Dwarf NPCs [Level 14]
Dwarf Battle Cleric [Level 14 Controller (Leader)]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +12; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 27, Reflex 23, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 11 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 11 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target
until the end of the dwarf cleric’s next turn.
- ○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +19 vs. AC; 2d10 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+19 vs. AC; 1d10 + 11 lightning damage.
- ○ [R] Plague of Doom (standard)
- Ranged 10; +17 vs. Fortitude; 3d8 + 10 damage, and the target takes a -2 penalty to all defenses until the end of the dwarf
cleric’s next turn.
- □ 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
+2 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +17, Religion +12
Str 20 (+12); Dex 12 (+8); Wis 20 (+12);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Devoted Cleric [Level 14 Controller (Leader)]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +13; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 24, Reflex 23, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +18 vs. Reflex; 1d8 + 11 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] Plague of Doom (standard)
- Ranged 10; +18 vs. Fortitude; 3d8 + 11 damage, and the target takes a -4 penalty to all defenses until the end of the dwarf
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +18 vs. Reflex; 2d10 + 11 fire damage, and ongoing 11 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
+4 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +18, Religion +12
Str 14 (+9); Dex 12 (+8); Wis 22 (+13);
Con 15 (+9); Int 11 (+7); Cha 18 (+11)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Greatweapon Fighter [Level 14 Soldier]
Medium natural humanoid [XP 1000]
Initiative +9; Senses Perception +9; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 29; Fortitude 29, Reflex 24, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12). Miss: 5 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +19 vs. AC; 2d12 + 15 damage (crit 39 + 2d12), and make a secondary attack against each enemy adjacent to the primary target
and within the dwarf fighter’s melee reach. Secondary Attack: +19 vs. AC; 1d12 + 15 damage (crit 27 + 2d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +19 vs. AC; 2d12 + 10 damage (crit 34 + 2d12), 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 +17, Intimidate +13
Str 20 (+12); Dex 14 (+9); Wis 15 (+9);
Con 20 (+12); Int 11 (+7); Cha 12 (+8)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dwarf Guardian Fighter [Level 14 Soldier]
Medium natural humanoid [XP 1000]
Initiative +11; Senses Perception +9; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+20 vs. AC; 1d8 + 10 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] Storm of Blows (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 14 damage. Hit or Miss: After the attack, the dwarf fighter can shift 1 square and repeat the attack
against another target within reach. The dwarf fighter can then shift 1 square and repeat the attack against a third target
within reach. After the final attack, the dwarf fighter can shift 1 square.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +20 vs. AC; 3d8 + 10 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 +14, Intimidate +13
Str 20 (+12); Dex 18 (+11); Wis 15 (+9);
Con 16 (+10); Int 11 (+7); Cha 12 (+8)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Avenging Paladin [Level 14 Soldier]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +10; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 28, Reflex 24, Will 27
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +20 vs. AC; 1d10 + 10 radiant damage. If the dwarf paladin has marked the target, the dwarf paladin gains a +3 bonus to the
damage roll.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +20 vs. AC; 3d10 + 10 radiant damage, and the target is marked until the end of the dwarf paladin’s next turn. The dwarf paladin
can fly 3 squares and must charge as part of this attack.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +16 vs. Will; 2d8 + 9 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 10 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 +16, Religion +12
Str 20 (+12); Dex 12 (+8); Wis 16 (+10);
Con 15 (+9); Int 11 (+7); Cha 18 (+11)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dwarf Protecting Paladin [Level 14 Soldier]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +10; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 32; Fortitude 27, Reflex 26, Will 28
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 9 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage, and the dwarf paladin gains 3 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +20 vs. AC; 2d8 + 10 damage, and one ally within 5 squares of the dwarf paladin regains 13 hit points.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +17 vs. Fortitude; 1d10 + 10 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +17 vs. Fortitude; 1d10 + 10 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 11 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 +17, Religion +12
Str 18 (+11); Dex 12 (+8); Wis 16 (+10);
Con 15 (+9); Int 11 (+7); Cha 20 (+12)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Archer Ranger [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +12; Senses Perception +15; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 27, Reflex 28, Will 25
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 9 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 9 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +19 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +19/+19 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +19/+19 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
Hit: The target is immobilized
until the start of the dwarf ranger’s next turn.
