Dwarf NPCs [Level 16]
Dwarf Battle Cleric [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 29, Reflex 25, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 12 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 12 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
- +21 vs. AC; 2d10 + 12 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+21 vs. AC; 1d10 + 12 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +21 vs. Will; 2d10 + 12 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ Divine Armor (standard) ✦ Healing
- The dwarf cleric gains a +2 power bonus to AC. The dwarf cleric and each ally within 3 squares gain resist 5 to all damage
until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +13
Str 20 (+13); Dex 12 (+9); Wis 20 (+13);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Devoted Cleric [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 25, Will 32
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 9 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +20 vs. Reflex; 1d8 + 12 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; +20 vs. Fortitude; 3d8 + 12 damage, and the target takes a -4 penalty to all defenses until the end of the dwarf
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +20 vs. Will; 4d10 + 12 radiant damage, and the target is slowed until the end of the dwarf
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the dwarf cleric and the dwarf cleric’s allies against ranged attacks until the end
of the dwarf cleric’s next turn. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The dwarf cleric and any allies gain the following benefits while
within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls.
The area remains hallowed until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +19, Religion +13
Str 14 (+10); Dex 12 (+9); Wis 22 (+14);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Greatweapon Fighter [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +10; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 31, Reflex 26, Will 26
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 5 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +21 vs. AC; 2d12 + 16 damage (crit 40 + 2d12), and make a secondary attack against each enemy adjacent to the primary target
and within the dwarf fighter’s melee reach. Secondary Attack: +21 vs. AC; 1d12 + 16 damage (crit 28 + 2d12).
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The dwarf fighter gains regeneration 5, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the dwarf fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as long as the
dwarf fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the dwarf fighter uses another stance power.
- □ Iron Warrior (minor) ✦ Healing
- The dwarf fighter spends a healing surge, regaining an additional 2d6 + 5 hit points, and makes a saving throw against one
effect that a save can end.
- 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 +18, Intimidate +14
Str 20 (+13); Dex 14 (+10); Wis 15 (+10);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dwarf Guardian Fighter [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +10; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 33; Fortitude 31, Reflex 30, Will 26
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+22 vs. AC; 1d8 + 11 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
- +22 vs. AC; 1d8 + 15 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.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +22 vs. AC; 3d8 + 11 damage. Miss: Half damage.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +15, Intimidate +14
Str 20 (+13); Dex 18 (+12); Wis 15 (+10);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Avenging Paladin [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +11; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 26, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +22 vs. AC; 1d10 + 11 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
- +22 vs. AC; 3d10 + 11 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.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+22 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The dwarf paladin can spend a healing surge.
- ● 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.
- □□□ 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the dwarf paladin is hit by an attack.
The dwarf paladin teleports adjacent to the ally and is hit by the attack instead.
- Dwarven Resilience
- The dwarf paladin can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf paladin to move — through a pull, a push, or a slide — the dwarf paladin can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf paladin prone, the dwarf paladin can immediately
make a saving throw to avoid falling prone.
Skills Intimidate +17, Religion +13
Str 20 (+13); Dex 12 (+9); Wis 16 (+11);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dwarf Protecting Paladin [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +11; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 34; Fortitude 29, Reflex 28, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage, and the dwarf paladin gains 3 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +22 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the dwarf paladin regains 13 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +19 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the dwarf paladin and attacks the dwarf paladin or an ally, the dwarf paladin can make a
secondary attack against the target as an immediate reaction. Secondary Attack: +19 vs. Will; 2d10 + 11 damage. Miss:
Half damage.
- □ Death Ward (standard) ✦ Healing
- The dwarf paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target
regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
- ● 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 +18, Religion +13
Str 18 (+12); Dex 12 (+9); Wis 16 (+11);
Con 15 (+10); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Archer Ranger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +13; Senses Perception +16; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 27
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +21 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
Hit: The target is immobilized
until the start of the dwarf ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +21 vs. AC; 1d10 + 11 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d10 damage. Miss: The target is dazed (save ends).
