Dwarf NPCs [Level 7]
Dwarf Battle Cleric [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +6; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 15, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 6 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 6 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] Awe Strike (standard) ✦ Fear, Weapon
- +10 vs. Will; 1d10 + 6 damage, and the target is immobilized until the end of the dwarf cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The dwarf cleric or one creature touched by the dwarf cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +11, Religion +8
Str 17 (+6); Dex 11 (+3); Wis 17 (+6);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Devoted Cleric [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +7; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 15, Will 21
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +9 vs. Reflex; 1d8 + 6 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] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +9 vs. Will; 2d8 + 6 radiant damage, and the target takes a -2 penalty to attack rolls until the end of the dwarf
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +9 vs. AC; 1d10 + 6 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 Serious Wounds (standard) ✦ Healing
- The dwarf cleric or one creature touched by the dwarf cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +12, Religion +8
Str 13 (+4); Dex 11 (+3); Wis 19 (+7);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Greatweapon Fighter [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +5; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 16, Will 17
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 3 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the dwarf fighter. A target
that cannot end adjacent to the dwarf fighter is not pulled. The dwarf fighter then makes a close attack targeting each adjacent
enemy: +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d12 + 5 damage (crit 41 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- □ Defensive Training (minor) ✦ Stance
- The dwarf fighter gains a +2 power bonus to the dwarf fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the dwarf fighter uses another stance power.
- 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 +11, Intimidate +8
Str 17 (+6); Dex 13 (+4); Wis 14 (+5);
Con 17 (+6); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dwarf Guardian Fighter [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +5; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 24; Fortitude 20, Reflex 19, Will 17
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+11 vs. AC; 1d8 + 5 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] Iron Bulwark (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage. Hit or Miss: The dwarf fighter gains a +2 power bonus to AC until the end of the dwarf
fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Unbreakable (immediate reaction)
- When the dwarf fighter is hit by an attack.
Reduce the damage from the attack by 7.
- 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 +10, Intimidate +8
Str 17 (+6); Dex 15 (+5); Wis 14 (+5);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Avenging Paladin [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +5; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 19, Reflex 16, Will 18
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d10 + 5 radiant damage. If the dwarf paladin has marked the target, the dwarf paladin gains a +2 bonus to the
damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +11 vs. AC; 2d10 + 5 thunder damage, and the target is knocked prone. If the target is marked by the dwarf paladin, the attack
can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The dwarf paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The dwarf paladin and each adjacent ally add +2 to damage rolls until the end of the encounter.
- 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 +8
Str 17 (+6); Dex 11 (+3); Wis 15 (+5);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dwarf Protecting Paladin [Level 7 Soldier]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +5; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 25; Fortitude 18, Reflex 18, Will 19
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and the dwarf paladin gains 2 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +8 vs. Will; 2d10 + 5 damage, and the target is pulled 2 squares.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +8 vs. Reflex; 2d6 + 5 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The dwarf paladin takes half that ally’s damage until the end of the encounter or until the
dwarf paladin ends the effect as a free action. No power or effect can reduce the damage the dwarf paladin takes from this
power.
- 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 +11, Religion +8
Str 15 (+5); Dex 11 (+3); Wis 15 (+5);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Archer Ranger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +6; Senses Perception +10; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 17
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +10/+10 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +10 vs. AC; 2d10 + 5 damage (first shot) and 1d10 + 5 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 3d10 + 5 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the dwarf ranger.
The dwarf ranger can shift 2 squares.
- 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 +10, Stealth +10
Str 15 (+5); Dex 17 (+6); Wis 15 (+5);
Con 14 (+5); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dwarf Two-Blade Ranger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +10; low-light
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 20; Fortitude 19, Reflex 18, Will 17
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +11 vs. AC; 2d8 + 5 damage.
Longsword (off
hand): +11 vs. AC; 1d8 + 5 damage.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The dwarf ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 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: +11 vs. AC; 1d8 + 5 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the dwarf ranger can use this power to allow 2 allies
to avoid being surprised.
