Dwarf NPCs [Level 5]

Dwarf Battle Cleric [Level 5 Controller (Leader)]

Medium natural humanoid [XP 200]

Initiative +2; Senses Perception +5; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 13, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Warhammer (standard) ✦ Weapon
+8 vs. AC; 1d10 + 5 damage, wielded two-handed.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+8 vs. AC; 1d10 + 5 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] Split the Sky (standard) ✦ Thunder, Weapon
+8 vs. Fortitude; 1d10 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
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.
Weapon of the Gods (minor) ✦ Radiant, Weapon
One weapon touched by the dwarf cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn.
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 +7
Str 17 (+5); Dex 11 (+2); Wis 17 (+5);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment chainmail, warhammer, javelin

-1 Level / +1 Level

Dwarf Devoted Cleric [Level 5 Controller (Leader)]

Medium natural humanoid [XP 200]

Initiative +2; Senses Perception +6; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 19
Saving Throws +5 against poison effects
Speed 5

● [m] Warhammer (standard) ✦ Weapon
+6 vs. AC; 1d10 + 3 damage, wielded two-handed.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +7 vs. Reflex; 1d8 + 5 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.
○ [R] Daunting Light (standard) ✦ Radiant
Ranged 10; +7 vs. Reflex; 2d10 + 5 radiant damage. Hit or Miss: One ally the dwarf cleric can see gains combat advantage against the target until the end of the dwarf cleric’s next turn.
□ [R] Spiritual Weapon (standard) ✦ Conjuration
Ranged 10; +7 vs. AC; 1d10 + 5 damage. The dwarf cleric conjures a weapon that appears in the target’s square and attacks. Hit or Miss: The dwarf cleric’s allies gain combat advantage against the target. The dwarf cleric can move the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the dwarf cleric’s next turn. Sustain Minor: Repeat the attack. The dwarf cleric’s allies continue to gain combat advantage against the weapon’s target.
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 +11, Religion +7
Str 13 (+3); Dex 11 (+2); Wis 19 (+6);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, warhammer, javelin

-1 Level / +1 Level

Dwarf Greatweapon Fighter [Level 5 Soldier]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +4; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 18, Reflex 14, Will 15
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +8 vs. AC; 1d6 + 4 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 3 damage.
○ [M] Crushing Blow (standard) ✦ Weapon
+8 vs. AC; 2d12 + 7 damage (crit 31 + 1d12).
□ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
+8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12), and the target is immobilized (save ends). 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 +10, Intimidate +7
Str 17 (+5); Dex 13 (+3); Wis 14 (+4);
Con 17 (+5); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Dwarf Guardian Fighter [Level 5 Soldier]

Medium natural humanoid [XP 200]

Initiative +4; Senses Perception +4; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 22; Fortitude 18, Reflex 17, Will 15
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+9 vs. AC; 1d8 + 4 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] Dance of Steel (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and the target is immobilized until the end of the dwarf fighter’s next turn.
□ [M] Crack the Shell (standard) ✦ Reliable, Weapon
+9 vs. AC; 2d8 + 4 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). 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 +9, Intimidate +7
Str 17 (+5); Dex 15 (+4); Wis 14 (+4);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Dwarf Avenging Paladin [Level 5 Soldier]

Medium natural humanoid [XP 200]

Initiative +2; Senses Perception +4; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 17, Reflex 14, Will 16
Saving Throws +5 against poison effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+9 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+9 vs. AC; 1d10 + 4 radiant damage. If the dwarf paladin has marked the target, the dwarf paladin gains a +2 bonus to the damage roll.
○ [M] Arcing Smite (standard) ✦ Weapon
+9 vs. AC against one or two targets; 1d10 + 4 damage, and the target is marked until the end of the dwarf paladin’s next turn.
□ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
The dwarf paladin must spend a healing surge without regaining any hit points.
+9 vs. AC; 4d10 + 4 radiant damage. Miss: Half damage.
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 +9, Religion +7
Str 17 (+5); Dex 11 (+2); Wis 15 (+4);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Dwarf Protecting Paladin [Level 5 Soldier]