- □ Momentary Respite (standard)
- The dwarf ranger shifts 3 squares and makes a saving throw. The dwarf ranger is no longer marked by any enemy.
- ● 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.
- 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 +16, Stealth +17
Str 18 (+12); Dex 20 (+13); Wis 16 (+11);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dwarf Two-Blade Ranger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +16; low-light
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○
AC 31; Fortitude 30, Reflex 29, Will 27
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +20 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +20 vs. AC (twice); 1d10 + 6 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +22 vs. AC; 1d8 + 11 damage.
Longsword (off hand):
+22 vs. AC; 1d8 + 11 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.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Longsword (main): +22 vs. AC; 2d8 + 11 damage.
Longsword (off hand):
+22 vs. AC; 2d8 + 11 damage.
Alternate main and off-hand weapon attacks until the dwarf ranger misses or until the
dwarf ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the dwarf ranger with a melee attack.
Shift 1 square away from the 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.
- 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 +16, Perception +16
Str 20 (+13); Dex 18 (+12); Wis 16 (+11);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dwarf Brawny Rogue [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +13; Senses Perception +10; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 31, Will 26
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +22 vs. Reflex; 1d6 + 11 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +22 vs. AC; 3d6 + 11 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] Garrote Grip (standard) ✦ Reliable, Weapon
- The dwarf rogue can use this power as a minor action if the dwarf rogue has already grabbed a creature. Doing so requires
no attack roll. +22 vs. Reflex; 2d6 + 11 damage, and the dwarf rogue grabs the target. Until the target escapes, the dwarf
rogue has cover, and any melee attack or ranged attack that misses the dwarf rogue hits the target instead. Sustain Minor:
Sustain the grab for another round. The third time the dwarf rogue sustains the grab after using this power, the target falls
unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the dwarf rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 +18, Thievery +18
Str 18 (+12); Dex 20 (+13); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dwarf Trickster Rogue [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +13; Senses Perception +15; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 26, Reflex 31, Will 28
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +22 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 1d6 + 11 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: +22 vs. AC; 2d6 + 11 damage.
Hand
Crossbow: Ranged 10/20; +21 vs. AC; 2d6 + 11 damage.
Hit: The target slides 2 squares. Hit or Miss:
The dwarf rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +22 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 3d6 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 13 damage (short sword) or
5d6 + 13 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ○ Hide in Plain Sight (minor)
- The dwarf rogue must already be hidden to use this power. The dwarf rogue is invisible until the dwarf rogue leaves the dwarf
rogue’s current square. No other action that the dwarf rogue performs makes the dwarf rogue visible.
- 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 +18, Thievery +18
Str 14 (+10); Dex 20 (+13); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dwarf Fey-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +10; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 27, Reflex 29, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 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; +19 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 Golden Mist (standard) ✦ Charm
- Ranged 10; +19 vs. Will; The target loses its next standard action. Sustain Standard: Make a +19 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The dwarf warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the dwarf warlock’s
next turn.
- ● Warlock’s Curse (minor)
- The dwarf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dwarf
warlock can deal an extra 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 +17, Bluff +18
Str 11 (+8); Dex 12 (+9); Wis 15 (+10);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Dwarf Infernal-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +10; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 30, Reflex 29, Will 27
Saving Throws +5 against poison effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +20 vs. Reflex; 1d6 + 12 fire damage. If the dwarf warlock takes damage before the end of the dwarf warlock’s next
turn, the target takes an extra 1d6 + 12 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +20 vs. Will; 2d8 + 16 necrotic damage, and the target is weakened until the end of the dwarf warlock’s next turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +20 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +20 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 12 fire and poison damage. On a miss, the dwarf
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The dwarf warlock can fly a number of squares equal to the dwarf warlock’s speed + 2. If the dwarf warlock doesn’t land at
the end of this move, the dwarf warlock falls. Until the end of the dwarf warlock’s next turn, the dwarf warlock is insubstantial,
and the dwarf warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 16 temporary hit points.