- □ [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:
+19 vs. AC; 3d8 + 9 damage.
Longbow: Ranged 20/40; +19 vs. AC; 3d10 + 10 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 2d6 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 4 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 +15, Stealth +16
Str 18 (+11); Dex 20 (+12); Wis 16 (+10);
Con 15 (+9); Int 11 (+7); Cha 12 (+8)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dwarf Two-Blade Ranger [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +11; Senses Perception +15; low-light
HP 145; Bloodied 72
Healing Surges (+36 hp) ○○
AC 29; Fortitude 28, Reflex 27, Will 25
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +18 vs. AC; 1d10 + 9 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +20/+20 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +18 vs. AC (twice); 1d10 + 5 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +20 vs. AC; 1d8 + 10 damage.
Longsword (off hand):
+20 vs. AC; 1d8 + 10 damage.
If one attack hits, the target takes a -3 penalty to AC until the end of the dwarf ranger’s
next turn. If both attacks hit, the target takes a -5 penalty to AC until the end of the dwarf ranger’s next turn.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +20 vs. AC; 2d8 + 10 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 2d6 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 +10 hit points.
Skills Nature +15, Perception +15
Str 20 (+12); Dex 18 (+11); Wis 16 (+10);
Con 15 (+9); Int 11 (+7); Cha 12 (+8)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dwarf Brawny Rogue [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +12; Senses Perception +9; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 9 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +20 vs. Reflex; 1d6 + 10 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +20 vs. AC; 3d6 + 10 damage, and the target cannot shift until the end of the dwarf rogue’s next turn. If the target provokes
an opportunity attack from the dwarf rogue before the start of the dwarf rogue’s next turn, the dwarf rogue gains a +4 bonus
to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +20 vs. Fortitude; 2d6 + 10 damage, and the target takes ongoing 9 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 3d6 damage.
Skills Acrobatics +17, Thievery +17
Str 18 (+11); Dex 20 (+12); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dwarf Trickster Rogue [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +12; Senses Perception +14; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 24, Reflex 29, Will 26
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 7 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +20 vs. AC; 1d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
The dwarf rogue can move 2 squares before the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +20 vs. AC; 2d6 + 10 damage.
Hand
Crossbow: Ranged 10/20; +19 vs. AC; 2d6 + 10 damage.
Hit: The target slides 2 squares. Hit or Miss:
The dwarf rogue can move 3 squares after making the attack.
- □ [M] Knockout (standard) ✦ Weapon
- +20 vs. Fortitude; 2d6 + 10 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 3d6 damage.
Skills Stealth +17, Thievery +17
Str 14 (+9); Dex 20 (+12); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 18 (+11)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dwarf Fey-Pact Warlock [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +9; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 28; Fortitude 25, Reflex 27, Will 28
Saving Throws +5 against poison effects
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +17 vs. Reflex; 1d10 + 10 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 1d6 + 10 psychic damage, and the dwarf warlock is invisible to the target until the start of the
dwarf warlock’s next turn.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +17 vs. Will; until the end of the dwarf warlock’s next turn, the target treats all creatures as enemies for the
purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these
attack rolls.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +17 vs. Reflex; 2d8 + 10 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 5
cold damage (save ends). Sustain Minor: The target takes 2d8 + 5 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 2d6 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 +16, Bluff +17
Str 11 (+7); Dex 12 (+8); Wis 15 (+9);
Con 16 (+10); Int 18 (+11); Cha 20 (+12)
Equipment leather armor, spear
-1 Level / +1 Level
Dwarf Infernal-Pact Warlock [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +9; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 25
Saving Throws +5 against poison effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +18 vs. Reflex; 1d6 + 11 fire damage. If the dwarf warlock takes damage before the end of the dwarf warlock’s next
turn, the target takes an extra 1d6 + 11 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +18 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the dwarf warlock’s next turn.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +18 vs. Reflex; 3d10 + 11 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 2d6 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 14 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 +16, Intimidate +14
Str 11 (+7); Dex 13 (+8); Wis 14 (+9);
Con 22 (+13); Int 18 (+11); Cha 14 (+9)
Equipment leather armor, mace
-1 Level / +1 Level
