Dwarf NPCs [Level 9]

Dwarf Battle Cleric [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +8; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 21, Reflex 17, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Warhammer (standard) ✦ Weapon
+13 vs. AC; 1d10 + 8 damage, wielded two-handed.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+13 vs. AC; 1d10 + 8 damage, and one ally within 5 squares gains a +4 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
+13 vs. Will; 1d10 + 8 damage, and the target is immobilized until the end of the dwarf cleric’s next turn.
□ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
Close burst 2; targets visible enemies; +13 vs. Fortitude; 2d10 + 8 radiant damage, and the target is pushed 1 square. Hit or Miss: Until the end of the encounter, the dwarf cleric gains regeneration 5, and the dwarf cleric and each ally within the burst gain a +2 power bonus to AC.
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 +13, Religion +9
Str 18 (+8); Dex 11 (+4); Wis 18 (+8);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment chainmail, warhammer, javelin

-1 Level / +1 Level

Dwarf Devoted Cleric [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +9; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 24
Saving Throws +5 against poison effects
Speed 5

● [m] Warhammer (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage, wielded two-handed.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +12 vs. Reflex; 1d8 + 8 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; +12 vs. Will; 2d8 + 8 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the dwarf cleric’s next turn.
□ [A] Flame Strike (standard) ✦ Fire
Area burst 2 within 10; targets enemies; +12 vs. Reflex; 2d10 + 8 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and no ongoing fire damage.
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 +14, Religion +9
Str 13 (+5); Dex 11 (+4); Wis 20 (+9);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment chainmail, warhammer, javelin

-1 Level / +1 Level

Dwarf Greatweapon Fighter [Level 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +6; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 23, Reflex 18, Will 19
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 4 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: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the dwarf fighter slides the target 1 square. Miss: Half damage.
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 +13, Intimidate +9
Str 18 (+8); Dex 13 (+5); Wis 14 (+6);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Dwarf Guardian Fighter [Level 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +6; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 26; Fortitude 23, Reflex 22, Will 19
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+14 vs. AC; 1d8 + 7 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
+14 vs. AC; 2d8 + 7 damage. Hit or Miss: The dwarf fighter gains a +2 power bonus to AC until the end of the dwarf fighter’s next turn.
□ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
Close burst 1; targets visible enemies; +14 vs. AC; 3d8 + 7 damage, and the target is slowed (save ends). 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 +11, Intimidate +9
Str 18 (+8); Dex 16 (+7); Wis 14 (+6);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Dwarf Avenging Paladin [Level 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +6; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 25; Fortitude 22, Reflex 18, Will 21
Saving Throws +5 against poison effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+14 vs. AC; 1d10 + 7 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
+14 vs. AC; 2d10 + 7 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.
□ [C] One Stands Alone (standard) ✦ Radiant
Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +10 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
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.
Wrath of the Gods (minor)
The dwarf paladin and each adjacent ally add +3 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 +12, Religion +9
Str 18 (+8); Dex 11 (+4); Wis 15 (+6);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Dwarf Protecting Paladin [Level 9 Soldier]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +6; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 27; Fortitude 21, Reflex 20, Will 22
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage, and the dwarf paladin gains 2 temporary hit points.
○ [R] Beckon Foe (standard)
Ranged 5; +11 vs. Will; 2d10 + 7 damage, and the target is pulled 2 squares.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +11 vs. Fortitude; 1d10 + 7 radiant damage, and the target is pushed 3 squares. Sustain Minor: Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
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 7 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 +13, Religion +9
Str 16 (+7); Dex 11 (+4); Wis 15 (+6);
Con 14 (+6); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Dwarf Archer Ranger [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +11; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 19
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+13 vs. AC; 1d6 + 6 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +13 vs. AC; 1d10 + 7 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +13/+13 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage (off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +13 vs. AC; 2d10 + 7 damage (first shot) and 1d10 + 7 damage (second shot).
□ [M/R] Attacks on the Run (standard) ✦ Weapon
The dwarf ranger can move at full speed. At any point during the move, the dwarf ranger can make two attacks.
Longsword: +13 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +13 vs. AC; 3d10 + 7 damage.
Miss: Half damage per attack.
Hunter’s Quarry (minor)
The dwarf ranger can designate the nearest visible enemy as the dwarf ranger’s quarry. Once per round when hitting this quarry, the dwarf ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the dwarf ranger designates a different target as the quarry. The dwarf ranger can only designate one enemy as quarry at a time.
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 +11, Stealth +12
Str 16 (+7); Dex 18 (+8); Wis 15 (+6);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Dwarf Two-Blade Ranger [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +11; low-light
HP 99; Bloodied 49
Healing Surges (+24 hp) ○
AC 23; Fortitude 22, Reflex 21, Will 19
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +12 vs. AC; 1d10 + 6 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage (off-hand).
Longbow: Ranged 20/40; +12 vs. AC (twice); 1d10 + 3 damage.
○ [M] Claws of the Griffon (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword (main): +14 vs. AC; 2d8 + 7 damage.
Longsword (off hand): +14 vs. AC; 1d8 + 7 damage.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +14 vs. AC; 2d8 + 7 damage. Miss: Half damage.
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 +11, Perception +11
Str 18 (+8); Dex 16 (+7); Wis 15 (+6);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Dwarf Brawny Rogue [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +5; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 23, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Short Sword (standard) ✦ Weapon
+13 vs. AC; 1d6 + 6 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +14 vs. AC; 1d6 + 7 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+14 vs. Reflex; 1d6 + 7 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+14 vs. Fortitude; 1d6 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the dwarf rogue’s next turn.
□ [M] Crimson Edge (standard) ✦ Weapon
+14 vs. Fortitude; 2d6 + 7 damage, and the target takes ongoing 8 damage and grants combat advantage to the dwarf rogue (save ends both). 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 +13, Thievery +13
Str 16 (+7); Dex 18 (+8); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Dwarf Trickster Rogue [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +8; Senses Perception +10; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 23, Will 20
Saving Throws +5 against poison effects
Speed 5