- Dwarven Resilience
- The dwarf warlock can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlock to move — through a pull, a push, or a slide — the dwarf warlock can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlock prone, the dwarf warlock can immediately
make a saving throw to avoid falling prone.
Skills Arcana +17, Intimidate +15
Str 11 (+8); Dex 13 (+9); Wis 14 (+10);
Con 22 (+14); Int 18 (+12); Cha 14 (+10)
Equipment leather armor, mace
-1 Level / +1 Level
Dwarf Star-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +10; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 27, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +20 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the dwarf warlock on its next turn, it
takes an extra 1d6 + 12 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +20 vs. Fortitude; 2d10 + 12 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +20 vs. Reflex; 1d10 + 14 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +20 vs. Fortitude; 4d10 + 12 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the dwarf warlock’s next turn. Sustain Minor: Make
a +20 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 12 cold damage and is immobilized
(save ends).
- ● Warlock’s Curse (minor)
- The dwarf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dwarf
warlock can deal an extra 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.
- □ Eye of the Warlock (minor)
- Ranged 10; the dwarf warlock sees through the target’s eyes. The target is not aware that the dwarf warlock is doing so. The
dwarf warlock has line of sight and line of effect from the target for the dwarf warlock’s attacks. The dwarf warlock’s warlock
powers can originate in the target’s square. Each time the dwarf warlock uses a power through this link, a mystical third
eye briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dwarf warlock gains a +1 bonus to a single d20 roll the dwarf warlock makes during the dwarf warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Dwarven Resilience
- The dwarf warlock can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlock to move — through a pull, a push, or a slide — the dwarf warlock can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlock prone, the dwarf warlock can immediately
make a saving throw to avoid falling prone.
Skills Arcana +15, Insight +15
Str 11 (+8); Dex 13 (+9); Wis 14 (+10);
Con 22 (+14); Int 14 (+10); Cha 18 (+12)
Equipment leather armor, sickle
-1 Level / +1 Level
Dwarf Inspiring Warlord [Level 16 Soldier (Leader)]
Medium natural humanoid [XP 1400]
Initiative +11; Senses Perception +9; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 26, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +21 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
- +21 vs. AC; 3d10 + 11 damage, and the dwarf warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +21 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the dwarf warlord regains hit points as if he or she
had spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to the
dwarf warlord regains 14 hit points.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the dwarf warlord’s next turn, each target gains a
+2 power bonus to attack rolls.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 12 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 +14, History +15
Str 20 (+13); Dex 12 (+9); Wis 13 (+9);
Con 15 (+10); Int 14 (+10); Cha 18 (+12)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dwarf Tactical Warlord [Level 16 Soldier (Leader)]
Medium natural humanoid [XP 1400]
Initiative +11; Senses Perception +9; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 27
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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
- +22 vs. Fortitude; 2d8 + 11 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] Make Them Bleed (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the
dwarf warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power
can only be used once per round.
- Dwarven Resilience
- The dwarf warlord can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlord to move — through a pull, a push, or a slide — the dwarf warlord can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlord prone, the dwarf warlord can immediately
make a saving throw to avoid falling prone.
- Tactical Presence
- When an ally the dwarf warlord can see spends an action point to make an extra attack, the ally gains a +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 +14, History +17
Str 20 (+13); Dex 12 (+9); Wis 13 (+9);
Con 15 (+10); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dwarf Control Wizard [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +13; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +19 vs. Fortitude; 1d6 + 11 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; +19 vs. Will; 2d6 + 11 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.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +19 vs. Fortitude, Reflex, Will. The dwarf wizard makes only one attack per target, but compare
that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 11 poison
damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and ongoing
5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any,
all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each
ongoing effect separately.
- ○ 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the dwarf wizard or one ally within 5 squares.
