Dwarf NPCs [Level 10]
Dwarf Battle Cleric [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +9; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 22, Reflex 18, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 8 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +14 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
- +14 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; +14 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.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The dwarf cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+1 hit points.
- ○○ 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 +10
Str 18 (+9); Dex 11 (+5); Wis 18 (+9);
Con 14 (+7); Int 10 (+5); Cha 13 (+6)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Devoted Cleric [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +10; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 18, Will 25
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +13 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; +13 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; +13 vs. Reflex; 2d10 + 8 fire damage, and ongoing 10 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The dwarf cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+3 hit points.
- ○○ 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 +15, Religion +10
Str 13 (+6); Dex 11 (+5); Wis 20 (+10);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Greatweapon Fighter [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +7; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 24, Reflex 19, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +14 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: +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the dwarf fighter slides the target
1 square. Miss: Half damage.
- ○ Into the Fray (minor)
- The dwarf fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- 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 +14, Intimidate +10
Str 18 (+9); Dex 13 (+6); Wis 14 (+7);
Con 18 (+9); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dwarf Guardian Fighter [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +7; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 27; Fortitude 24, Reflex 23, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+15 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
- +15 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; +15 vs. AC; 3d8 + 7 damage, and the target is slowed (save ends). Miss: The power is not expended.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the dwarf fighter. 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 Heal +12, Intimidate +10
Str 18 (+9); Dex 16 (+8); Wis 14 (+7);
Con 15 (+7); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Avenging Paladin [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +7; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 26; Fortitude 23, Reflex 19, Will 22
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +15 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
- +15 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; +11 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.
- ○ Cleansing Spirit (minor)
- The dwarf paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □□ Lay on Hands (minor) ✦ Healing
- The dwarf paladin spends a healing surge but regains no hit points. Instead, one creature touched by the dwarf paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Dwarven Resilience
- The dwarf paladin can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf paladin to move — through a pull, a push, or a slide — the dwarf paladin can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf paladin prone, the dwarf paladin can immediately
make a saving throw to avoid falling prone.
Skills Intimidate +13, Religion +10
Str 18 (+9); Dex 11 (+5); Wis 15 (+7);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dwarf Protecting Paladin [Level 10 Soldier]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +7; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 28; Fortitude 22, Reflex 21, Will 23
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage, and the dwarf paladin gains 2 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +12 vs. Will; 2d10 + 7 damage, and the target is pulled 2 squares.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +12 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.
- □ Turn the Tide (standard)
- The dwarf paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ● 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.
- 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 +14, Religion +10
Str 16 (+8); Dex 11 (+5); Wis 15 (+7);
Con 14 (+7); Int 10 (+5); Cha 18 (+9)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Archer Ranger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +9; Senses Perception +12; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 22, Reflex 23, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 6 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +14 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +14 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:
+14 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +14 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.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the dwarf ranger.
The dwarf ranger can shift 1 square and then move 3 squares. The dwarf ranger cannot end the move adjacent to the triggering
enemy.
- 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 +12, Stealth +13
Str 16 (+8); Dex 18 (+9); Wis 15 (+7);
Con 14 (+7); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dwarf Two-Blade Ranger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +12; low-light
HP 107; Bloodied 53
Healing Surges (+26 hp) ○
AC 24; Fortitude 23, Reflex 22, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +15/+15 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +15 vs. AC; 2d8 + 7 damage.
Longsword (off
hand): +15 vs. AC; 1d8 + 7 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +15 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.
- ○ Expeditious Stride (minor)
- Until the end of the dwarf ranger’s next turn, the dwarf ranger’s speed increases by 4, and the dwarf ranger can shift 1 additional
square when shifting.
- 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 +12, Perception +12
Str 18 (+9); Dex 16 (+8); Wis 15 (+7);
Con 14 (+7); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dwarf Brawny Rogue [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +9; Senses Perception +6; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 24, Will 19
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +15 vs. AC; 1d6 + 7 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +15 vs. Reflex; 1d6 + 7 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +15 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
- +15 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.
