avenger prone, the dwarf avenger can immediately
make a saving throw to avoid falling prone.
- Censure of Retribution
- When any enemy other than the dwarf avenger’s oath of enmity target hits the dwarf avenger, the dwarf avenger gains a +2 bonus
to damage rolls against the dwarf avenger’s oath of enmity target until the end of the dwarf avenger’s next turn. This bonus
is cumulative.
- Armor of Faith
- The favor of the dwarf avenger’s deity wards the dwarf avenger from harm. While the dwarf avenger is neither wearing heavy
armor nor using a shield, the dwarf avenger gains a +3 bonus to AC.
Skills Athletics +7, Religion +8
Str 13 (+2); Dex 11 (+1); Wis 18 (+5);
Con 14 (+3); Int 14 (+3); Cha 10 (+1)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dwarf Pursuing Avenger [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +5; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 2 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and if the target doesn’t end its next turn adjacent to the dwarf avenger, the dwarf avenger can
shift 3 squares as a free action. The dwarf avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage. Before the attack, the dwarf avenger shifts 3 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +8 vs. AC; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the dwarf avenger at the start of the dwarf avenger’s turn, the dwarf avenger can teleport to
a space within 3 squares of it as a minor action. This effect ends if the dwarf avenger ends the dwarf avenger’s turn more
than 3 squares away from the target.
- ○ Distracting Flare (move)
- The dwarf avenger becomes invisible and moves the dwarf avenger’s speed. The dwarf avenger is invisible until the end of the
movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the dwarf avenger can see in within 10 squares. When the dwarf avenger makes a melee attack against the target
and the target is the only enemy adjacent to the dwarf avenger, the dwarf 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 dwarf avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the dwarf avenger makes an attack roll against the dwarf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Dwarven Resilience
- The dwarf avenger can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf avenger to move — through a pull, a push, or a slide — the dwarf avenger can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf avenger prone, the dwarf avenger can immediately
make a saving throw to avoid falling prone.
- Censure of Pursuit
- If the dwarf avenger’s oath of enmity target moves away from the dwarf avenger willingly, the dwarf avenger gains a +4 bonus
to damage rolls against the target until the end of the dwarf avenger’s next turn.
- Armor of Faith
- The favor of the dwarf avenger’s deity wards the dwarf avenger from harm. While the dwarf avenger is neither wearing heavy
armor nor using a shield, the dwarf avenger gains a +3 bonus to AC.
Skills Religion +6, Stealth +8
Str 13 (+2); Dex 14 (+3); Wis 18 (+5);
Con 14 (+3); Int 11 (+1); Cha 10 (+1)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dwarf Rageblood Barbarian [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +7; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 12
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d8 + 3 damage (crit 23 + 1d12). Hit or Miss: Until the start of the dwarf barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the dwarf barbarian. If the dwarf barbarian is raging, attackers do
not gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +6 vs. AC; 3d12 + 6 damage (crit 42 + 1d12). Hit or Miss: Until the start of the dwarf barbarian’s next turn, any attacker
gains a +4 bonus to attack rolls against the dwarf barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +6 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: Half damage. Hit or Miss: The dwarf barbarian enters the
rage of the bloodhunt. Until the rage ends, the dwarf barbarian gains a +3 bonus to melee damage rolls if either the dwarf
barbarian or the dwarf barbarian’s target is bloodied.
- □ Primal Vitality (minor)
- The dwarf barbarian gains 4 temporary hit points. If the dwarf barbarian is raging, the dwarf barbarian instead gains 7 temporary
hit points.
- ○ Swift Charge (free)
- When the dwarf barbarian’s attack reduces an enemy to 0 hit points.
The dwarf barbarian charges an enemy.
- Dwarven Resilience
- The dwarf barbarian can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf barbarian to move — through a pull, a push, or a slide — the dwarf barbarian can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf barbarian prone, the dwarf barbarian can
immediately make a saving throw to avoid falling prone.
- Rageblood Vigor
- Whenever the dwarf barbarian’s attack reduces an enemy to 0 hit points, the dwarf barbarian gains 3 temporary hit points.