● [m] Short Sword (standard) ✦ Weapon
+11 vs. AC; 1d6 + 4 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
The dwarf rogue can move 2 squares before the attack.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +14 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
□ [M] Knockout (standard) ✦ Weapon
+14 vs. Fortitude; 2d6 + 7 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the dwarf rogue’s next turn.
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 +13, Thievery +13
Str 13 (+5); Dex 18 (+8); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Dwarf Fey-Pact Warlock [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +6; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 21, Will 22
Saving Throws +5 against poison effects
Speed 5

● [m] Spear (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +11 vs. Will; 1d6 + 7 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; +11 vs. Will; 1d10 + 7 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 +3 power bonus to Stealth checks until the end of the encounter.
□ [R] Curse of the Black Frost (standard) ✦ Cold
Ranged 10; +11 vs. Reflex; 2d8 + 7 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the dwarf warlock can no longer sustain this power.
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 +12, Bluff +13
Str 10 (+4); Dex 11 (+4); Wis 14 (+6);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment leather armor, spear

-1 Level / +1 Level

Dwarf Infernal-Pact Warlock [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 22; Fortitude 22, Reflex 21, Will 19
Saving Throws +5 against poison effects
Speed 5

● [m] Mace (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +12 vs. Reflex; 1d6 + 8 fire damage. If the dwarf warlock takes damage before the end of the dwarf warlock’s next turn, the target takes an extra 1d6 + 8 fire damage.
○ [C] Howl of Doom (standard) ✦ Fear, Thunder
Close blast 3; +12 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +12 vs. Reflex; 3d10 + 8 damage, and the target is immobilized (save ends). Miss: Half damage, and the target is not immobilized.
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 9 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 +12, Intimidate +10
Str 10 (+4); Dex 12 (+5); Wis 13 (+5);
Con 20 (+9); Int 16 (+7); Cha 13 (+5)
Equipment leather armor, mace

-1 Level / +1 Level

Dwarf Star-Pact Warlock [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +5; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 20; Fortitude 22, Reflex 19, Will 21
Saving Throws +5 against poison effects
Speed 5