- 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 +10, Perception +10
Str 17 (+6); Dex 15 (+5); Wis 15 (+5);
Con 14 (+5); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dwarf Brawny Rogue [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +6; Senses Perception +4; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +11 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +11 vs. Reflex; 1d6 + 5 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +11 vs. Fortitude; 1d6 + 5 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the dwarf rogue’s
next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +11 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the dwarf rogue is marked, end that condition. The dwarf rogue can shift a number of squares equal to 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 +11, Thievery +11
Str 15 (+5); Dex 17 (+6); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dwarf Trickster Rogue [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +6; Senses Perception +9; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 17
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
The dwarf rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +11 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 2d6 + 5 damage.
Miss: Make a secondary attack against the target.
Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +11 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. Fortitude; 2d6 +
5 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.
- ● Chameleon (immediate interrupt)
- When the dwarf rogue is hidden and loses cover or concealment against an opponent.
The dwarf rogue makes a Stealth check. Until the end of the dwarf rogue’s next turn, the dwarf rogue remains hidden from a
creature with a clear line of sight to the dwarf rogue if that creature does not beat the dwarf rogue’s check result with
its Perception check. If at the end of the dwarf rogue’s next turn, the dwarf rogue is not behind cover or concealment against
a creature, that creature automatically notices the dwarf rogue.
- 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 +11, Thievery +11
Str 13 (+4); Dex 17 (+6); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dwarf Fey-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +5; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 17, Reflex 18, Will 19
Saving Throws +5 against poison effects
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the dwarf warlock is invisible to the target until the start of the dwarf
warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +8 vs. Will; 1d10 + 5 psychic damage, and the dwarf warlock and all allies in range are invisible to the target
until the end of the dwarf warlock’s next turn. Hit or Miss: The dwarf warlock gains a +2 power bonus to Stealth checks
until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 2d6 + 5 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).
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- 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 +10, Bluff +11
Str 10 (+3); Dex 11 (+3); Wis 14 (+5);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Dwarf Infernal-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 19; Fortitude 19, Reflex 18, Will 17
Saving Throws +5 against poison effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +9 vs. Reflex; 1d6 + 6 fire damage. If the dwarf warlock takes damage before the end of the dwarf warlock’s next
turn, the target takes an extra 1d6 + 6 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +9 vs. Fortitude; 2d6 + 6 thunder damage, and the target is pushed 3 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +9 vs. Reflex; 2d10 + 6 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The dwarf warlock’s skin changes into living steel. The dwarf warlock gains a +2 power bonus to AC and Fortitude defense but
take a –2 penalty to speed until the end of the encounter. The dwarf warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dwarf warlock gains 7 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 +10, Intimidate +9
Str 10 (+3); Dex 12 (+4); Wis 13 (+4);
Con 19 (+7); Int 15 (+5); Cha 13 (+4)
Equipment leather armor, mace
-1 Level / +1 Level
Dwarf Star-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 18; Fortitude 19, Reflex 17, Will 18
Saving Throws +5 against poison effects
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +9 vs. Fortitude; 1d6 + 6 radiant damage. If the target moves nearer to the dwarf warlock on its next turn, it
takes an extra 1d6 + 6 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +7 vs. Will; 2d6 + 4 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [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 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +9 vs. Fortitude; 1d6 + 6 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- 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, Insight +9
Str 10 (+3); Dex 12 (+4); Wis 13 (+4);
Con 19 (+7); Int 13 (+4); Cha 15 (+5)
Equipment leather armor, sickle
-1 Level / +1 Level
Dwarf Inspiring Warlord [Level 7 Soldier (Leader)]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +4; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 18
Saving Throws +5 against poison effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 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] Sunder Armor (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. Until the end of the dwarf warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 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 2d6 hit points. This power
can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The dwarf warlord and each ally within 5 squares regain 12 hit points.