The attacker must reroll the 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 +18, Insight +18
Str 11 (+8); Dex 14 (+10); Wis 20 (+13);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dwarf War Wizard [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +11; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +19 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The dwarf wizard or one ally touched by the dwarf wizard gains resist 10 to all damage until the end of the encounter or for
5 minutes.
- ○ 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 +18, History +18
Str 11 (+8); Dex 18 (+12); Wis 16 (+11);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dwarf Isolating Avenger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 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
- +23 vs. Will; 2d10 + 12 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] Aspect of Fury (standard) ✦ Weapon
- +23 vs. AC; 3d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the dwarf avenger or that hits or misses the dwarf avenger with a melee attack takes 5 damage.
- ○ [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.
- ○ Bulwark of Defiance (no action)
- When the dwarf avenger fails a saving throw other than a death saving throw.
Until the end of the dwarf avenger’s next turn, the effect the dwarf avenger failed the saving throw against doesn’t affect
the dwarf avenger, but the dwarf avenger makes saving throws against it as normal.
- 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 +15, Religion +17
Str 14 (+10); Dex 12 (+9); Wis 22 (+14);
Con 15 (+10); Int 18 (+12); Cha 11 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dwarf Pursuing Avenger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +14; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +20 vs. AC; 1d8 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 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; +20 vs. Will; 2d8 + 12 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.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +20 vs. Fortitude; 2d10 + 12 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the dwarf avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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.
- ○ Astral Cloak (minor) ✦ Illusion
- The dwarf avenger becomes invisible until the end of the dwarf avenger’s turn.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the dwarf avenger makes an attack roll against the dwarf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Dwarven Resilience
- The dwarf avenger can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf avenger to move — through a pull, a push, or a slide — the dwarf avenger can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf avenger prone, the dwarf avenger can immediately
make a saving throw to avoid falling prone.
- Censure of Pursuit
- If the dwarf avenger’s oath of enmity target moves away from the dwarf avenger willingly, the dwarf avenger gains a +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 +14, Stealth +17
Str 14 (+10); Dex 18 (+12); Wis 22 (+14);
Con 15 (+10); Int 12 (+9); Cha 11 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dwarf Rageblood Barbarian [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 26
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 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; +21 vs. AC; 2d12 + 11 damage (crit 35 + 2d12) and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12). Miss: Half damage. Hit or Miss: The dwarf barbarian enters the
rage of the hunting lion. Until the rage ends, the dwarf barbarian gains a +2 power bonus to attack rolls against any target
that is granting combat advantage to the dwarf barbarian.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the dwarf barbarian gains resist 10 against a damage type of the dwarf barbarian’s choice: acid, cold,
fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the dwarf barbarian uses another stance power.
- ○ Swift Charge (free)
- When the dwarf barbarian’s attack reduces an enemy to 0 hit points.
The dwarf barbarian charges an enemy.
- Dwarven Resilience
- The dwarf barbarian can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf barbarian to move — through a pull, a push, or a slide — the dwarf barbarian can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf barbarian prone, the dwarf barbarian can
immediately make a saving throw to avoid falling prone.
- Rageblood Vigor
- Whenever the dwarf barbarian’s attack reduces an enemy to 0 hit points, the dwarf barbarian gains 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 +17, Perception +15
Str 20 (+13); Dex 13 (+9); Wis 14 (+10);
Con 20 (+13); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Thaneborn Barbarian [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15; low-light
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 30; Fortitude 31, Reflex 27, Will 28
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 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
- +21 vs. Fortitude; 3d12 + 11 damage (crit 47 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack:
+20 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] Thunderfury Rage (standard) ✦ Rage, Weapon
- +21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the dwarf barbarian knocks the target prone. Miss: Half damage.
Hit or Miss: The dwarf barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent
to the dwarf barbarian hits or misses the dwarf barbarian, the dwarf barbarian can make a melee basic attack against that
enemy as an immediate reaction.