- Barbarian Agility
- While the dwarf barbarian is not wearing heavy armor, the dwarf barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +7
Str 16 (+4); Dex 12 (+2); Wis 13 (+2);
Con 16 (+4); Int 10 (+1); Cha 13 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Thaneborn Barbarian [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +7; low-light
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 16, Reflex 13, Will 13
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). When charging, the dwarf barbarian can use this power in place of a melee
basic attack. If the dwarf barbarian is raging, the dwarf barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +6 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). If the dwarf barbarian targets two creatures,
the dwarf barbarian can shift 2 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +6 vs. Reflex; 1d12 + 3 damage (crit 15 + 1d12), and the dwarf barbarian knocks the
target prone. Miss: Half damage. Hit or Miss: The dwarf barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the dwarf barbarian hits, the dwarf barbarian gains 3 temporary hit points.
- ○ Combat Sprint (move)
- The dwarf barbarian moves the dwarf barbarian’s speed + 4. The dwarf barbarian gains a +4 bonus to all defenses against any
opportunity attack the dwarf barbarian provoke with this movement.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the dwarf 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 dwarf barbarian’s next turn.
- Dwarven Resilience
- The dwarf barbarian can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf barbarian to move — through a pull, a push, or a slide — the dwarf barbarian can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf barbarian prone, the dwarf barbarian can
immediately make a saving throw to avoid falling prone.
- Thaneborn Triumph
- Whenever the dwarf barbarian bloodies an enemy, the next attack by the dwarf barbarian or an ally against that enemy gains
a +2 bonus to the attack roll.
- Barbarian Agility
- While the dwarf barbarian is not wearing heavy armor, the dwarf barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +7
Str 16 (+4); Dex 12 (+2); Wis 13 (+2);
Con 15 (+3); Int 10 (+1); Cha 14 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Cunning Bard [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +7; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 15
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dwarf
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +4 vs. Will; 1d6 + 3 damage, and the dwarf bard slides the target 3 squares. During the slide, the dwarf bard or
one of the dwarf bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus to
the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +4 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The dwarf bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The dwarf bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the dwarf bard’s next turn. When the
dwarf bard moves, the zone moves with the dwarf bard, remaining centered on the dwarf bard. While within the zone, any ally
gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- Dwarven Resilience
- The dwarf bard can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf bard to move — through a pull, a push, or a slide — the dwarf bard can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf bard prone, the dwarf bard can immediately make
a saving throw to avoid falling prone.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the dwarf bard, the dwarf bard can slide that ally
1 square as a free action.
- Skill Versatility
- The dwarf bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Bluff +9
Str 12 (+2); Dex 11 (+1); Wis 12 (+2);
Con 15 (+3); Int 14 (+3); Cha 16 (+4)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dwarf Valorous Bard [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +1; Senses Perception +7; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 18; Fortitude 14, Reflex 14, Will 15
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage, and the target takes a –2 penalty to the defense of the dwarf bard’s choice until the end of the
dwarf bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +4 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 3 squares. Hit or Miss:
The dwarf bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 3 damage, and the target grants combat advantage to the dwarf bard and the dwarf bard’s allies (save ends).
Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the dwarf bard hits an enemy, that
enemy grants combat advantage to the dwarf bard and the dwarf bard’s allies until the end of the dwarf bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The dwarf bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The dwarf bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the dwarf bard’s next turn. When
the dwarf bard moves, the zone moves with the dwarf bard, remaining centered on the dwarf bard. While within the zone, any
ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- Dwarven Resilience
- The dwarf bard can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf bard to move — through a pull, a push, or a slide — the dwarf bard can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf bard prone, the dwarf bard can immediately make
a saving throw to avoid falling prone.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the dwarf bard reduces an enemy to 0 hit points or bloodies an enemy, the
dwarf bard can grant 4 temporary hit points to that ally as a free action.