- 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 5 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 +9, History +9
Str 17 (+6); Dex 11 (+3); Wis 12 (+4);
Con 14 (+5); Int 13 (+4); Cha 15 (+5)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dwarf Tactical Warlord [Level 7 Soldier (Leader)]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +4; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 18, Will 17
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Surprise Attack (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and an ally within 5 squares of the dwarf warlord makes a basic attack with combat advantage as
a free action against a target of his or her choice. The ally gains a +2 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +11 vs. Reflex; 3d8 + 5 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.
- ○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +9, History +10
Str 17 (+6); Dex 11 (+3); Wis 12 (+4);
Con 14 (+5); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dwarf Control Wizard [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +6; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 cold damage, and the target is slowed until the end of the dwarf wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +8 vs. Fortitude; 2d10 + 5 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +8 vs. Fortitude; 1d10 + 5 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 + 5 poison damage. As a move action, the dwarf wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The dwarf wizard or one creature with 5 squares becomes invisible until the end of the dwarf wizard’s next turn. If the target
attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the dwarf wizard can sustain
the effect.
- ○ 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.
- 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 +11, Insight +11
Str 10 (+3); Dex 13 (+4); Wis 17 (+6);
Con 14 (+5); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dwarf War Wizard [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +5; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 19
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 2d6 + 5 lightning damage. Also make a secondary attack against two creatures within 10 squares of
the primary target. Secondary Attack: +8 vs. Reflex; 1d6 + 5 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The dwarf wizard teleports 10 squares.
- ○ Wand of Accuracy (free)
- The dwarf wizard gains a +2 bonus to a single attack roll.
- 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 +11, History +11
Str 10 (+3); Dex 15 (+5); Wis 15 (+5);
Con 14 (+5); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dwarf Isolating Avenger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +7; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 damage, and the dwarf avenger shifts 1 square, sliding the target 1 square into the space the dwarf avenger
occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +12 vs. AC; 1d10 + 6 damage, and the dwarf avenger teleports each enemy within 2 squares of the target 3 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +12 vs. AC; 2d10 + 6 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.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the dwarf avenger.
If the dwarf avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s
damage.
- 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 +9, Religion +10
Str 13 (+4); Dex 11 (+3); Wis 19 (+7);
Con 14 (+5); Int 15 (+5); Cha 10 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dwarf Pursuing Avenger [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +7; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 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] Inexorable Pursuit (standard) ✦ Weapon
- +12 vs. AC; 2d10 + 6 damage. Before the attack, the dwarf avenger gains phasing until the end of the dwarf avenger’s turn,
and the dwarf avenger shifts 4 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +9 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).
- ○ Aspect of Agility (move)
- The dwarf avenger shifts 5 squares, and the dwarf avenger gains a +2 bonus to AC and Reflex 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.
- ○ [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 +8, Stealth +10
Str 13 (+4); Dex 15 (+5); Wis 19 (+7);
Con 14 (+5); Int 11 (+3); Cha 10 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dwarf Rageblood Barbarian [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +9; low-light
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 16
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 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] Tide of Blood (standard) ✦ Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the dwarf
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d12 + 5 fire damage (crit 29 + 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.
- ○ Swift Charge (free)
- When the dwarf barbarian’s attack reduces an enemy to 0 hit points.
The dwarf barbarian charges an enemy.
- □ Combat Surge (free)
- When the dwarf barbarian misses with an attack.
Must be raging.
The dwarf barbarian rerolls the attack.
- 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 +10, Perception +9
Str 17 (+6); Dex 12 (+4); Wis 13 (+4);
Con 17 (+6); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Thaneborn Barbarian [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +9; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 17
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 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] 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.
+10 vs. AC; 3d12 + 5 cold damage (crit 41 + 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.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the dwarf barbarian hits or misses the dwarf barbarian.