Dwarf Star-Pact Warlock [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +9; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 26; Fortitude 28, Reflex 25, Will 27
Saving Throws +5 against poison effects
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +18 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the dwarf warlock on its next turn, it
takes an extra 1d6 + 11 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +18 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +18 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +18 vs. Will; 2d10 + 11 psychic damage, and the dwarf warlock teleports the target to an unoccupied square within
3 squares of the dwarf warlock. Sustain Minor: Make a +18 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 2d6 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 +14, Insight +14
Str 11 (+7); Dex 13 (+8); Wis 14 (+9);
Con 22 (+13); Int 14 (+9); Cha 18 (+11)
Equipment leather armor, sickle
-1 Level / +1 Level
Dwarf Inspiring Warlord [Level 14 Soldier (Leader)]
Medium natural humanoid [XP 1000]
Initiative +10; Senses Perception +8; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 28, Reflex 24, Will 27
Saving Throws +5 against poison effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +19 vs. Fortitude; 5 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 +4 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] Bolstering Blow (standard) ✦ Weapon
- +19 vs. AC; 3d10 + 10 damage, and the dwarf warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +19 vs. AC; 3d10 + 10 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 +4 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 10 squares can spend a healing surge and regain an additional 3d6 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 11 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 +13, History +14
Str 20 (+12); Dex 12 (+8); Wis 13 (+8);
Con 15 (+9); Int 14 (+9); Cha 18 (+11)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dwarf Tactical Warlord [Level 14 Soldier (Leader)]
Medium natural humanoid [XP 1000]
Initiative +10; Senses Perception +8; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 28, Reflex 27, Will 25
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 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] Beat Them into the Ground (standard) ✦ Weapon
- +20 vs. Fortitude; 2d8 + 10 damage, the target is knocked prone, and every ally within 5 squares of the dwarf warlord makes
a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone
on a hit. The dwarf warlord’s allies have a +4 power bonus to these attack rolls.
- □ [M] Iron Dragon Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+20 vs. AC; 3d8 + 10 damage. Hit or Miss: Until the end of the encounter, as an immediate reaction, an ally of the
dwarf warlord’s choice within 5 squares of the dwarf warlord can charge a target that the dwarf warlord charges.
- ○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 5 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 +4 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 +13, History +16
Str 20 (+12); Dex 12 (+8); Wis 13 (+8);
Con 15 (+9); Int 18 (+11); Cha 14 (+9)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dwarf Control Wizard [Level 14 Artillery]
Medium natural humanoid [XP 1000]
Initiative +9; Senses Perception +12; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +17 vs. Fortitude; 1d6 + 10 cold damage, and the target is slowed until the end of the dwarf wizard’s next turn.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +17 vs. Will; 2d6 + 10 psychic damage, and the target
is immobilized until the end of the dwarf wizard’s next turn. If the dwarf wizard targets only one creature with this power,
the dwarf wizard gains a +4 power bonus to the attack roll.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +17 vs. Reflex; 2d12 + 10 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 -5 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 +17, Insight +17
Str 11 (+7); Dex 14 (+9); Wis 20 (+12);
Con 15 (+9); Int 20 (+12); Cha 12 (+8)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dwarf War Wizard [Level 14 Artillery]
Medium natural humanoid [XP 1000]
Initiative +11; Senses Perception +10; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 27
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +17 vs. Reflex; 1d6 + 10 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +17 vs. Reflex; 4d6 + 10 thunder damage, and the target is pushed 4 squares.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +17 vs. Fortitude; 2d8 + 10 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 +4 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 +17, History +17
Str 11 (+7); Dex 18 (+11); Wis 16 (+10);
Con 15 (+9); Int 20 (+12); Cha 12 (+8)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dwarf Isolating Avenger [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +13; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage, and the dwarf avenger shifts 1 square, sliding the target 1 square into the space the dwarf
avenger occupied.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +21 vs. Will; 2d10 + 11 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the dwarf avenger’s next turn or until the dwarf avenger dismisses it as a minor action. Any enemy that enters
the zone is dazed until the end of the dwarf avenger’s next turn. Hit or Miss: Until the end of the dwarf avenger’s
next turn, the dwarf avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +21 vs. AC; 3d10 + 11 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 +4 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 +14, Religion +16