Medium natural humanoid [XP 200]

Initiative +2; Senses Perception +4; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 23; Fortitude 16, Reflex 16, Will 17
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage, and the dwarf paladin gains 2 temporary hit points.
○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
+9 vs. Will; 2d8 + 4 damage. If the dwarf paladin is bloodied, the dwarf paladin regains 7 hit points. Bloodied allies within 5 squares of the dwarf paladin also regain 7 hit points.
□ [C] Hallowed Circle (standard) ✦ Zone
Close burst 3; targets enemies; +6 vs. Reflex; 2d6 + 4 damage. Hit or Miss: The burst creates a zone of bright light that lasts until the end of the encounter. The dwarf paladin and the dwarf paladin’s allies gain a +1 power bonus to all defenses while within the zone.
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 +10, Religion +7
Str 15 (+4); Dex 11 (+2); Wis 15 (+4);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Dwarf Archer Ranger [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +5; Senses Perception +9; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 17, Will 15
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage (off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
□ [R] Splintering Shot (standard) ✦ Weapon
Ranged 20/40; +8 vs. AC; 3d10 + 4 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
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.
○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
When the dwarf ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +8 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
Hit: The target takes a -5 penalty to its attack roll for the triggering attack.
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 +9, Stealth +9
Str 15 (+4); Dex 17 (+5); Wis 15 (+4);
Con 14 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Dwarf Two-Blade Ranger [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +4; Senses Perception +9; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 18; Fortitude 17, Reflex 16, Will 15
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +7 vs. AC; 1d10 + 3 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage (off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 1 damage.
○ [M/R] Cut and Run (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage (off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 3 damage.
After the first or the second attack, the dwarf ranger can shift 3 squares.
□ [M] Two-Wolf Pounce (standard) ✦ Weapon
The dwarf ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main): +9 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +9 vs. AC; 1d8 + 4 damage.
Hit or Miss: After attacking the primary target, the dwarf ranger can shift 2 squares and make a secondary attack against a different creature. Secondary Attack: +9 vs. AC; 1d8 + 4 damage (off-hand).
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 +9, Perception +9
Str 17 (+5); Dex 15 (+4); Wis 15 (+4);
Con 14 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Dwarf Brawny Rogue [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +5; Senses Perception +3; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 18, Will 14
Saving Throws +5 against poison effects
Speed 5

● [m] Short Sword (standard) ✦ Weapon
+8 vs. AC; 1d6 + 3 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +9 vs. AC; 1d6 + 4 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+9 vs. Reflex; 1d6 + 4 damage.
○ [M] Setup Strike (standard) ✦ Weapon
+9 vs. AC; 2d6 + 4 damage, and the target grants combat advantage to the dwarf rogue until the end of the dwarf rogue’s next turn.
□ [M] Deep Cut (standard) ✦ Weapon
+9 vs. Fortitude; 2d6 + 4 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
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 +10, Thievery +10
Str 15 (+4); Dex 17 (+5); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Dwarf Trickster Rogue [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +5; Senses Perception +8; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 18, Will 15
Saving Throws +5 against poison effects
Speed 5

● [m] Short Sword (standard) ✦ Weapon
+7 vs. AC; 1d6 + 2 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +9 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
The dwarf rogue can move 2 squares before the attack.
○ [M/R] Trickster’s Blade (standard) ✦ Weapon
Short Sword: +9 vs. AC; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 2d6 + 4 damage.
Hit: Add +2 to the dwarf rogue’s AC until the start of the dwarf rogue’s next turn.
□ [M/R] Walking Wounded (standard) ✦ Weapon
Short Sword: +9 vs. Fortitude; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. Fortitude; 2d6 + 4 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone.
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 +10, Thievery +10
Str 13 (+3); Dex 17 (+5); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Dwarf Fey-Pact Warlock [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +2; Senses Perception +4; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 17
Saving Throws +5 against poison effects
Speed 5

