Dwarf NPCs [Level 20]
Dwarf Battle Cleric [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 32, Reflex 28, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 13 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 13 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] Blinding Light (standard) ✦ Radiant, Weapon
- +24 vs. Fortitude; 2d10 + 13 radiant damage, and the target is blinded until the end of the dwarf cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +24 vs. AC; 3d10 + 13 damage. Miss: Half damage. Hit or Miss: The dwarf cleric and each ally within 5 squares
of the dwarf cleric regains hit points as if the dwarf cleric had each spent a healing surge.
- □ 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 +20, Religion +15
Str 21 (+15); Dex 12 (+11); Wis 21 (+15);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Devoted Cleric [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 29, Reflex 28, Will 35
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 10 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +23 vs. Reflex; 1d8 + 13 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.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +23 vs. Reflex; 3d6 + 13 thunder damage, and the target is pushed 7 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +23 vs. Reflex; 5d10 + 13 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the dwarf cleric’s next turn. Enemies that start their turn in
this zone take 1d10 + 13 fire damage. 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 +21, Religion +15
Str 14 (+12); Dex 12 (+11); Wis 23 (+16);
Con 15 (+12); Int 11 (+10); Cha 19 (+14)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Greatweapon Fighter [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +12; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 34, Reflex 29, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 5 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
dwarf fighter can shift the same distance the dwarf fighter pushed the target. The dwarf fighter must end the move adjacent
to the target.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12). Miss: Half damage. Hit or
Miss: Until the start of the dwarf fighter’s next turn, the dwarf fighter can make a secondary attack as a free action
against any enemy that starts its turn adjacent to the dwarf fighter. Secondary Attack: +24 vs. AC; 1d12 + 12 damage
(crit 24 + 2d12).
- □ 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 +20, Intimidate +16
Str 21 (+15); Dex 14 (+12); Wis 15 (+12);
Con 21 (+15); Int 11 (+10); Cha 12 (+11)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dwarf Guardian Fighter [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +12; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 36; Fortitude 34, Reflex 33, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+25 vs. AC; 1d8 + 12 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] Warrior’s Challenge (standard) ✦ Weapon
- +25 vs. AC; 3d8 + 12 damage, and the target is pushed 2 squares. All of the dwarf fighter’s enemies within 2 squares of the
target are marked until the end of the dwarf fighter’s next turn.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +25 vs. AC; 4d8 + 12 damage. Hit or Miss: Until the end of the encounter, the dwarf fighter can make a melee basic
attack against the target as a free action if the dwarf fighter is adjacent to it and it either shifts or attacks one of the
dwarf fighter’s allies.
- ○ 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 +17, Intimidate +16
Str 21 (+15); Dex 19 (+14); Wis 15 (+12);
Con 16 (+13); Int 11 (+10); Cha 12 (+11)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Avenging Paladin [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +13; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 29, Will 32
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +25 vs. AC; 1d10 + 12 radiant damage. If the dwarf paladin has marked the target, the dwarf paladin gains a +3 bonus to the
damage roll.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +25 vs. AC; 3d10 + 12 damage, and the target is pushed 4 squares. The target can’t move nearer to the dwarf paladin on its
next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +25 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The dwarf paladin and allies adjacent to the dwarf
paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 +19, Religion +15
Str 21 (+15); Dex 12 (+11); Wis 16 (+13);
Con 15 (+12); Int 11 (+10); Cha 19 (+14)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dwarf Protecting Paladin [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +13; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 37; Fortitude 32, Reflex 31, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 11 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage, and the dwarf paladin gains 3 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +25 vs. Will; 2d8 + 12 damage, and the target is weakened until the end of the dwarf paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +22 vs. Reflex; 3d10 + 12 fire damage, and the target grants combat advantage to
the dwarf paladin and the dwarf paladin’s allies until the end of the dwarf paladin’s next turn. Miss: Half damage,
and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the
end of the dwarf paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7 fire damage and
grant combat advantage to the dwarf paladin and the dwarf paladin’s allies. Sustain Minor: The zone persists.