- □ Certain Freedom (move)
- The dwarf rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- 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 +14, Thievery +14
Str 16 (+8); Dex 18 (+9); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 13 (+6)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dwarf Trickster Rogue [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +9; Senses Perception +11; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 24, Will 21
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +12 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
The dwarf rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +15 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.
- ● Shadow Stride (move)
- The dwarf rogue must be hidden to use this power. The dwarf rogue can move at full speed and must end the movement in a space
where the dwarf rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful,
the dwarf rogue remains during the movement, even if the dwarf rogue has no cover or concealment during it.
- 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 +14, Thievery +14
Str 13 (+6); Dex 18 (+9); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dwarf Fey-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +7; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 23; Fortitude 20, Reflex 22, Will 23
Saving Throws +5 against poison effects
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +12 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; +12 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; +12 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 Leap (move) ✦ Teleportation
- The dwarf warlock can teleport 6 squares, even without a line of sight to the destination. If the dwarf warlock attempts to
teleport to a space the dwarf warlock can’t occupy, the power fails.
- ● Warlock’s Curse (minor)
- The dwarf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dwarf
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The dwarf warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dwarf warlock can immediately teleport 3 squares.
- Dwarven Resilience
- The dwarf warlock can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlock to move — through a pull, a push, or a slide — the dwarf warlock can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlock prone, the dwarf warlock can immediately
make a saving throw to avoid falling prone.
Skills Arcana +13, Bluff +14
Str 10 (+5); Dex 11 (+5); Wis 14 (+7);
Con 15 (+7); Int 16 (+8); Cha 18 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Dwarf Infernal-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +6; low-light
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 23; Fortitude 23, Reflex 22, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +13 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; +13 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +13 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dwarf warlock gains 10 temporary hit points.
- □ Shielding Shades (immediate reaction)
- When the dwarf warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- 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 +13, Intimidate +11
Str 10 (+5); Dex 12 (+6); Wis 13 (+6);
Con 20 (+10); Int 16 (+8); Cha 13 (+6)
Equipment leather armor, mace
-1 Level / +1 Level
Dwarf Star-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +6; low-light
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 21; Fortitude 23, Reflex 20, Will 22
Saving Throws +5 against poison effects
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +13 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; +11 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; +13 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 +13 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.
- □ Shielding Shades (immediate reaction)
- When the dwarf warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- 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 +11, Insight +11
Str 10 (+5); Dex 12 (+6); Wis 13 (+6);
Con 20 (+10); Int 13 (+6); Cha 16 (+8)
Equipment leather armor, sickle
-1 Level / +1 Level
Dwarf Inspiring Warlord [Level 10 Soldier (Leader)]
Medium natural humanoid [XP 500]
Initiative +7; Senses Perception +6; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 22
Saving Throws +5 against poison effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +14 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
- +14 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
- +14 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.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the dwarf warlord’s next turn.
- ○○ 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.
- 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 8 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 +11, History +11
Str 18 (+9); Dex 11 (+5); Wis 12 (+6);
Con 14 (+7); Int 13 (+6); Cha 16 (+8)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dwarf Tactical Warlord [Level 10 Soldier (Leader)]
Medium natural humanoid [XP 500]
Initiative +7; Senses Perception +6; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 23, Reflex 22, Will 20
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +15 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
- +15 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
- +15 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.
- □ Tactical Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
- 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 +11, History +13
Str 18 (+9); Dex 11 (+5); Wis 12 (+6);
Con 14 (+7); Int 16 (+8); Cha 13 (+6)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dwarf Control Wizard [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +9; low-light
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +12 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; +12 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; +12 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).
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the dwarf wizard’s space, and the dwarf wizard gains a +6 power bonus to AC. Each time an
attack misses the dwarf wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2.
When the bonus reaches 0, all the dwarf wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
- ○ 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 +14, Insight +14
Str 10 (+5); Dex 13 (+6); Wis 18 (+9);
Con 14 (+7); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dwarf War Wizard [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +7; low-light
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 22
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +12 vs. Reflex; 1d6 + 7 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +12 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +12 vs. Reflex; 1d6 + 7 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +12 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.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the dwarf wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away
from the dwarf wizard cannot see the dwarf wizard.