● [m] Sickle (standard) ✦ Weapon
+9 vs. AC; 1d6 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +12 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the dwarf warlock on its next turn, it takes an extra 1d6 + 8 damage.
○ [R] Sign of Ill Omen (standard)
Ranged 10; +10 vs. Will; 2d6 + 6 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.
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +12 vs. Will; 2d10 + 8 psychic damage, and the dwarf warlock teleports the target to an unoccupied square within 3 squares of the dwarf warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit, the dwarf warlock teleports the target to an unoccupied square within 3 squares of the dwarf warlock. On a miss, the effect 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.
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 +10, Insight +10
Str 10 (+4); Dex 12 (+5); Wis 13 (+5);
Con 20 (+9); Int 13 (+5); Cha 16 (+7)
Equipment leather armor, sickle

-1 Level / +1 Level

Dwarf Inspiring Warlord [Level 9 Soldier (Leader)]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +5; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 22, Reflex 18, Will 21
Saving Throws +5 against poison effects
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +13 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Furious Smash (standard) ✦ Weapon
+13 vs. Fortitude; 4 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 +3 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
+13 vs. AC; 2d10 + 7 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] White Raven Strike (standard) ✦ Weapon
+13 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the dwarf warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the dwarf warlord’s allies gain.
○○ 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 13 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 7 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 +10, History +10
Str 18 (+8); Dex 11 (+4); Wis 12 (+5);
Con 14 (+6); Int 13 (+5); Cha 16 (+7)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Dwarf Tactical Warlord [Level 9 Soldier (Leader)]

Medium natural humanoid [XP 400]

Initiative +6; Senses Perception +5; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 19
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 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
+14 vs. AC; 1d8 + 7 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 +3 bonus to the attack roll.
□ [M] Knock Them Down (standard) ✦ Weapon
+14 vs. AC; 3d8 + 7 damage, and the target is knocked prone. Every ally within 10 squares of the dwarf warlord can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
○○ 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 +3 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 +3 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 +10, History +12
Str 18 (+8); Dex 11 (+4); Wis 12 (+5);
Con 14 (+6); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Dwarf Control Wizard [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +8; low-light
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Quarterstaff (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +11 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the dwarf wizard’s next turn.
○ [R] Spectral Ram (standard) ✦ Force
Ranged 10; +11 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +11 vs. Reflex; 2d12 + 7 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
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 -4 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 +13, Insight +13
Str 10 (+4); Dex 13 (+5); Wis 18 (+8);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Dwarf War Wizard [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +6; low-light
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 21
Saving Throws +5 against poison effects
Speed 5