- ○ [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.
- □ Spur the Cycle (free)
- When the dwarf barbarian reducees an enemy to 0 hit points during the dwarf barbarian’s turn.
The dwarf barbarian takes a standard action.
- 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 +17, Perception +15
Str 20 (+13); Dex 13 (+9); Wis 14 (+10);
Con 16 (+11); Int 11 (+8); Cha 18 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Cunning Bard [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 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; +19 vs. Will; 1d10 + 11 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] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the dwarf bard’s choice as a free action (save ends). Miss: Half damage. As the
first action of the target’s next turn, the target makes a melee basic attack against a creature of the dwarf bard’s choice
as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the dwarf bard’s next turn.
While within the zone, the dwarf bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a
move action. Sustain Minor: The zone persists.
- ○○○ Majestic Word (minor) ✦ Healing
- The dwarf bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power
can only be used once per round. The dwarf bard can also slide the target 1 square.
- 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 +17, Bluff +18
Str 13 (+9); Dex 12 (+9); Wis 13 (+9);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dwarf Valorous Bard [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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
- +22 vs. AC; 2d8 + 11 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] Quick Steel Dance (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and until the end of the dwarf bard’s next turn, the target is marked by an ally within 10 squares
of the dwarf bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is
adjacent to any of the dwarf bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
- ○○○ Majestic Word (minor) ✦ Healing
- The dwarf bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power
can only be used once per round. The dwarf bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the dwarf bard’s next turn. When the dwarf
bard moves, the zone moves with the dwarf bard, remaining centered on the dwarf bard. Any ally who starts his or her turn
within the zone can make a saving throw. Sustain Minor: The zone persists.
- Dwarven Resilience
- The dwarf bard can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf bard to move — through a pull, a push, or a slide — the dwarf bard can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf bard prone, the dwarf bard can immediately make
a saving throw to avoid falling prone.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the dwarf bard reduces an enemy to 0 hit points or bloodies an enemy, the
dwarf bard can grant 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 +15, Athletics +13
Str 13 (+9); Dex 12 (+9); Wis 13 (+9);
Con 20 (+13); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dwarf Guardian Druid [Level 16 Controller]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +14; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 32; Fortitude 29, Reflex 27, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Scythe (standard) ✦ Weapon
- +17 vs. AC; 2d4 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 12 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; +20 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +20 vs. Fortitude; 2d6 + 12 damage, and the dwarf druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +20 vs. Reflex; 2d6 + 12 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the dwarf druid’s next turn. Any creature that enters the zone or starts its turn there
is slowed until the end of the dwarf druid’s next turn. As a move action, the dwarf druid can move the zone 5 squares. Sustain
Minor: The zone persists, and each creature within it takes 5 lightning damage.
- ● Wild Shape (minor) ✦ Polymorph
- The dwarf druid changes from the dwarf druid’s humanoid form to beast form or vice versa. When the dwarf druid changes from
beast form back to the dwarf druid’s humanoid form, the dwarf druid shifts 1 square. While the dwarf druid is in beast form,
the dwarf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the dwarf druid can sustain
such powers. The dwarf druid can use this power once per round.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The dwarf druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- 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 +19, Nature +19
Str 13 (+9); Dex 14 (+10); Wis 22 (+14);
Con 20 (+13); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Predator Druid [Level 16 Controller]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +19; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 31
Saving Throws +5 against poison effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +17 vs. AC; 2d4 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 12 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; +20 vs. Reflex; 1d6 + 6 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
- +20 vs. Reflex; 2d6 + 12 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] Revitalizing Pounce (standard) ✦ Beast Form
- +20 vs. Reflex; 3d8 + 12 damage, and remove from the dwarf druid every effect that a save can end. Miss: Half damage,
and the dwarf druid makes a saving throw against each effect that a save can end.
- ● 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.