● [m] Spear (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the dwarf warlock is invisible to the target until the start of the dwarf warlock’s next turn.
○ [C] Otherwind Stride (standard) ✦ Teleportation
Close burst 1; +6 vs. Fortitude; 1d8 + 4 damage, and the target is immobilized until the end of the dwarf warlock’s next turn. Hit or Miss: The dwarf warlock teleports 7 squares.
□ [R] Crown of Madness (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 2d6 + 4 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of the dwarf warlock’s choice (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 +9, Bluff +10
Str 10 (+2); Dex 11 (+2); Wis 14 (+4);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment leather armor, spear

-1 Level / +1 Level

Dwarf Infernal-Pact Warlock [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +3; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 15
Saving Throws +5 against poison effects
Speed 5

● [m] Mace (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +7 vs. Reflex; 1d6 + 5 fire damage. If the dwarf warlock takes damage before the end of the dwarf warlock’s next turn, the target takes an extra 1d6 + 5 fire damage.
○ [R] Fiery Bolt (standard) ✦ Fire
Ranged 10; +7 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
□ [A] Avernian Eruption (standard) ✦ Fire
Area burst 1 within 10; +7 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take 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 5 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 +9, Intimidate +8
Str 10 (+2); Dex 12 (+3); Wis 13 (+3);
Con 19 (+6); Int 15 (+4); Cha 13 (+3)
Equipment leather armor, mace

-1 Level / +1 Level

Dwarf Star-Pact Warlock [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +3; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 16; Fortitude 17, Reflex 15, Will 16
Saving Throws +5 against poison effects
Speed 5

● [m] Sickle (standard) ✦ Weapon
+5 vs. AC; 1d6 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +7 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the dwarf warlock on its next turn, it takes an extra 1d6 + 5 damage.
○ [R] Frigid Darkness (standard) ✦ Cold, Fear
Ranged 10; +7 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the dwarf warlock and any allies until the end of the dwarf warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of the dwarf warlock’s next turn.
□ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
Area burst 1 within 10. The burst creates a zone of darkness until the end of the dwarf warlock’s next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 + 1 necrotic damage. Sustain Minor: Make a secondary attack against each creature within the zone. Secondary Attack: +7 vs. Fortitude; 1d6 + 5 necrotic damage.
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 +8, Insight +8
Str 10 (+2); Dex 12 (+3); Wis 13 (+3);
Con 19 (+6); Int 13 (+3); Cha 15 (+4)
Equipment leather armor, sickle

-1 Level / +1 Level

Dwarf Inspiring Warlord [Level 5 Soldier (Leader)]

Medium natural humanoid [XP 200]

Initiative +4; Senses Perception +3; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 14, Will 16
Saving Throws +5 against poison effects
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Furious Smash (standard) ✦ Weapon
+8 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] Warlord’s Strike (standard) ✦ Weapon
+8 vs. AC; 2d10 + 4 damage, and all of the dwarf warlord’s allies gain a +3 bonus to damage rolls against the target until the end of the dwarf warlord’s next turn.
□ [M] Stand the Fallen (standard) ✦ Healing, Weapon
+8 vs. AC; 3d10 + 4 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional 2 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 4 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 +8, History +8
Str 17 (+5); Dex 11 (+2); Wis 12 (+3);
Con 14 (+4); Int 13 (+3); Cha 15 (+4)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Dwarf Tactical Warlord [Level 5 Soldier (Leader)]

Medium natural humanoid [XP 200]