● [m] Quarterstaff (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +11 vs. Reflex; 1d6 + 7 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +11 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +11 vs. Reflex; 1d6 + 7 lightning damage.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +11 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes.
Dimension Door (move) ✦ Teleportation
The dwarf wizard teleports 10 squares.
Wand of Accuracy (free)
The dwarf wizard gains a +3 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 +13, History +13
Str 10 (+4); Dex 16 (+7); Wis 15 (+6);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Dwarf Isolating Avenger [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +9; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 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
+15 vs. AC; 1d10 + 8 damage, and the dwarf avenger teleports each enemy within 2 squares of the target 4 squares.
□ [M] Enduring Strike (standard) ✦ Weapon
+15 vs. AC; 3d10 + 8 damage, and the dwarf avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the dwarf avenger makes a saving throw.
○ [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 +3 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 +10, Religion +12
Str 13 (+5); Dex 11 (+4); Wis 20 (+9);
Con 14 (+6); Int 16 (+7); Cha 10 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Dwarf Pursuing Avenger [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +9; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +12 vs. AC; 1d8 + 6 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+15 vs. AC; 1d10 + 8 damage, and if the target doesn’t end its next turn adjacent to the dwarf avenger, the dwarf avenger can shift 4 squares as a free action. The dwarf avenger must end that shift closer to the target.
○ [M] Inexorable Pursuit (standard) ✦ Weapon
+15 vs. AC; 2d10 + 8 damage. Before the attack, the dwarf avenger gains phasing until the end of the dwarf avenger’s turn, and the dwarf avenger shifts 5 squares.
□ [M] Oath of Pursuit (standard) ✦ Weapon
+15 vs. AC; 2d10 + 8 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves on its turn, the dwarf avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The dwarf avenger must end this movement closer to the target.
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 +5 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 +9, Stealth +12
Str 13 (+5); Dex 16 (+7); Wis 20 (+9);
Con 14 (+6); Int 11 (+4); Cha 10 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Dwarf Rageblood Barbarian [Level 9 Brute]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +10; low-light
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 22; Fortitude 23, Reflex 19, Will 18
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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
+13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 4 squares of the dwarf barbarian.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+13 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss: The dwarf barbarian enters the rage of the oak hammer. Until the rage ends, whenever the dwarf barbarian hits a target with a melee attack, the dwarf barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +4 damage.
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 4 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 +12, Perception +10
Str 18 (+8); Dex 12 (+5); Wis 13 (+5);
Con 18 (+8); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Dwarf Thaneborn Barbarian [Level 9 Brute]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +10; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 22; Fortitude 23, Reflex 19, Will 20
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
+13 vs. AC; 2d12 + 7 acid damage (crit 31 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The dwarf barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the dwarf barbarian’s turns, each enemy adjacent to the dwarf barbarian is blinded until the end of the dwarf barbarian’s turn.
○ [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; +16 vs. AC; 3d12 + 7 damage (crit 43 + 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 +3 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 +12, Perception +10
Str 18 (+8); Dex 12 (+5); Wis 13 (+5);
Con 15 (+6); Int 10 (+4); Cha 16 (+7)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Dwarf Cunning Bard [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +10; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +11 vs. Will; 1d6 + 7 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; +11 vs. Will; 2d8 + 7 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end of the dwarf bard’s next turn.
□ [R] Hideous Laughter (standard) ✦ Charm, Psychic
Ranged 10; +11 vs. Will; 3d8 + 7 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage, and the target can’t take opportunity actions until the end of the dwarf bard’s next turn.
○○ Majestic Word (minor) ✦ Healing
The dwarf bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 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 7 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 8 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 +12, Bluff +13
Str 12 (+5); Dex 11 (+4); Wis 12 (+5);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Dwarf Valorous Bard [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +4; Senses Perception +10; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 22
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 4 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+14 vs. AC; 1d8 + 7 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
+14 vs. AC; 2d8 + 7 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 +4 power bonus to AC.
□ [M] Thunder Blade (standard) ✦ Thunder, Weapon
+14 vs. AC; 3d8 + 7 thunder damage, and the dwarf bard slides the target 2 squares. Hit or Miss: Until the end of the encounter, whenever the dwarf bard hits a target with an at-will attack power, the dwarf bard slides the target 2 squares to a space that must be adjacent to at least one of the dwarf bard’s allies.
○○ Majestic Word (minor) ✦ Healing
The dwarf bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 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 +4 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 5 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 +10, Athletics +9
Str 12 (+5); Dex 11 (+4); Wis 12 (+5);
Con 18 (+8); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Dwarf Guardian Druid [Level 9 Controller]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +9; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 19, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Scythe (standard) ✦ Weapon
+10 vs. AC; 2d4 + 4 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+12 vs. Reflex; 1d8 + 8 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; +12 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
○ [R] Swirling Winds (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 8 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 4 damage.
□ [A] Sunbeam (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +12 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 8 radiant damage. Miss: 1d10 + 8 radiant damage.
Wild Shape (minor) ✦ Polymorph
The dwarf druid changes from the dwarf druid’s humanoid form to beast form or vice versa. When the dwarf druid changes from beast form back to the dwarf druid’s humanoid form, the dwarf druid shifts 1 square. While the dwarf druid is in beast form, the dwarf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the dwarf druid can sustain such powers. The dwarf druid can use this power once per round.
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 +14, Nature +14
Str 12 (+5); Dex 13 (+5); Wis 20 (+9);
Con 18 (+8); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe

-1 Level / +1 Level

Dwarf Predator Druid [Level 9 Controller]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +14; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 23
Saving Throws +5 against poison effects
Speed 6

● [m] Scythe (standard) ✦ Weapon
+10 vs. AC; 2d4 + 4 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+12 vs. Reflex; 1d8 + 8 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; +12 vs. Reflex; 1d6 + 3 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 5 fire damage.
○ [M] Latch On (standard) ✦ Beast Form
+12 vs. Reflex; 2d10 + 8 damage, and the dwarf druid grabs the target. The target takes a -3 penalty to checks to escape the grab.
□ [M] Primal Wolf (standard) ✦ Beast Form
+12 vs. Reflex; 2d8 + 8 damage, the dwarf druid knocks the target prone, and it can’t stand up (save ends). Miss: Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the dwarf druid gains a +2 bonus to attack rolls against prone targets. In addition, whenever the dwarf druid hits an enemy with a melee attack while the dwarf druid is in beast form, the dwarf druid can knock that enemy prone.
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 +14, Perception +14
Str 12 (+5); Dex 16 (+7); Wis 20 (+9);
Con 15 (+6); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe

-1 Level / +1 Level

Dwarf Preserving Invoker [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +9; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+9 vs. AC; 1d10 + 3 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +12 vs. Reflex; 1d8 + 8 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; +12 vs. Fortitude; 2d8 + 8 thunder damage, and the target is pushed 4 squares.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +12 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the end of the dwarf invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses the dwarf invoker takes 5 psychic damage.
Astral Step (move) ✦ Teleportation
The dwarf invoker and each ally within 5 squares teleports 6 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 +3 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 +12, Religion +12
Str 10 (+4); Dex 12 (+5); Wis 20 (+9);
Con 15 (+6); Int 16 (+7); Cha 11 (+4)
Equipment hide armor, morningstar

-1 Level / +1 Level

Dwarf Wrathful Invoker [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +9; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 22, Reflex 19, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+9 vs. AC; 1d10 + 3 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +12 vs. Fortitude; 1d10 + 8 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +4 radiant damage. The dwarf invoker can use this power as a ranged basic attack.
○ [A] Invoke Obedience (standard) ✦ Psychic
Area burst 1 within 10; +17 vs. Will; 2d6 + 8 psychic damage. Before the attack, each target can fall prone as a free action. Each prone target takes 1d6 + 3 psychic damage.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +12 vs. Reflex; 3d6 + 8 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of cerulean light that lasts until the end of the dwarf invoker’s next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
○ [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 4 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 +14, Religion +10
Str 10 (+4); Dex 12 (+5); Wis 20 (+9);
Con 18 (+8); Int 13 (+5); Cha 11 (+4)
Equipment chainmail, morningstar

-1 Level / +1 Level

Dwarf Bear Shaman [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +14; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 20; Fortitude 22, Reflex 18, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Longspear (standard) ✦ Weapon
Reach 1; +9 vs. AC; 1d10 + 3 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +12 vs. Will; 1d8 + 8 damage, and each ally adjacent to the dwarf shaman’s spirit companion gains 4 temporary hit points.
○ [R] Winter Wind Spirit (standard) ✦ Cold
Ranged 5; +12 vs. Fortitude; 1d10 + 8 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 +7 bonus to AC against an attack that hits.
□ [R] Clever Trickster Spirit (standard) ✦ Psychic
Ranged 10; +12 vs. Will; 2d8 + 8 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage (save ends both).
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 14 damage to the spirit, the spirit disappears, and the dwarf shaman takes 9 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; +12 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the dwarf shaman’s spirit companion regains 5 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 4 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 +14, Perception +14
Str 11 (+4); Dex 12 (+5); Wis 20 (+9);
Con 18 (+8); Int 13 (+5); Cha 10 (+4)
Equipment leather armor, longspear

-1 Level / +1 Level

Dwarf Panther Shaman [Level 9 Controller (Leader)]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +14; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 20, Reflex 20, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Longspear (standard) ✦ Weapon
Reach 1; +9 vs. AC; 1d10 + 3 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +12 vs. Fortitude; 1d10 + 8 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; +12 vs. Will; 2d10 + 8 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 +3 bonus to damage rolls.
□ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
Ranged 10; +12 vs. Fortitude; 3d6 + 8 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss: Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The dwarf shaman and each ally within 10 squares of the dwarf shaman regains 5 hit points.
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 14 damage to the spirit, the spirit disappears, and the dwarf shaman takes 9 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; +12 vs. Reflex; 1d10 + 8 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 +3 bonus to damage rolls against bloodied enemies.