Targets the triggering enemy; +12 vs. AC; 3d12 + 5 damage (crit 41 + 1d12).
- □ Instinctive Charge (no action)
- When the dwarf barbarian rolls initiative at the beginning of an encounter.
The dwarf barbarian gains a +5 power bonus to the dwarf barbarian’s initiative. The dwarf barbarian also gains a +2 power
bonus to the dwarf barbarian’s first attack roll during the encounter.
- 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 +10, Perception +9
Str 17 (+6); Dex 12 (+4); Wis 13 (+4);
Con 15 (+5); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Cunning Bard [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +9; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dwarf
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +8 vs. Will; 2d8 + 5 thunder damage, and the target takes a –6 penalty to opportunity attack rolls until the end
of the dwarf bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +8 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 1d6 + 3 hit points. This power
can only be used once per round. The dwarf bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the dwarf bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
- 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 +10, Bluff +11
Str 12 (+4); Dex 11 (+3); Wis 12 (+4);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dwarf Valorous Bard [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +3; Senses Perception +9; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 19
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Scorpion’s Claw Strike (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage, and the dwarf bard slides an ally who is adjacent to the target to another space adjacent to it.
Until the end of the dwarf bard’s next turn, the ally also gains a +3 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +8 vs. Will; 2d6 + 5 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 + 5 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 1d6 + 3 hit points. This power
can only be used once per round. The dwarf bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The dwarf bard transfers one effect on the target that a save can end to the dwarf bard
or to another ally with 5 squares. The new subject of the effect gains a +3 power bonus to saving throws against that effect.
- 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 +9, Athletics +8
Str 12 (+4); Dex 11 (+3); Wis 12 (+4);
Con 17 (+6); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dwarf Guardian Druid [Level 7 Controller]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +7; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 21; Fortitude 18, Reflex 17, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +9 vs. Reflex; 1d8 + 6 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; +9 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage, and the dwarf druid pulls each creature within 3 squares of the target 1 square.
If the dwarf druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 3 damage.
- □ [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 + 6
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.
- ○ Camouflage Cloak (minor)
- The dwarf druid or one ally within 5 squares becomes invisible until moving or 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 +12, Nature +12
Str 12 (+4); Dex 13 (+4); Wis 19 (+7);
Con 17 (+6); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Predator Druid [Level 7 Controller]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +12; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 20
Saving Throws +5 against poison effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +8 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +9 vs. Reflex; 1d8 + 6 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; +9 vs. Reflex; 1d6 + 2 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] Latch On (standard) ✦ Beast Form
- +9 vs. Reflex; 2d10 + 6 damage, and the dwarf druid grabs the target. The target takes a -2 penalty to checks to escape the
grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +9 vs. Will; 2d6 + 6 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.
- □ Stalker’s Eyes (minor)
- The dwarf druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +12, Perception +12
Str 12 (+4); Dex 15 (+5); Wis 19 (+7);
Con 15 (+5); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Preserving Invoker [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +7; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +9 vs. Reflex; 1d8 + 6 radiant damage, and the dwarf invoker slides the target 1 square. The dwarf invoker can
use this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +9 vs. Fortitude; 2d8 + 6 thunder damage, and the target is pushed 3 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +9 vs. Fortitude; 1d8 + 6 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.
- □ Astral Step (move) ✦ Teleportation
- The dwarf invoker and each ally within 5 squares teleports 5 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 +10, Religion +10
Str 10 (+3); Dex 12 (+4); Wis 19 (+7);
Con 15 (+5); Int 15 (+5); Cha 11 (+3)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dwarf Wrathful Invoker [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +7; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +9 vs. Fortitude; 1d10 + 6 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] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +14 vs. Will; 2d6 + 6 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +9 vs. Will; 2d6 + 6 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the dwarf invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +12, Religion +9
Str 10 (+3); Dex 12 (+4); Wis 19 (+7);
Con 17 (+6); Int 13 (+4); Cha 11 (+3)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dwarf Bear Shaman [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +12; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 18; Fortitude 19, Reflex 16, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +9 vs. Will; 1d8 + 6 damage, and each ally adjacent to the dwarf shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +9 vs. Fortitude; 1d10 + 6 cold damage, and before the end of the dwarf shaman’s next turn, as an immediate interrupt,
the dwarf shaman can grant an ally adjacent to the dwarf shaman’s spirit companion a +6 bonus to AC against an attack that
hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +9 vs. Will; 2d10 + 6 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.