- □ 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 +20, Religion +15
Str 19 (+14); Dex 12 (+11); Wis 16 (+13);
Con 15 (+12); Int 11 (+10); Cha 21 (+15)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Archer Ranger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +18; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 32, Reflex 33, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +24 vs. AC; 1d6 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +24 vs. AC; 1d10 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +24/+24 vs. AC; 1d8 + 7 damage (main)/1d6 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +24 vs. AC (twice); 1d10 + 7 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +24 vs. AC; 1d10 + 12 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +24 vs. AC; 2d10 + 12 damage per attack. If the first attack hits, the dwarf
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ 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 +18, Stealth +19
Str 19 (+14); Dex 21 (+15); Wis 16 (+13);
Con 15 (+12); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dwarf Two-Blade Ranger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +18; low-light
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○
AC 34; Fortitude 33, Reflex 32, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +23 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +25/+25 vs. AC; 1d8 + 7 damage (main)/1d8 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +23 vs. AC (twice); 1d10 + 7 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +25 vs. AC; 1d8 + 12 damage, and the target is immobilized and knocked prone until
the end of the dwarf ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +27 vs. AC; 2d8 + 12 damage.
Longsword (second attack; off hand): +27 vs. AC; 2d8 + 12 damage.
Longsword (third attack; main):
+27 vs. AC; 1d8 + 12 damage.
A target hit once is dazed until the end of the dwarf ranger’s next turn. A target hit
twice is stunned until the end of the dwarf ranger’s next turn. A target hit three times is weakened and stunned until the
end of the dwarf ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened.
Hit or Miss: After the first attack and after the second attack, the dwarf ranger can shift 1 square.
- ● 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 +18, Perception +18
Str 21 (+15); Dex 19 (+14); Wis 16 (+13);
Con 15 (+12); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dwarf Brawny Rogue [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +12; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 31, Reflex 34, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +24 vs. AC; 1d6 + 11 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +25 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +25 vs. Reflex; 1d6 + 12 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Fortitude; 3d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 3d6 + 12 damage.
Hit: If the target attacks the dwarf rogue before the start of the dwarf rogue’s next turn, the dwarf rogue
can attack it again as an immediate interrupt.
Short Sword: +25 vs. Fortitude; 2d6 + 12 damage.
Shuriken:
Ranged 6/12; +25 vs. Fortitude; 2d6 + 12 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +25 vs. Fortitude; 4d6 + 12 damage, and the dwarf rogue slides the target 4 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The dwarf rogue slides the target 4 squares, and no damage from obstacles.
- ○ 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 +20, Thievery +20
Str 19 (+14); Dex 21 (+15); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dwarf Trickster Rogue [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +17; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 29, Reflex 34, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 9 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +25 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
The dwarf rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 3d6 + 12 damage.
Hit: Until the end of the dwarf rogue’s next turn, the dwarf rogue gains combat advantage against the target
and a +1 power bonus to all defenses against its attacks.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 5d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 5d6 + 12 damage.
Hit or Miss: Until the end of the dwarf rogue’s next turn, all of the target’s defenses against the dwarf rogue’s
attacks take a -4 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ 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 +20, Thievery +20
Str 14 (+12); Dex 21 (+15); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 19 (+14)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dwarf Fey-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +12; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 30, Reflex 32, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +22 vs. Will; 1d6 + 12 psychic damage, and the dwarf warlock is invisible to the target until the start of the
dwarf warlock’s next turn.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +22 vs. Fortitude; 3d6 + 12 damage, and the dwarf warlock can spend a healing surge, regaining an additional +4
hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +22 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the dwarf warlock since the dwarf warlock’s last turn. If no one attacked the dwarf warlock since the dwarf warlock’s
last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When the dwarf
warlock sustains this power, the dwarf warlock can repeat the attack against the target. If the dwarf warlock misses, the
dwarf warlock can no longer sustain the power.