- ○ 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 +14, History +14
Str 10 (+5); Dex 16 (+8); Wis 15 (+7);
Con 14 (+7); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dwarf Isolating Avenger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +10; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +16 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
- +16 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
- +16 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.
- □ River of Life (minor) ✦ Healing
- The dwarf avenger gains regeneration 5 until the end of the encounter.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the dwarf avenger makes an attack roll against the dwarf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Dwarven Resilience
- The dwarf avenger can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf avenger to move — through a pull, a push, or a slide — the dwarf avenger can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf avenger prone, the dwarf avenger can immediately
make a saving throw to avoid falling prone.
- Censure of Retribution
- When any enemy other than the dwarf avenger’s oath of enmity target hits the dwarf avenger, the dwarf avenger gains a +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 +11, Religion +13
Str 13 (+6); Dex 11 (+5); Wis 20 (+10);
Con 14 (+7); Int 16 (+8); Cha 10 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dwarf Pursuing Avenger [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +10; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 6 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +16 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
- +16 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
- +16 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.
- ○ [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.
- □ Avenger’s Readiness (no action)
- When the dwarf avenger rolls initiative at the beginning of an encounter.
The dwarf avenger gains a +5 power bonus to the initiative check. The dwarf avenger shifts 3 squares as a free action when
the first creature in the initiative order starts its turn, even if the dwarf avenger is surprised.
- 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 +10, Stealth +13
Str 13 (+6); Dex 16 (+8); Wis 20 (+10);
Con 14 (+7); Int 11 (+5); Cha 10 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dwarf Rageblood Barbarian [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +11; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○
AC 23; Fortitude 24, Reflex 20, Will 19
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+14 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
- +14 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
- +14 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.
- □ Deny Death (immediate interrupt)
- When the dwarf barbarian drops to 0 hit points or fewer and doesn’t die.
The dwarf barbarian is dying but don’t fall unconscious because of that condition. At the end of the dwarf barbarian’s next
turn, the dwarf barbarian falls unconscious if the dwarf barbarian is still dying.
- 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 +13, Perception +11
Str 18 (+9); Dex 12 (+6); Wis 13 (+6);
Con 18 (+9); Int 10 (+5); Cha 13 (+6)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Thaneborn Barbarian [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +11; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○
AC 23; Fortitude 24, Reflex 20, Will 21
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+14 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
- +14 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; +17 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the dwarf barbarian is pulled, pushed, or slid.
The dwarf barbarian negates the forced movement. Until the stance ends, the dwarf barbarian can negate forced movement against
the dwarf barbarian. Stance: This power lasts until the end of the encounter or until the dwarf barbarian uses another stance power.
- 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 +13, Perception +11
Str 18 (+9); Dex 12 (+6); Wis 13 (+6);
Con 15 (+7); Int 10 (+5); Cha 16 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Cunning Bard [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +11; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +12 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; +12 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; +12 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.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the dwarf bard’s next turn, and the dwarf bard slides the target
2 squares.
- 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 +13, Bluff +14
Str 12 (+6); Dex 11 (+5); Wis 12 (+6);
Con 15 (+7); Int 16 (+8); Cha 18 (+9)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dwarf Valorous Bard [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +5; Senses Perception +11; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 21, Will 23
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +15 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
- +15 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
- +15 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.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the dwarf bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the
dwarf bard’s next turn.
- 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 +11, Athletics +10
Str 12 (+6); Dex 11 (+5); Wis 12 (+6);
Con 18 (+9); Int 13 (+6); Cha 18 (+9)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dwarf Guardian Druid [Level 10 Controller]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +10; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 20, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Scythe (standard) ✦ Weapon
- +11 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +13 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; +13 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +13 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; +13 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 8 radiant
damage. Miss: 1d10 + 8 radiant damage.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The dwarf druid teleports to a safe place in the Feywild. While the dwarf druid is there, the dwarf druid can’t take any actions
other than using the dwarf druid’s second wind and wild shape. At the end of the dwarf druid’s next turn or as a move action
before then, the dwarf druid reappears in an unoccupied space within 10 squares of the space the dwarf druid left.
- ● 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.