Skills Nature +14, Perception +14
Str 11 (+4); Dex 12 (+5); Wis 20 (+9);
Con 15 (+6); Int 16 (+7); Cha 10 (+4)
Equipment leather armor, longspear

-1 Level / +1 Level

Dwarf Chaos Sorcerer [Level 9 Artillery]

Medium natural humanoid [XP 400]

Initiative +7; Senses Perception +5; low-light
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 20; Fortitude 19, Reflex 20, Will 23
Saving Throws +5 against poison effects
Speed 5

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +13 vs. AC; 1d4 + 6 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +11 vs. Will; 1d10 + 10 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: +11 vs. Will; 1d6 + 6 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; +11 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The dwarf sorcerer teleports each target hit by the attack to any other space within the burst.
□ [R] Contagious Curse (standard) ✦ Poison
Ranged 10; +11 vs. Fortitude; 2d10 + 10 poison damage. Hit or Miss: The dwarf sorcerer slides the target 4 squares. The target is poisonous to the dwarf sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 + 6 poison damage. If the dwarf sorcerer rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 6 poison damage.
Swift Escape (immediate interrupt) ✦ Teleportation
When the dwarf sorcerer is hit by an area or a close attack.
The dwarf sorcerer teleports 5 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 +3 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 +9, Bluff +13
Str 13 (+5); Dex 16 (+7); Wis 12 (+5);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, dagger

-1 Level / +1 Level

Dwarf Dragon Sorcerer [Level 9 Skirmisher]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +5; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 18, Will 23
Saving Throws +5 against poison effects
Speed 5

● [m] Quarterstaff (standard) ✦ Weapon
+12 vs. AC; 1d8 + 6 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +11 vs. Reflex; 1d8 + 10 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 3 fire damage.
○ [C] Rimestorm (standard) ✦ Cold
Close blast 3; targets enemies; +11 vs. Fortitude; 2d8 + 10 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] Adamantine Echo (standard) ✦ Thunder
Close blast 3; +11 vs. Fortitude; 2d6 + 10 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing 5 thunder damage (save ends). Hit or Miss: The dwarf sorcerer gains a +3 power bonus to AC until the end of the encounter.
Sudden Scales (immediate interrupt)
When the dwarf sorcerer is hit by an attack.
The dwarf sorcerer gains a +6 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 +3 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 +9, Athletics +12
Str 16 (+7); Dex 13 (+5); Wis 12 (+5);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Dwarf Earth Warden [Level 9 Brute]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +11; low-light
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 26; Fortitude 22, Reflex 20, Will 20
Saving Throws +5 against poison effects
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+13 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+13 vs. AC; 1d10 + 7 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
+13 vs. Fortitude; 2d10 + 7 damage, and the target takes a –5 penalty to melee attack rolls 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.
Form of the Oak Sentinel (minor) ✦ Polymorph
The dwarf warden assumes the guardian form of the oak sentinel until the end of the encounter. While the dwarf warden is in this form, the dwarf warden’s melee reach increases by 1. In addition, any enemy that hits the dwarf warden with a melee attack takes 4 damage. Once during this encounter, the dwarf warden can make the following attack while the dwarf warden is in this form as an immediate interrupt when an enemy within the dwarf warden’s reach makes a melee attack against the dwarf warden’s ally.
Secondary Attack: targets the triggering enemy; +13 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: The dwarf warden becomes the target of the triggering attack, even if the dwarf warden is not within that attack’s range.
● [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 +4 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 +10, Perception +11
Str 18 (+8); Dex 12 (+5); Wis 15 (+6);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Dwarf Wild Warden [Level 9 Brute]

Medium natural humanoid [XP 400]

Initiative +5; Senses Perception +13; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 24; Fortitude 22, Reflex 18, Will 22
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is slowed until the end of the dwarf warden’s next turn.
○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
+13 vs. AC; 2d12 + 7 damage (crit 31 + 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 4 psychic damage.
Form of the Frenzied Wolverine (minor) ✦ Polymorph
The dwarf warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the dwarf warden is in this form, the dwarf warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, the dwarf warden can use the dwarf warden’s second wind as a minor action. Once during this encounter, the dwarf warden can make the following attack while the dwarf warden is in this form as a standard action.
Secondary Attack: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
When an enemy marked by the dwarf warden makes an attack that does not include the dwarf warden as a target.
Targets the triggering enemy; +13 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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 -4 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 +12, Perception +13
Str 18 (+8); Dex 12 (+5); Wis 18 (+8);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
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.