- Skill Versatility
- The dwarf bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Athletics +6
Str 12 (+2); Dex 11 (+1); Wis 12 (+2);
Con 16 (+4); Int 13 (+2); Cha 16 (+4)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dwarf Guardian Druid [Level 2 Controller]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +5; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 17; Fortitude 14, Reflex 13, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +5 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the dwarf druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +5 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +5 vs. Fortitude; 1d6 + 7 cold damage, and the target is immobilized until the end of the dwarf druid’s next turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +5 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the dwarf druid’s choice within 5
squares of the target regains 8 hit points. Aftereffect: One creature of the dwarf druid’s choice within 5 squares
of the target regains 3 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The dwarf druid changes from the dwarf druid’s humanoid form to beast form or vice versa. When the dwarf druid changes from
beast form back to the dwarf druid’s humanoid form, the dwarf druid shifts 1 square. While the dwarf druid is in beast form,
the dwarf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the dwarf druid can sustain
such powers. The dwarf druid can use this power once per round.
- ○ Barkskin (minor)
- The dwarf druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the dwarf druid’s next turn.
- Dwarven Resilience
- The dwarf druid can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf druid to move — through a pull, a push, or a slide — the dwarf druid can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf druid prone, the dwarf druid can immediately
make a saving throw to avoid falling prone.
- Primal Guardian
- While the dwarf druid is not wearing heavy armor, the dwarf druid can use the dwarf druid’s Constitution modifier in place
of the dwarf druid’s Dexterity or Intelligence modifier to determine the dwarf druid’s AC.
Skills Heal +10, Nature +10
Str 12 (+2); Dex 13 (+2); Wis 18 (+5);
Con 16 (+4); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Predator Druid [Level 2 Controller]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +10; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 16
Saving Throws +5 against poison effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +5 vs. Reflex; 1d8 + 4 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; +5 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the dwarf druid’s next turn. Any enemy that enters the zone or starts its turn there takes 4 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +5 vs. Reflex; 1d10 + 4 damage. If at least one of the attacks hits, the dwarf druid can shift
2 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d6 + 4 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the dwarf druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The dwarf druid changes from the dwarf druid’s humanoid form to beast form or vice versa. When the dwarf druid changes from
beast form back to the dwarf druid’s humanoid form, the dwarf druid shifts 1 square. While the dwarf druid is in beast form,
the dwarf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the dwarf druid can sustain
such powers. The dwarf druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the dwarf druid gains a +2 power bonus to the dwarf druid’s speed while the dwarf druid is
in beast form.
- Dwarven Resilience
- The dwarf druid can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf druid to move — through a pull, a push, or a slide — the dwarf druid can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf druid prone, the dwarf druid can immediately
make a saving throw to avoid falling prone.
- Primal Predator
- While the dwarf druid is not wearing heavy armor, the dwarf druid gains a +1 bonus to the dwarf druid’s speed.
Skills Nature +10, Perception +10
Str 12 (+2); Dex 14 (+3); Wis 18 (+5);
Con 15 (+3); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Preserving Invoker [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +5; low-light
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +5 vs. Reflex; 1d8 + 4 radiant damage, and the dwarf invoker slides the target 1 square. The dwarf invoker can
use this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +5 vs. Reflex; 1d6 + 4 radiant damage. Hit or Miss: Each ally in the burst
gains a +3 power bonus to AC until the end of the dwarf invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +5 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the dwarf invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the dwarf invoker hits the dwarf invoker’s ally.
The dwarf invoker gains a +2 bonus to the dwarf invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the dwarf invoker’s next turn.
- Dwarven Resilience
- The dwarf invoker can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf invoker to move — through a pull, a push, or a slide — the dwarf invoker can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf invoker prone, the dwarf invoker can immediately
make a saving throw to avoid falling prone.
- Covenant of Preservation
- When the dwarf invoker uses a divine encounter or daily attack power on the dwarf invoker’s turn, the dwarf invoker can slide
an ally within 10 squares of the dwarf invoker 1 square.