- ● 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 13 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the dwarf shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +9 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 +12, Perception +12
Str 11 (+3); Dex 12 (+4); Wis 19 (+7);
Con 17 (+6); Int 13 (+4); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Panther Shaman [Level 7 Controller (Leader)]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +12; low-light
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +7 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +9 vs. Fortitude; 1d10 + 6 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +9 vs. Will; 2d10 + 6 damage, and until the end of the dwarf shaman’s next turn, any ally adjacent to the
dwarf shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +2 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +9 vs. Reflex; 2d6 + 6 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 13 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +9 vs. Reflex; 1d10 + 6 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 +12, Perception +12
Str 11 (+3); Dex 12 (+4); Wis 19 (+7);
Con 15 (+5); Int 15 (+5); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Chaos Sorcerer [Level 7 Artillery]
Medium natural humanoid [XP 300]
Initiative +5; Senses Perception +4; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +8 vs. Will; 1d10 + 7 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:
+8 vs. Will; 1d6 + 4 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +8 vs. Reflex; 2d6 + 7 lightning damage. Hit or Miss: The dwarf sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the dwarf sorcerer is hit by an area or a close attack.
The dwarf sorcerer teleports 4 squares.
- 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 +8, Bluff +11
Str 13 (+4); Dex 15 (+5); Wis 12 (+4);
Con 14 (+5); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dwarf Dragon Sorcerer [Level 7 Skirmisher]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +4; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d8 + 7 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] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +8 vs. Fortitude; 2d8 + 7 cold damage, and the dwarf sorcerer knocks the target prone. The
target also takes a –2 penalty to Fortitude until the end of the dwarf sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +8 vs. Fortitude; 2d6 + 7 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: +8 vs. Fortitude; 2d6 + 4 thunder damage, and the dwarf sorcerer
pushes the secondary target 1 square.
- ○ Sudden Scales (immediate interrupt)
- When the dwarf sorcerer is hit by an attack.
The dwarf sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +8, Athletics +10
Str 15 (+5); Dex 13 (+4); Wis 12 (+4);
Con 14 (+5); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dwarf Earth Warden [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +10; low-light
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 23; Fortitude 19, Reflex 18, Will 18
Saving Throws +5 against poison effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage, and the dwarf warden gains a +1 power bonus to AC until the end of the dwarf warden’s next turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +10 vs. Fortitude; 2d10 + 5 damage, and the target takes a –4 penalty to melee attack rolls until the end of the dwarf warden’s
next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the dwarf warden teleports 5 squares. +10 vs. Reflex; 2d10 + 5 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.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the dwarf warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the dwarf warden uses another stance power.
- ● [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 +8, Perception +10
Str 17 (+6); Dex 12 (+4); Wis 15 (+5);
Con 17 (+6); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dwarf Wild Warden [Level 7 Brute]
Medium natural humanoid [XP 300]
Initiative +4; Senses Perception +11; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 19
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the dwarf warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and the dwarf warden slides the target 1 square. The dwarf warden can slide
the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature
take 3 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the dwarf warden can see; +10 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 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).
- ● [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; +10 vs. Fortitude; 1d12 + 5 damage (crit 17 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the dwarf warden drops to 0 hit points or fewer.
The dwarf warden regains hit points as if the dwarf warden had spent a healing surge.
- 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 +10, Perception +11
Str 17 (+6); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
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.