Initiative +4; Senses Perception +3; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 16, Will 15
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 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] Steel Monsoon (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and 2 allies within 5 squares of the dwarf warlord can shift 1 square.
□ [M] Villain’s Nightmare (standard) ✦ Weapon
+9 vs. Reflex; 3d8 + 4 damage. Hit or Miss: Until the end of the encounter, when the dwarf warlord is adjacent to the target and it walks or runs, the dwarf warlord can cancel that movement as an immediate interrupt.
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 +8, History +9
Str 17 (+5); Dex 11 (+2); Wis 12 (+3);
Con 14 (+4); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Dwarf Control Wizard [Level 5 Artillery]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +5; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Quarterstaff (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the dwarf wizard’s next turn.
○ [C] Color Spray (standard) ✦ Radiant
Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the dwarf wizard’s next turn.
□ [A] Stinking Cloud (standard) ✦ Poison, Zone
Area burst 2 within 20; +6 vs. Fortitude; 1d10 + 4 poison damage. Hit or Miss: The burst creates a zone of poisonous vapor that blocks line of sight until the end of the dwarf wizard’s next turn. Creatures that enter the zone or start their turns there take 1d10 + 4 poison damage. As a move action, the dwarf wizard can move the zone up to 6 squares. Sustain Minor: The zone persists.
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 +10, Insight +10
Str 10 (+2); Dex 13 (+3); Wis 17 (+5);
Con 14 (+4); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Dwarf War Wizard [Level 5 Artillery]

Medium natural humanoid [XP 200]

Initiative +4; Senses Perception +4; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 17
Saving Throws +5 against poison effects
Speed 5

● [m] Quarterstaff (standard) ✦ Weapon
+5 vs. AC; 1d8 + 1 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
○ [A] Shock Sphere (standard) ✦ Lightning
Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
□ [A] Fireball (standard) ✦ Fire
Area burst 3 within 20; +6 vs. Reflex; 3d6 + 4 fire damage. Miss: Half damage.
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 +10, History +10
Str 10 (+2); Dex 15 (+4); Wis 15 (+4);
Con 14 (+4); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Dwarf Isolating Avenger [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +2; Senses Perception +6; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage, and the dwarf avenger shifts 1 square, sliding the target 1 square into the space the dwarf avenger occupied.
○ [M] Halo of Fire (standard) ✦ Fire, Weapon
+10 vs. AC; 2d10 + 5 fire damage, and until the end of the dwarf avenger’s next turn, any enemy that ends its turn adjacent to the target takes 7 fire damage.
□ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
+10 vs. AC; 2d10 + 5 damage, and the dwarf avenger is invisible to the target (save ends). Aftereffect: The dwarf avenger is invisible to the target until the end of the dwarf avenger’s next turn. Miss: Half damage, and the dwarf avenger is invisible to the target until the end of the dwarf avenger’s next turn.
○ [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 +8, Religion +9
Str 13 (+3); Dex 11 (+2); Wis 19 (+6);
Con 14 (+4); Int 15 (+4); Cha 10 (+2)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Dwarf Pursuing Avenger [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +4; Senses Perception +6; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +7 vs. AC; 1d8 + 3 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 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] Sequestering Strike (standard) ✦ Teleportation, Weapon
+10 vs. AC; 2d10 + 5 damage, and the dwarf avenger teleports the target 3 squares. The dwarf avenger then teleports to a space adjacent to the target.
□ [R] Oath of Consuming Light (standard) ✦ Radiant
Ranged 10; +7 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the dwarf avenger hits the target with a divine power, the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the dwarf avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the dwarf avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
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 +7, Stealth +9
Str 13 (+3); Dex 15 (+4); Wis 19 (+6);
Con 14 (+4); Int 11 (+2); Cha 10 (+2)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Dwarf Rageblood Barbarian [Level 5 Brute]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +8; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 18; Fortitude 18, Reflex 15, Will 14
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 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] Blade Sweep (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and each enemy adjacent to the dwarf barbarian takes 3 damage.
□ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
+8 vs. AC; 2d12 + 4 fire damage (crit 28 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or Miss: The dwarf barbarian enters the rage of the silver phoenix. Until the rage ends, the dwarf barbarian gains regeneration 3. In addition, the first time the dwarf barbarian drops to 0 hit points or fewer, the dwarf barbarian can spend a healing surge as an immediate interrupt.
Primal Vitality (minor)
The dwarf barbarian gains 5 temporary hit points. If the dwarf barbarian is raging, the dwarf barbarian instead gains 8 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 +9, Perception +8
Str 17 (+5); Dex 12 (+3); Wis 13 (+3);
Con 17 (+5); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Dwarf Thaneborn Barbarian [Level 5 Brute]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +8; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 18; Fortitude 18, Reflex 15, Will 15
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 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] Daring Charge (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). When charging, the dwarf barbarian can use this power in place of a melee basic attack. If the dwarf barbarian charges, the dwarf barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity attack made against the dwarf barbarian while the dwarf barbarian charges. The dwarf barbarian gains a +2 bonus to AC against any opportunity attack the dwarf barbarian provokes during the dwarf barbarian’s charge.
□ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
Before the attack, the target can make a melee basic attack against the dwarf barbarian as a free action. If it does so, the dwarf barbarian’s attack deals 1d12 damage extra cold damage.
+8 vs. AC; 3d12 + 4 cold damage (crit 40 + 1d12). Miss: Half damage. Hit or Miss: The dwarf barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that hits the dwarf barbarian with a melee attack takes 5 cold damage.
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 +9, Perception +8
Str 17 (+5); Dex 12 (+3); Wis 13 (+3);
Con 15 (+4); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Dwarf Cunning Bard [Level 5 Controller (Leader)]