- ○ 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 +19, Bluff +20
Str 11 (+10); Dex 12 (+11); Wis 15 (+12);
Con 16 (+13); Int 19 (+14); Cha 21 (+15)
Equipment leather armor, spear
-1 Level / +1 Level
Dwarf Infernal-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +12; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 33; Fortitude 33, Reflex 32, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +23 vs. Reflex; 1d6 + 13 fire damage. If the dwarf warlock takes damage before the end of the dwarf warlock’s next
turn, the target takes an extra 1d6 + 13 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +23 vs. Fortitude; the dwarf warlock takes 16 damage, and the target takes 3d10 + 23 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The dwarf warlock conjures flames in the shape of diabolic imps that appear at the dwarf warlock’s feet. The dwarf warlock
gains 25 temporary hit points. Any enemy that enters a square adjacent to the dwarf warlock takes 2d10 fire damage and is
pushed 3 squares. This effect applies once per creature per round. It ends when the dwarf warlock has no temporary hit points
remaining.
- ○ 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 20 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 +19, Intimidate +17
Str 11 (+10); Dex 13 (+11); Wis 14 (+12);
Con 23 (+16); Int 19 (+14); Cha 14 (+12)
Equipment leather armor, mace
-1 Level / +1 Level
Dwarf Star-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +12; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 30, Will 32
Saving Throws +5 against poison effects
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +23 vs. Fortitude; 1d6 + 13 radiant damage. If the target moves nearer to the dwarf warlock on its next turn, it
takes an extra 1d6 + 13 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +21 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 12 to all attacks until the end of the dwarf
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +21 vs. Reflex; 4d10 + 11 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● 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 +17, Insight +17
Str 11 (+10); Dex 13 (+11); Wis 14 (+12);
Con 23 (+16); Int 14 (+12); Cha 19 (+14)
Equipment leather armor, sickle
-1 Level / +1 Level
Dwarf Inspiring Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +11; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 33, Reflex 29, Will 32
Saving Throws +5 against poison effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +24 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] Battle On (standard) ✦ Weapon
- +24 vs. AC; 3d10 + 12 damage, and every ally within 5 squares of the dwarf warlord makes a saving throw with a +4 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 12 damage. Until the start of the dwarf warlord’s next turn, every ally within 10 squares of the dwarf
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the dwarf
warlord’s next turn, one ally of the dwarf warlord’s choice within 10 squares of the dwarf warlord can follow up a standard
action with a basic attack made as a free action. Sustain Minor: Until the start of the dwarf warlord’s next turn,
one ally of the dwarf warlord’s choice within 10 squares of the dwarf warlord can follow up a standard action with a basic
attack made as a free action.
- ○ 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 14 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 +16, History +17
Str 21 (+15); Dex 12 (+11); Wis 13 (+11);
Con 15 (+12); Int 14 (+12); Cha 19 (+14)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dwarf Tactical Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +11; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 32, Will 30
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 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] Thunderous Fury (standard) ✦ Weapon
- +25 vs. AC; 3d8 + 12 damage, and the target is dazed until the end of the dwarf warlord’s next turn. Until the end of the
dwarf warlord’s next turn, the dwarf warlord’s allies gain a +4 power bonus to attack rolls against the target.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +25 vs. AC; 4d8 + 12 damage. Hit or Miss: If the target attacks before the end of the dwarf warlord’s next turn, the
dwarf warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If the dwarf
warlord deals damage, the target takes a -4 penalty to its attack roll. Sustain Minor: The effect continues until the
end of the dwarf warlord’s next turn.
- □ 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 +16, History +19
Str 21 (+15); Dex 12 (+11); Wis 13 (+11);
Con 15 (+12); Int 19 (+14); Cha 14 (+12)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dwarf Control Wizard [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +15; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +22 vs. Fortitude; 1d6 + 12 cold damage, and the target is slowed until the end of the dwarf wizard’s next turn.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +22 vs. Reflex; 3d8 + 12 force damage, and the target is immobilized until the end of the dwarf wizard’s
next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends
at the end of the dwarf wizard’s next turn, and the dwarf wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +22 vs. Reflex; 2d10 + 12 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the dwarf wizard’s next turn. Sustain Minor:
When the dwarf wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 7 necrotic damage to creatures that are immobilized.