- □ Insect Plague (free)
- Until the end of the encounter, the dwarf druid can use wild shape to assume the form of a cloud of insects. In this form,
the dwarf druid gains a fly speed equal to the dwarf druid’s speed, and the dwarf druid can hover. The dwarf druid also becomes
insubstantial. When the dwarf druid squeezes, the dwarf druid can move at full speed instead of half speed and can fit through
any opening large enough to accommodate even a single insect. The dwarf druid can’t attack, pick up anything, or manipulate
objects. Until this power ends, the dwarf druid can use wild shape to change among this form, another beast form, and the
dwarf druid’s humanoid form.
- Dwarven Resilience
- The dwarf druid can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf druid to move — through a pull, a push, or a slide — the dwarf druid can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf druid prone, the dwarf druid can immediately
make a saving throw to avoid falling prone.
- Primal Predator
- While the dwarf druid is not wearing heavy armor, the dwarf druid gains a +1 bonus to the dwarf druid’s speed.
Skills Nature +19, Perception +19
Str 13 (+9); Dex 18 (+12); Wis 22 (+14);
Con 16 (+11); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Preserving Invoker [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 118; Bloodied 59
Healing Surges (+29 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +20 vs. Reflex; 1d8 + 12 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; +20 vs. Fortitude; 3d6 + 12 damage, and the dwarf invoker either slides the target
5 squares or the dwarf invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +20 vs. Will; 4d6 + 12 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the dwarf invoker
can teleport a creature within the zone 5 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the dwarf invoker hits the dwarf invoker’s ally.
The dwarf invoker gains a +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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the dwarf invoker makes an attack roll against the dwarf invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the dwarf invoker’s next turn, any
attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +17, Religion +17
Str 11 (+8); Dex 13 (+9); Wis 22 (+14);
Con 16 (+11); Int 18 (+12); Cha 12 (+9)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dwarf Wrathful Invoker [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 122; Bloodied 61
Healing Surges (+30 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +20 vs. Fortitude; 1d10 + 12 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; +20 vs. Will; 2d8 + 12 damage, or 3d8 + 12 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] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the dwarf invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can
be up to 4 squares high, and it lasts until the end of the dwarf invoker’s next turn. The wall provides cover to the dwarf
invoker and the dwarf invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 12 radiant
damage. While the dwarf invoker is within 5 squares of the wall, the dwarf invoker can make the following attack as a standard
action. Secondary Attack: Ranged 10; +20 vs. Reflex; 2d10 + 12 radiant damage. Before the attack, remove a square of
the wall. Sustain Minor: The wall persists.
- □ Walk Between Worlds (minor)
- The dwarf invoker or one ally within 10 squares gains phasing until the end of the dwarf invoker’s next turn. Sustain Minor:
The effect 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.
- 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 +19, Religion +15
Str 11 (+8); Dex 13 (+9); Wis 22 (+14);
Con 20 (+13); Int 14 (+10); Cha 12 (+9)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dwarf Bear Shaman [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +19; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 26, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +17 vs. AC; 1d10 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Will; 1d8 + 12 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; +20 vs. Fortitude; 2d6 + 12 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] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +20 vs. Reflex; 3d10 + 12 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 18 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the dwarf shaman’s next turn or until it attacks.
- ● [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; +20 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 +19, Perception +19
Str 12 (+9); Dex 13 (+9); Wis 22 (+14);
Con 20 (+13); Int 14 (+10); Cha 11 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Panther Shaman [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +19; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +17 vs. AC; 1d10 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Fortitude; 1d10 + 12 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; +20 vs. Reflex; 2d10 + 12 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.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +20 vs. Fortitude; 4d6 + 12 fire damage. Miss: Half damage. Hit or Miss: The
dwarf shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 18 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the dwarf shaman
or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action,
the dwarf shaman can move the zone 5 squares.
- ● [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; +20 vs. Reflex; 1d10 + 12 damage.