Str 14 (+9); Dex 12 (+8); Wis 22 (+13);
Con 15 (+9); Int 18 (+11); Cha 11 (+7)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dwarf Pursuing Avenger [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +11; Senses Perception +13; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 7 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +18 vs. AC; 1d8 + 9 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage, and if the target doesn’t end its next turn adjacent to the dwarf avenger, the dwarf avenger
can shift 5 squares as a free action. The dwarf avenger must end that shift closer to the target.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +18 vs. Will; 2d8 + 11 thunder damage, and the dwarf avenger teleports the target 5 squares. The dwarf avenger
then teleports to a space adjacent to the target. Until the end of the dwarf avenger’s next turn, any enemy that ends its
turn adjacent to the dwarf avenger takes 4 thunder damage.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 11 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 +8 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 +13, Stealth +16
Str 14 (+9); Dex 18 (+11); Wis 22 (+13);
Con 15 (+9); Int 12 (+8); Cha 11 (+7)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dwarf Rageblood Barbarian [Level 14 Brute]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +14; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○
AC 28; Fortitude 29, Reflex 25, Will 24
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+19 vs. AC; 1d12 + 2d8 + 10 damage (crit 38 + 2d12). 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +19 vs. AC; 2d12 + 10 damage (crit 34 + 2d12) and the target is pushed 1 square.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +19 vs. AC; 3d12 + 10 damage (crit 46 + 2d12), 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 +5 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 10 temporary hit points.
- Barbarian Agility
- While the dwarf barbarian is not wearing heavy armor, the dwarf barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +16, Perception +14
Str 20 (+12); Dex 13 (+8); Wis 14 (+9);
Con 20 (+12); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Thaneborn Barbarian [Level 14 Brute]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +14; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 28; Fortitude 29, Reflex 25, Will 26
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+19 vs. AC; 1d12 + 2d6 + 10 damage (crit 34 + 2d12). 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +19 vs. Fortitude; 3d12 + 10 damage (crit 46 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack:
+18 vs. Will; the secondary target moves 2 squares away from the dwarf barbarian as a free action and takes a –4 penalty to
attack rolls until the end of the dwarf barbarian’s next turn.
- □ [M] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +19 vs. AC; 2d12 + 10 acid damage (crit 34 + 2d12), 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.
- □ 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 +4 bonus to the attack roll.
- Barbarian Agility
- While the dwarf barbarian is not wearing heavy armor, the dwarf barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +16, Perception +14
Str 20 (+12); Dex 13 (+8); Wis 14 (+9);
Con 16 (+10); Int 11 (+7); Cha 18 (+11)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Cunning Bard [Level 14 Controller (Leader)]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +13; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 30; Fortitude 25, Reflex 28, Will 28
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 1d6 + 10 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dwarf
bard’s next turn.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 1d10 + 10 psychic damage. Until the end of the dwarf bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 3d8 + 10 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 10 squares can spend a healing surge and regain an additional 2d6 + 5 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 9 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 +16, Bluff +17
Str 13 (+8); Dex 12 (+8); Wis 13 (+8);
Con 16 (+10); Int 18 (+11); Cha 20 (+12)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dwarf Valorous Bard [Level 14 Controller (Leader)]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +13; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 29; Fortitude 27, Reflex 26, Will 28
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 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] Earthquake Strike (standard) ✦ Weapon
- +20 vs. AC; 2d8 + 10 damage, and the dwarf bard knocks the target prone. Until the end of the dwarf bard’s next turn, each
ally within 10 squares of the dwarf bard can knock prone any creature he or she hits and gains a +5 bonus to damage rolls.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +20 vs. AC; 3d8 + 10 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 10 squares can spend a healing surge and regain an additional 2d6 + 5 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 8 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 +14, Athletics +12
Str 13 (+8); Dex 12 (+8); Wis 13 (+8);
Con 20 (+12); Int 14 (+9); Cha 20 (+12)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dwarf Guardian Druid [Level 14 Controller]
Medium natural humanoid [XP 1000]