Skills Arcana +8, Religion +8
Str 10 (+1); Dex 12 (+2); Wis 18 (+5);
Con 15 (+3); Int 14 (+3); Cha 11 (+1)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dwarf Wrathful Invoker [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +5; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 17; Fortitude 15, Reflex 13, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The dwarf invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +5 vs. Fortitude; 1d6 + 4 thunder damage, or 2d6 + 4 thunder damage if the
dwarf invoker targets only one creature. In addition, the target is dazed until the end of the dwarf invoker’s next turn and
is pushed 3 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 1d10 + 4 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the dwarf invoker hits the dwarf invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
- □ Shroud of Warning (no action)
- When the dwarf invoker and the dwarf invoker’s allies roll initiative at the beginning of an encounter.
The dwarf invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- Dwarven Resilience
- The dwarf invoker can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf invoker to move — through a pull, a push, or a slide — the dwarf invoker can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf invoker prone, the dwarf invoker can immediately
make a saving throw to avoid falling prone.
- Covenant of Wrath
- When the dwarf invoker uses a divine encounter or daily attack power on the dwarf invoker’s turn, the dwarf invoker gains
a bonus to the damage roll equal to 1 for each enemy the dwarf invoker attacks with the power.
Skills Endurance +10, Religion +7
Str 10 (+1); Dex 12 (+2); Wis 18 (+5);
Con 16 (+4); Int 13 (+2); Cha 11 (+1)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dwarf Bear Shaman [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +10; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 14; Fortitude 15, Reflex 12, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +5 vs. Will; 1d8 + 4 damage, and each ally adjacent to the dwarf shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +5 vs. Fortitude; 1d6 + 4 thunder damage, and until the end of the dwarf shaman’s next turn, the dwarf shaman and
the dwarf shaman’s allies gain 3 resistance to all damage while adjacent to the dwarf shaman’s spirit companion. In addition,
the dwarf shaman or one ally within 5 squares of the dwarf shaman gains 3 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +5 vs. Fortitude; 1d8 + 4 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the dwarf shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a
character can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The dwarf shaman conjures the dwarf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the dwarf shaman falls unconscious or until the dwarf shaman dismisses it as a minor action. The spirit occupies 1 square.
Enemies cannot move through its space, but allies can. When the dwarf shaman takes a move action, the dwarf shaman can also
move the spirit a number of squares equal to the dwarf 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 11 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The dwarf shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the dwarf
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the dwarf shaman’s spirit companion without shifting.
Targets triggering enemy; +5 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the dwarf shaman’s spirit
companion regains 4 hit points.
- Dwarven Resilience
- The dwarf shaman can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf shaman to move — through a pull, a push, or a slide — the dwarf shaman can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf shaman prone, the dwarf shaman can immediately
make a saving throw to avoid falling prone.
- Protector Spirit
- Any ally adjacent to the dwarf shaman’s spirit companion regains 3 additional hit points when he or she uses second wind or
when the dwarf shaman uses a healing power on him or her.
Skills Nature +10, Perception +10
Str 11 (+1); Dex 12 (+2); Wis 18 (+5);
Con 16 (+4); Int 13 (+2); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Panther Shaman [Level 2 Controller (Leader)]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +10; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 13, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +5 vs. Fortitude; 1d10 + 4 damage, and until the end of the dwarf shaman’s next turn, the dwarf shaman’s spirit
companion can flank with the dwarf shaman and the dwarf shaman’s allies. If the target is bloodied, the dwarf shaman gains
a +1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +5 vs. Reflex; 1d8 + 4 damage. If the target is bloodied, the dwarf shaman
gains a +2 bonus to the attack roll. Hit: Until the end of the dwarf shaman’s next turn, the dwarf shaman and the dwarf
shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the dwarf shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the dwarf shaman’s spirit companion; +5 vs. Will; 3d6 +
4 psychic damage, and the dwarf shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The dwarf shaman conjures the dwarf shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the dwarf shaman falls unconscious or until the dwarf shaman dismisses it as a minor action. The spirit occupies 1 square.
Enemies cannot move through its space, but allies can. When the dwarf shaman takes a move action, the dwarf shaman can also
move the spirit a number of squares equal to the dwarf 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 11 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The dwarf shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the dwarf
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the dwarf shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the dwarf shaman’s spirit companion without shifting.
Targets triggering enemy; +5 vs. Reflex; 1d10 + 4 damage.