- Dwarven Resilience
- The dwarf shaman can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf shaman to move — through a pull, a push, or a slide — the dwarf shaman can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf shaman prone, the dwarf shaman can immediately
make a saving throw to avoid falling prone.
- Stalker Spirit
- Any ally adjacent to the dwarf shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.
Skills Nature +19, Perception +19
Str 12 (+9); Dex 13 (+9); Wis 22 (+14);
Con 16 (+11); Int 18 (+12); Cha 11 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Chaos Sorcerer [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +9; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 28; Fortitude 26, Reflex 28, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d4 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +19 vs. Will; 1d10 + 17 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:
+19 vs. Will; 1d6 + 12 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; +19 vs. Will; 2d10 + 17 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] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 5d6 + 17 psychic damage, and as a free action, the target charges the dwarf sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the dwarf sorcerer rolled an even number on the attack roll, the
dwarf sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack
that they provoke (save ends). Miss: Half damage.
- □ Chaos Echoes (immediate reaction)
- When the dwarf sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- Dwarven Resilience
- The dwarf sorcerer can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf sorcerer to move — through a pull, a push, or a slide — the dwarf sorcerer can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf sorcerer prone, the dwarf sorcerer can immediately
make a saving throw to avoid falling prone.
- Chaos Power
- The dwarf sorcerer gains a +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 +14, Bluff +18
Str 14 (+10); Dex 18 (+12); Wis 13 (+9);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dwarf Dragon Sorcerer [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +9; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 26, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +19 vs. Reflex; 1d8 + 17 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; +19 vs. Fortitude; 2d6 + 17 thunder damage, and the target is dazed and slowed until the end of the dwarf sorcerer’s
next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +19 vs. Reflex; 4d10 + 17 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the dwarf sorcerer takes 6 fire damage.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the dwarf sorcerer’s next turn. When the dwarf
sorcerer moves, the zone moves with the dwarf sorcerer, remaining centered on the dwarf sorcerer. The zone is difficult terrain
for the dwarf sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
- 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 +14, Athletics +17
Str 18 (+12); Dex 14 (+10); Wis 13 (+9);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dwarf Earth Warden [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +16; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 34; Fortitude 30, Reflex 27, Will 28
Saving Throws +5 against poison effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 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
- +21 vs. AC; 3d10 + 11 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.
- □ Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The dwarf warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the dwarf warden is
in this form, the dwarf warden gains resist 10 lightning, and the dwarf warden’s melee reach increases by 1. In addition,
if any enemy starts its turn within 3 squares of the dwarf warden and the dwarf warden is able to take actions, that enemy
is marked until the end of the dwarf warden’s next turn. 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: +21 vs. AC; 2d10 + 11
lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage,
and the target is dazed until the end of the dwarf warden’s next turn.
- ● [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.
- ○ Cleansing Earth (immediate reaction)
- When the dwarf warden is subjected to an effect that a save can end.
The dwarf warden makes a saving throw against the triggering effect, with a +5 power bonus.
- 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 +15, Perception +16
Str 20 (+13); Dex 13 (+9); Wis 16 (+11);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dwarf Wild Warden [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +18; low-light
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 32; Fortitude 30, Reflex 25, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the dwarf warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +21 vs. AC; 1d12 + 11 radiant damage (crit 23 + 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.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The dwarf warden assumes the guardian form of the charging boar until the end of the encounter. While the dwarf warden is
in this form, the dwarf warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. 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: Before the attack, the dwarf warden moves the dwarf warden’s speed; +21 vs. Reflex; 3d12 + 11 damage (crit 47
+ 2d12), and the dwarf warden slides the target 2 squares. Miss: Half damage, and the dwarf warden slides the target
1 square.
- □ Verdant Life (minor) ✦ Healing
- The dwarf warden can spend two healing surges.
- ● [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; +21 vs. Fortitude; 1d12 + 11 damage (crit 23 + 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 +17, Perception +18
Str 20 (+13); Dex 13 (+9); Wis 20 (+13);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
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.