Initiative +9; Senses Perception +13; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 30; Fortitude 27, Reflex 25, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Scythe (standard) ✦ Weapon
- +15 vs. AC; 2d4 + 6 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +18 vs. Reflex; 1d8 + 11 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; +18 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +18 vs. Fortitude; 2d6 + 11 damage, and the dwarf druid slides the target 3 squares.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +18 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 11 radiant
damage. Miss: 1d10 + 11 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 +18, Nature +18
Str 13 (+8); Dex 14 (+9); Wis 22 (+13);
Con 20 (+12); Int 12 (+8); Cha 11 (+7)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Predator Druid [Level 14 Controller]
Medium natural humanoid [XP 1000]
Initiative +11; Senses Perception +18; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 29
Saving Throws +5 against poison effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +15 vs. AC; 2d4 + 6 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +18 vs. Reflex; 1d8 + 11 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; +18 vs. Reflex; 1d6 + 5 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 6 fire damage.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +18 vs. Reflex; 2d6 + 11 damage, and until the end of the dwarf druid’s next turn, the dwarf druid can make a melee basic
attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the dwarf druid that hits or misses with
an attack.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +18 vs. Reflex; 2d8 + 11 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 3 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 +18, Perception +18
Str 13 (+8); Dex 18 (+11); Wis 22 (+13);
Con 16 (+10); Int 12 (+8); Cha 11 (+7)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Preserving Invoker [Level 14 Artillery]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +13; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 5 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +18 vs. Reflex; 1d8 + 11 radiant damage, and the dwarf invoker slides the target 1 square. The dwarf invoker can
use this power as a ranged basic attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +18 vs. Fortitude; 3d6 + 11 damage, and the dwarf invoker either slides the target
5 squares or the dwarf invoker slides the target 1 square and knocks it prone.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +18 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 +4 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 +16, Religion +16
Str 11 (+7); Dex 13 (+8); Wis 22 (+13);
Con 16 (+10); Int 18 (+11); Cha 12 (+8)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dwarf Wrathful Invoker [Level 14 Artillery]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +13; low-light
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 28; Fortitude 28, Reflex 25, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 5 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +18 vs. Fortitude; 1d10 + 11 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The dwarf invoker can use this power as a ranged basic attack.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +18 vs. Will; 2d8 + 11 damage, or 3d8 + 11 damage if the dwarf invoker targets
only one creature. The target takes a –5 penalty to all saving throws until the end of the dwarf invoker’s next turn.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +18 vs. Reflex; 3d6 + 11 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 1d6+5 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 +18, Religion +14
Str 11 (+7); Dex 13 (+8); Wis 22 (+13);
Con 20 (+12); Int 14 (+9); Cha 12 (+8)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dwarf Bear Shaman [Level 14 Controller (Leader)]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +18; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 26; Fortitude 28, Reflex 24, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d10 + 6 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +18 vs. Will; 1d8 + 11 damage, and each ally adjacent to the dwarf shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +18 vs. Fortitude; 2d6 + 11 damage. Until the end of the dwarf shaman’s next turn, the dwarf shaman and the
dwarf shaman’s allies gain resist 9 to all damage while adjacent to the dwarf shaman’s spirit companion.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +18 vs. Will; 2d8 + 11 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 17 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 12 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 3d6 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; +18 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the dwarf shaman’s spirit
companion regains 6 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 5 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 +18, Perception +18
Str 12 (+8); Dex 13 (+8); Wis 22 (+13);
Con 20 (+12); Int 14 (+9); Cha 11 (+7)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Panther Shaman [Level 14 Controller (Leader)]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +18; low-light
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 28; Fortitude 26, Reflex 26, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d10 + 6 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +18 vs. Fortitude; 1d10 + 11 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 +2 bonus to the attack roll.