Medium natural humanoid [XP 200]

Initiative +2; Senses Perception +8; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 17
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dwarf bard’s next turn.
○ [M] Cunning Ferocity (standard) ✦ Weapon
+9 vs. Reflex; 1d8 + 4 damage, and each ally within 5 squares of the dwarf bard gains a +3 bonus to damage rolls against the target until the end of the dwarf bard’s next turn.
□ [R] Song of Discord (standard) ✦ Charm
Ranged 10; +6 vs. Will; the target is dominated until the end of the dwarf bard’s next turn. Hit or Miss: The target makes a basic attack against an enemy of the dwarf bard’s choice as a free action.
○○ 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 +9, Bluff +10
Str 12 (+3); Dex 11 (+2); Wis 12 (+3);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Dwarf Valorous Bard [Level 5 Controller (Leader)]

Medium natural humanoid [XP 200]

Initiative +2; Senses Perception +8; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 16, Reflex 16, Will 17
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 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.
○ [M] Charger’s Call (standard) ✦ Weapon
+9 vs. AC; 2d8 + 4 damage, and each ally within 5 squares of the dwarf bard gains a +4 bonus to attack rolls while charging until the end of the dwarf bard’s next turn.
□ [C] Satire of Bravery (standard) ✦ Psychic
Close blast 3; targets enemies; +6 vs. Will; 2d6 + 4 psychic damage, and the target is affected by the dwarf bard’s satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the dwarf bard than where it started its turn, the target takes 1d6 + 4 psychic damage and is dazed until the end of its next turn. Miss: Half damage. Hit or Miss: The dwarf bard pushes the target 3 squares.
○○ 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 +8, Athletics +7
Str 12 (+3); Dex 11 (+2); Wis 12 (+3);
Con 17 (+5); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Dwarf Guardian Druid [Level 5 Controller]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +6; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 19; Fortitude 16, Reflex 15, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+7 vs. Reflex; 1d8 + 5 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; +7 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
○ [C] Tundra Wind (standard) ✦ Cold
Close blast 3; +7 vs. Fortitude; 2d6 + 5 cold damage, the target is pushed 3 squares and is knocked prone.
□ [A] Wall of Thorns (standard) ✦ Conjuration
Area wall 8 within 10. The dwarf druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must be on a solid surface, and it lasts until the end of the dwarf druid’s next turn. The wall provides cover. A creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 5 damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
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 +11, Nature +11
Str 12 (+3); Dex 13 (+3); Wis 19 (+6);
Con 17 (+5); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe

-1 Level / +1 Level

Dwarf Predator Druid [Level 5 Controller]

Medium natural humanoid [XP 200]

Initiative +4; Senses Perception +11; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 18
Saving Throws +5 against poison effects
Speed 6