- Dwarven Resilience
- The dwarf shaman can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf shaman to move — through a pull, a push, or a slide — the dwarf shaman can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf shaman prone, the dwarf shaman can immediately
make a saving throw to avoid falling prone.
- Stalker Spirit
- Any ally adjacent to the dwarf shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +10, Perception +10
Str 11 (+1); Dex 12 (+2); Wis 18 (+5);
Con 15 (+3); Int 14 (+3); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Chaos Sorcerer [Level 2 Artillery]
Medium natural humanoid [XP 125]
Initiative +3; Senses Perception +2; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 13; Fortitude 13, Reflex 13, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 2 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +4 vs. Will; 1d10 + 5 psychic damage and if the dwarf 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:
+4 vs. Will; 1d6 + 2 psychic damage. If the dwarf sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The dwarf sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +4 vs. Will; 1d10 + 5 psychic damage, and the target is pushed 2 squares. If
the dwarf sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +4 vs. Will; 6d6 + 5 radiant damage and if the dwarf sorcerer rolled an even number on the attack roll, the target
takes a -2 penalty to attack rolls against the dwarf sorcerer (save ends). Miss: Half damage.
- ○ Stretch Spell (minor)
- Until the end of the dwarf sorcerer’s turn, add +2 to the range of the dwarf sorcerer’s ranged arcane powers.
- Dwarven Resilience
- The dwarf sorcerer can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf sorcerer to move — through a pull, a push, or a slide — the dwarf sorcerer can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf sorcerer prone, the dwarf sorcerer can immediately
make a saving throw to avoid falling prone.
- Chaos Power
- The dwarf sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the dwarf sorcerer rolls a natural 20 on an attack roll for an arcane power, the dwarf sorcerer slides the target 1 square
and knock it prone after applying the attack’s other effects. When the dwarf sorcerer rolls a natural 1 on an attack roll
for an arcane power, the dwarf sorcerer must push each creature within 5 squares of the dwarf sorcerer 1 square.
Skills Arcana +6, Bluff +9
Str 13 (+2); Dex 14 (+3); Wis 12 (+2);
Con 14 (+3); Int 11 (+1); Cha 16 (+4)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dwarf Dragon Sorcerer [Level 2 Skirmisher]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 13; Fortitude 13, Reflex 12, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +4 vs. Reflex; 1d8 + 5 fire damage. The next enemy that hits the dwarf sorcerer with a melee attack before
the end of the dwarf sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +4 vs. Reflex; 2d6 + 5 acid damage, and the target can’t gain combat advantage against any creature until the
end of the dwarf sorcerer’s next turn. The dwarf sorcerer gains concealment until the end of the dwarf sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +4 vs. Reflex; 3d8 + 5 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
dwarf sorcerer’s next turn, whenever an enemy hits the dwarf sorcerer with a melee attack, the dwarf sorcerer pushes that
enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the dwarf sorcerer is hit by an attack.
Until the end of the dwarf sorcerer’s next turn, the dwarf sorcerer gains a +1 power bonus to all defenses, and any creature
that hits the dwarf sorcerer with a melee attack takes 1d6 + 2 fire damage.
- Dwarven Resilience
- The dwarf sorcerer can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf sorcerer to move — through a pull, a push, or a slide — the dwarf sorcerer can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf sorcerer prone, the dwarf sorcerer can immediately
make a saving throw to avoid falling prone.
- Draconic Power
- The dwarf sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the dwarf sorcerer is not wearing heavy armor, the dwarf sorcerer can use the dwarf sorcerer’s Strength modifier in
place of the dwarf sorcerer’s Dexterity or Intelligence modifier to determine the dwarf sorcerer’s AC.