- ○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +18 vs. Reflex; 2d10 + 11 damage. Until the start of the dwarf shaman’s next turn, if an ally adjacent to
the dwarf shaman’s spirit companion misses with an attack, the dwarf shaman can use an immediate interrupt to allow that ally
to reroll the attack with a +4 bonus to the attack roll.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +18 vs. Fortitude; 3d6 + 11 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 17 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 12 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 3d6 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; +18 vs. Reflex; 1d10 + 11 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +18, Perception +18
Str 12 (+8); Dex 13 (+8); Wis 22 (+13);
Con 16 (+10); Int 18 (+11); Cha 11 (+7)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Chaos Sorcerer [Level 14 Artillery]
Medium natural humanoid [XP 1000]
Initiative +11; Senses Perception +8; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○○
AC 26; Fortitude 24, Reflex 26, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +19 vs. AC; 1d4 + 9 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +17 vs. Will; 1d10 + 16 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:
+17 vs. Will; 1d6 + 11 psychic damage. If the dwarf sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The dwarf sorcerer can attack a creature only once with a single use of this power.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +17 vs. Will; 2d10 + 16 psychic damage, and the dwarf sorcerer knocks the target prone. If the dwarf sorcerer rolled
an even number on the attack roll, the target can’t stand up until the end of the dwarf sorcerer’s next turn. If the dwarf
sorcerer rolled an odd number on the attack roll, the dwarf sorcerer slides the target 4 squares.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +17 vs. Fortitude; 2d10 + 16 poison damage. Hit or Miss: The dwarf sorcerer slides the target 5 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 + 11 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 + 11 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 +6 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 +13, Bluff +17
Str 14 (+9); Dex 18 (+11); Wis 13 (+8);
Con 15 (+9); Int 12 (+8); Cha 20 (+12)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dwarf Dragon Sorcerer [Level 14 Skirmisher]
Medium natural humanoid [XP 1000]
Initiative +9; Senses Perception +8; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 26; Fortitude 26, Reflex 24, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +17 vs. Reflex; 1d8 + 16 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 4 fire damage.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +17 vs. Fortitude; 2d6 + 16 thunder damage, and the target is dazed and slowed until the end of the dwarf sorcerer’s
next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +17 vs. Fortitude; 2d6 + 16 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The dwarf sorcerer gains a +4 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 +6 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 +13, Athletics +16
Str 18 (+11); Dex 14 (+9); Wis 13 (+8);
Con 15 (+9); Int 12 (+8); Cha 20 (+12)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dwarf Earth Warden [Level 14 Brute]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +15; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○
AC 32; Fortitude 28, Reflex 25, Will 26
Saving Throws +5 against poison effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage, and the dwarf warden gains a +1 power bonus to AC until the end of the dwarf warden’s next turn.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +19 vs. AC; 3d10 + 10 damage. Hit or Miss: The target provokes an opportunity attack from the dwarf warden if it shifts
before 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 5 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; +19 vs. AC; 2d10 + 10 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 +5 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 +14, Perception +15
Str 20 (+12); Dex 13 (+8); Wis 16 (+10);
Con 20 (+12); Int 11 (+7); Cha 12 (+8)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dwarf Wild Warden [Level 14 Brute]
Medium natural humanoid [XP 1000]
Initiative +8; Senses Perception +17; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 30; Fortitude 28, Reflex 23, Will 28
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12), and the target is slowed until the end of the dwarf warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +19 vs. AC; 1d12 + 10 radiant damage (crit 22 + 2d12), and the target is blinded until the end of the dwarf warden’s next
turn. If the target is bloodied, the dwarf warden shifts 2 squares.
- □ Returning Strength (minor) ✦ Healing
- The dwarf warden spends a healing surge and regains +5 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:
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12), 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; +19 vs. Fortitude; 1d12 + 10 damage (crit 22 + 2d12), 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 -5 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 +16, Perception +17
Str 20 (+12); Dex 13 (+8); Wis 20 (+12);
Con 16 (+10); Int 11 (+7); Cha 12 (+8)
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.