● [m] Scythe (standard) ✦ Weapon
+6 vs. AC; 2d4 + 2 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+7 vs. Reflex; 1d8 + 5 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; +7 vs. Reflex; 1d6 + 1 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] Predator’s Flurry (standard) ✦ Beast Form
+7 vs. Reflex; 1d6 + 5 damage, and the primary target is dazed until the end of the dwarf druid’s next turn. Hit or Miss: The dwarf druid shifts 2 squares and then make a secondary attack against one creature other than the primary target. Secondary Attack: +7 vs. Reflex; 1d6 + 5 damage, and the secondary target is dazed until the end of the dwarf druid’s next turn.
□ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
Close blast 5; +7 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed 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 +11, Perception +11
Str 12 (+3); Dex 15 (+4); Wis 19 (+6);
Con 15 (+4); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe

-1 Level / +1 Level

Dwarf Preserving Invoker [Level 5 Artillery]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +6; low-light
HP 51; Bloodied 25
Healing Surges (+12 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +7 vs. Reflex; 1d8 + 5 radiant damage, and the dwarf invoker slides the target 1 square. The dwarf invoker can use this power as a ranged basic attack.
○ [R] Offering of Justice (standard) ✦ Radiant
Ranged 10; if the target attacks the dwarf invoker or the dwarf invoker’s allies before the end of its next turn, the target takes 2d10 + 5 radiant damage at the end of that turn. If the target doesn’t attack the dwarf invoker or the dwarf invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
□ [A] Searing Orb (standard) ✦ Radiant
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also dazed until the end of the dwarf invoker’s next turn. Miss: Half damage, and the target is blinded 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 +9, Religion +9
Str 10 (+2); Dex 12 (+3); Wis 19 (+6);
Con 15 (+4); Int 15 (+4); Cha 11 (+2)
Equipment hide armor, morningstar

-1 Level / +1 Level

Dwarf Wrathful Invoker [Level 5 Artillery]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +6; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 15, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 1 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +7 vs. Fortitude; 1d10 + 5 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.
○ [A] Chains of Carceri (standard)
Area burst 1 within 10; +7 vs. Reflex; 2d8 + 5 damage, and the target is slowed until the end of the dwarf invoker’s next turn.
□ [C] Icon of Terror (standard) ✦ Fear, Psychic
Close blast 5; +7 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the target is pushed 1 square.
○ [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 +11, Religion +8
Str 10 (+2); Dex 12 (+3); Wis 19 (+6);
Con 17 (+5); Int 13 (+3); Cha 11 (+2)
Equipment chainmail, morningstar

-1 Level / +1 Level

Dwarf Bear Shaman [Level 5 Controller (Leader)]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +11; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 16; Fortitude 17, Reflex 14, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +7 vs. Will; 1d8 + 5 damage, and each ally adjacent to the dwarf shaman’s spirit companion gains 3 temporary hit points.
○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
Spirit melee 1; +7 vs. Fortitude; 2d8 + 5 damage, and one ally adjacent to the dwarf shaman’s spirit companion can spend a healing surge and regains 3 additional hit points.
□ [R] War Chieftain’s Blessing (standard)
Ranged 10; +7 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the dwarf shaman and the dwarf shaman’s allies gain a +2 bonus to attack rolls against the target.
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 12 damage to the spirit, the spirit disappears, and the dwarf shaman takes 7 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; +7 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 +11, Perception +11
Str 11 (+2); Dex 12 (+3); Wis 19 (+6);
Con 17 (+5); Int 13 (+3); Cha 10 (+2)
Equipment leather armor, longspear

-1 Level / +1 Level

Dwarf Panther Shaman [Level 5 Controller (Leader)]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +11; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Longspear (standard) ✦ Weapon
Reach 1; +5 vs. AC; 1d10 + 1 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +7 vs. Fortitude; 1d10 + 5 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] Lightning Panther Spirit (standard) ✦ Lightning
Ranged 5; +7 vs. Reflex; 1d10 + 5 lightning damage, until the end of the dwarf shaman’s next turn, any ally adjacent to the dwarf shaman’s spirit companion can shift as a minor action. In addition, until the end of the dwarf shaman’s next turn, any ally ignores difficult terrain in the dwarf shaman’s spirit companion’s space and in squares adjacent to it.
□ [C] Earthrage Spirit (standard)
Close blast 5; targets enemies; +7 vs. Reflex; 2d6 + 5 damage, and the dwarf shaman knocks the target prone. Miss: Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
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 12 damage to the spirit, the spirit disappears, and the dwarf shaman takes 7 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; +7 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+2); Dex 12 (+3); Wis 19 (+6);
Con 15 (+4); Int 15 (+4); Cha 10 (+2)
Equipment leather armor, longspear