- 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 +15, Nature +15
Str 12 (+6); Dex 13 (+6); Wis 20 (+10);
Con 18 (+9); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Predator Druid [Level 10 Controller]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +15; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 24
Saving Throws +5 against poison effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +11 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +13 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; +13 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
- +13 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
- +13 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.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the dwarf druid is in beast form, the dwarf druid gains resist 2 to all damage.
- 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 +15, Perception +15
Str 12 (+6); Dex 16 (+8); Wis 20 (+10);
Con 15 (+7); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Preserving Invoker [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +10; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +13 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; +13 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; +13 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.
- ○ 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the dwarf invoker makes an attack roll against the dwarf invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +13, Religion +13
Str 10 (+5); Dex 12 (+6); Wis 20 (+10);
Con 15 (+7); Int 16 (+8); Cha 11 (+5)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dwarf Wrathful Invoker [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +10; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 23, Reflex 20, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +13 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; +18 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; +13 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the dwarf invoker makes an attack roll against the dwarf invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +15, Religion +11
Str 10 (+5); Dex 12 (+6); Wis 20 (+10);
Con 18 (+9); Int 13 (+6); Cha 11 (+5)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dwarf Bear Shaman [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +15; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 21; Fortitude 23, Reflex 19, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +13 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; +13 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; +13 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 15 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 10 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.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the dwarf shaman can move the zone
5 squares.
- ● [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; +13 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 +15, Perception +15
Str 11 (+5); Dex 12 (+6); Wis 20 (+10);
Con 18 (+9); Int 13 (+6); Cha 10 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Panther Shaman [Level 10 Controller (Leader)]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +15; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 23; Fortitude 21, Reflex 21, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +10 vs. AC; 1d10 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +13 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; +13 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; +13 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 15 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 10 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.
- ● [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; +13 vs. Reflex; 1d10 + 8 damage.
- □ Spirit Summons (free)
- Until the end of the encounter, the dwarf shaman can use the dwarf shaman’s call spirit companion power to conjure a second
spirit companion. When the dwarf shaman attacks with a spirit power, the dwarf shaman chooses which spirit companion to use
for the attack. When an effect applies to creatures adjacent to the dwarf shaman’s spirit companion, that effect applies to
creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
- 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 +15, Perception +15
Str 11 (+5); Dex 12 (+6); Wis 20 (+10);
Con 15 (+7); Int 16 (+8); Cha 10 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Chaos Sorcerer [Level 10 Artillery]
Medium natural humanoid [XP 500]
Initiative +8; Senses Perception +6; low-light
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 21; Fortitude 20, Reflex 21, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 6 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +12 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:
+12 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; +12 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; +12 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.
- □ Chaos Link (immediate reaction)
- When the dwarf sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- 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 +10, Bluff +14
Str 13 (+6); Dex 16 (+8); Wis 12 (+6);
Con 14 (+7); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dwarf Dragon Sorcerer [Level 10 Skirmisher]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +6; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 21; Fortitude 21, Reflex 19, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +12 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; +12 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; +12 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.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- 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 +10, Athletics +13
Str 16 (+8); Dex 13 (+6); Wis 12 (+6);
Con 14 (+7); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dwarf Earth Warden [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +12; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○
AC 27; Fortitude 23, Reflex 21, Will 21
Saving Throws +5 against poison effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +14 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
- +14 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.
- □ Shield of Stone (minor)
- The dwarf warden slides one ally within 5 squares by 5 squares. Until the end of the dwarf warden’s next turn, that ally gains
resist 5 to all damage and a +2 power bonus to all defenses.
- □ 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; +14 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 +11, Perception +12
Str 18 (+9); Dex 12 (+6); Wis 15 (+7);
Con 18 (+9); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dwarf Wild Warden [Level 10 Brute]
Medium natural humanoid [XP 500]
Initiative +6; Senses Perception +14; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○
AC 25; Fortitude 23, Reflex 19, Will 23
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +14 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
- +14 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.
- □ Returning Strength (minor) ✦ Healing
- The dwarf warden spends a healing surge and regains +4 additional hit points.
- □ 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:
+14 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; +14 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.
- 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 +13, Perception +14
Str 18 (+9); Dex 12 (+6); Wis 18 (+9);
Con 15 (+7); Int 10 (+5); Cha 11 (+5)
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.