Skills Arcana +6, Athletics +8
Str 14 (+3); Dex 13 (+2); Wis 12 (+2);
Con 14 (+3); Int 11 (+1); Cha 16 (+4)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dwarf Earth Warden [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +8; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 19; Fortitude 15, Reflex 14, Will 14
Saving Throws +5 against poison effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the dwarf warden gains a +1 power bonus to AC until the end of the dwarf warden’s next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 3 thunder damage, and the dwarf warden pushes the target 3 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +6 vs. Fortitude; 1d6 thunder damage, and the dwarf warden pushes the secondary target 1 square.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The dwarf warden and the dwarf
warden’s allies have cover while within the zone.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The dwarf warden assumes the guardian form of the willow sentinel until the end of the encounter. While the dwarf warden is
in this form, the dwarf warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude
while adjacent to the dwarf warden. Once during this encounter, the dwarf warden can make the following attack while the dwarf
warden is in this form as an immediate interrupt when an enemy adjacent to the dwarf warden makes an attack roll against the
dwarf warden’s ally.
Secondary Attack: Targets the triggering enemy; +6 vs. AC; 1d10 + 3 damage, and the target
takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering
attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the dwarf warden that is within 5 squares of the dwarf warden makes an attack that does not include
the dwarf warden as a target.
Targets the triggering enemy; The dwarf warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Dwarven Resilience
- The dwarf warden can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warden to move — through a pull, a push, or a slide — the dwarf warden can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf warden prone, the dwarf warden can immediately
make a saving throw to avoid falling prone.
- Earthstrength
- When the dwarf warden uses the dwarf warden’s second wind, the dwarf warden gains an additional +3 bonus to AC. The bonus
lasts until the end of the dwarf warden’s next turn.
- Font of Life
- At the start of the dwarf warden’s turn, the dwarf 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 dwarf warden on the dwarf warden’s current turn.
If the dwarf warden fails the saving throw, the dwarf warden still makes a saving throw against the effect at the end of the
dwarf warden’s turn.
- Nature’s Wrath
- Once during each of the dwarf warden’s turns, the dwarf warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the dwarf warden’s next turn.
Skills Athletics +6, Perception +8
Str 16 (+4); Dex 12 (+2); Wis 15 (+3);
Con 16 (+4); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dwarf Wild Warden [Level 2 Brute]
Medium natural humanoid [XP 125]
Initiative +2; Senses Perception +9; low-light
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 17; Fortitude 15, Reflex 12, Will 15
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and the target is slowed until the end of the dwarf warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +6 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
- ○ Eyes of the Hawk (minor)
- The dwarf warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The dwarf warden assumes the guardian form of the relentless panther until the end of the encounter. While the dwarf warden
is in this form, the dwarf warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the
dwarf warden. In addition, the dwarf warden can shift 2 squares as a move action. Once during this encounter, the dwarf warden
can make the following attack while the dwarf warden is in this form as a standard action.
Secondary Attack:
Before the attack, the dwarf warden shifts the dwarf warden’s speed; +6 vs. Reflex; 2d12 + 3 damage (crit 27 + 1d12), and
ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the dwarf warden makes an attack that does not include the dwarf warden as a target.
Targets the triggering enemy; +6 vs. Fortitude; 1d12 + 3 damage (crit 15 + 1d12), and the target grants combat advantage to
the dwarf warden and the dwarf warden’s allies until the end of the dwarf warden’s next turn.
- Dwarven Resilience
- The dwarf warden can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warden to move — through a pull, a push, or a slide — the dwarf warden can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf warden prone, the dwarf warden can immediately
make a saving throw to avoid falling prone.
- Wildblood
- When the dwarf warden uses the dwarf warden’s second wind, each enemy marked by the dwarf warden takes an additional -3 penalty
to attack rolls for attacks that don’t include the dwarf warden as a target, until the end of the dwarf warden’s next turn.
- Font of Life
- At the start of the dwarf warden’s turn, the dwarf 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 dwarf warden on the dwarf warden’s current turn.
If the dwarf warden fails the saving throw, the dwarf warden still makes a saving throw against the effect at the end of the
dwarf warden’s turn.
- Nature’s Wrath
- Once during each of the dwarf warden’s turns, the dwarf warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the dwarf warden’s next turn.
Skills Athletics +8, Perception +9
Str 16 (+4); Dex 12 (+2); Wis 16 (+4);
Con 15 (+3); Int 10 (+1); Cha 11 (+1)
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.