-1 Level / +1 Level

Dwarf Chaos Sorcerer [Level 5 Artillery]

Medium natural humanoid [XP 200]

Initiative +4; Senses Perception +3; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 18
Saving Throws +5 against poison effects
Speed 5

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +8 vs. AC; 1d4 + 3 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +6 vs. Will; 1d10 + 6 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: +6 vs. Will; 1d6 + 3 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.
○ [R] Spectral Claw (standard) ✦ Force
Ranged 10; +6 vs. Fortitude; 1d8 + 6 force damage, and the target is immobilized until the end of the dwarf sorcerer’s next turn. If the dwarf sorcerer rolled an even number on the attack roll, the dwarf sorcerer slides the target 2 squares.
□ [R] Serpentine Blast (standard) ✦ Lightning
Ranged 10; +6 vs. Reflex; 3d10 + 6 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but not superior cover or total concealment.
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 +7, Bluff +10
Str 13 (+3); Dex 15 (+4); Wis 12 (+3);
Con 14 (+4); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, dagger

-1 Level / +1 Level

Dwarf Dragon Sorcerer [Level 5 Skirmisher]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +3; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 15; Fortitude 15, Reflex 14, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Quarterstaff (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +6 vs. Reflex; 1d8 + 6 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] Poisonous Exhalation (standard) ✦ Poison
Close blast 3; +6 vs. Fortitude; 2d8 + 6 poison damage, and the target takes a –2 penalty to Fortitude until the end of the dwarf sorcerer’s next turn.
□ [C] Thunder Leap (standard) ✦ Thunder
Close burst 1; +6 vs. Fortitude; 2d6 + 6 thunder damage. Hit or Miss: The dwarf sorcerer jumps a number of squares equal to the dwarf sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack against each creature in the burst. Secondary Attack: +6 vs. Fortitude; 2d6 + 3 thunder damage, and the dwarf sorcerer pushes the secondary target 1 square.
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 + 3 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 +7, Athletics +9
Str 15 (+4); Dex 13 (+3); Wis 12 (+3);
Con 14 (+4); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Dwarf Earth Warden [Level 5 Brute]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +9; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 16, Will 16
Saving Throws +5 against poison effects
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the dwarf warden gains a +1 power bonus to AC until the end of the dwarf warden’s next turn.
○ [M] Earthgrasp Strike (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage, and the dwarf warden knocks the target prone. The target can’t stand up until the end of the dwarf warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 4 damage.
□ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
Before the attack, the dwarf warden teleports 5 squares. +8 vs. Reflex; 2d10 + 4 thunder damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the dwarf warden’s next turn.
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.
● [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 +7, Perception +9
Str 17 (+5); Dex 12 (+3); Wis 15 (+4);
Con 17 (+5); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Dwarf Wild Warden [Level 5 Brute]

Medium natural humanoid [XP 200]

Initiative +3; Senses Perception +10; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 19; Fortitude 17, Reflex 14, Will 17
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the dwarf warden’s next turn.
○ [M] Predatory Guardian (standard) ✦ Weapon
+8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). If the target shifts before the start of the dwarf warden’s next turn, the dwarf warden shifts 4 squares as an immediate reaction.
□ [C] Hail of Thorns (standard) ✦ Poison, Weapon
Close blast 3; targets creatures the dwarf warden can see; +8 vs. Reflex; 1d12 + 4 poison damage (crit 16 + 1d12), and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
Eyes of the Hawk (minor)
The dwarf warden makes a Perception check with a +10 power bonus.
● [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; +8 vs. Fortitude; 1d12 + 4 damage (crit 16 + 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 +9, Perception +10
Str 17 (+5); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
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.