- ○ 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 +20, Insight +20
Str 11 (+10); Dex 14 (+12); Wis 21 (+15);
Con 15 (+12); Int 21 (+15); Cha 12 (+11)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dwarf War Wizard [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +13; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 32
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +22 vs. Reflex; 1d6 + 12 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +22 vs. Reflex; 3d6 + 12 force damage, and the target
is dazed 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] Acid Wave (standard) ✦ Acid
- Close blast 5; +22 vs. Reflex; 5d6 + 12 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (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 +20, History +20
Str 11 (+10); Dex 19 (+14); Wis 16 (+13);
Con 15 (+12); Int 21 (+15); Cha 12 (+11)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dwarf Isolating Avenger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +26 vs. AC; 1d10 + 13 damage, and the dwarf avenger shifts 1 square, sliding the target 1 square into the space the dwarf
avenger occupied.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +26 vs. AC; 2d10 + 13 thunder damage, and the dwarf avenger pushes any enemy within 2 squares of the dwarf avenger, other
than the target, 2 squares. Until the end of the dwarf avenger’s next turn, if any enemy other than the target enters a square
adjacent to the dwarf avenger or hits or misses the dwarf avenger from a square within the dwarf avenger’s reach, the dwarf
avenger can make a melee basic attack against that enemy as an opportunity action. The dwarf avenger gains a +4 power bonus
to the attack roll of the melee basic attack.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +23 vs. Will; 4d8 + 13 psychic damage, and the target is pulled 3 squares. At
the start of each of the dwarf avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and
the target is pulled 2 squares. At the start of the dwarf avenger’s next turn, the target is pulled 3 squares.
- ○ [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 +17, Religion +19
Str 14 (+12); Dex 12 (+11); Wis 23 (+16);
Con 15 (+12); Int 19 (+14); Cha 11 (+10)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dwarf Pursuing Avenger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +16; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 9 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +23 vs. AC; 1d8 + 11 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +26 vs. AC; 1d10 + 13 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.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 13 damage, and the target is immobilized until the end of the dwarf avenger’s next turn. The dwarf avenger
gains a +6 bonus to the dwarf avenger’s next attack roll against the target before the end of the dwarf avenger’s next turn.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +26 vs. AC; 5d10 + 13 damage. Miss: Half damage. The dwarf avenger gains a +5 power bonus to the dwarf avenger’s next
damage roll against the target before the end of the encounter, unless the dwarf avenger attacks another creature first.
- ○ [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 +16, Stealth +19
Str 14 (+12); Dex 19 (+14); Wis 23 (+16);
Con 15 (+12); Int 12 (+11); Cha 11 (+10)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dwarf Rageblood Barbarian [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +17; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 33; Fortitude 34, Reflex 30, Will 29
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 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.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the dwarf barbarian gains 15 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The dwarf barbarian enters the rage of the hydra. Until the rage ends, once per round when the dwarf barbarian makes an attack
that misses, the dwarf barbarian can make a melee basic attack as a free action.
- □ 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 +19, Perception +17
Str 21 (+15); Dex 13 (+11); Wis 14 (+12);
Con 21 (+15); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Thaneborn Barbarian [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +17; low-light
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 33; Fortitude 34, Reflex 30, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 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] Devastating Blow (standard) ✦ Weapon
- +24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target takes a –4 penalty to AC until the end of the dwarf barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The dwarf barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next
to the dwarf barbarian grants combat advantage to the dwarf barbarian and the dwarf barbarian’s allies until the end of its
next turn.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the dwarf barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the dwarf barbarian’s next turn.
- □ 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 +19, Perception +17
Str 21 (+15); Dex 13 (+11); Wis 14 (+12);
Con 16 (+13); Int 11 (+10); Cha 19 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Cunning Bard [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 35; Fortitude 30, Reflex 33, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 8 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +22 vs. Will; 1d6 + 12 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dwarf
bard’s next turn.
- ○ [R] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +22 vs. Reflex; 2d8 + 12 thunder damage, and the dwarf bard and each ally within 10 squares of the dwarf bard can
shift 5 squares as a free action.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +22 vs. Reflex; 3d8 + 12 radiant damage. Miss: Half damage. Hit or Miss:
The dwarf bard and each ally within 10 squares of the dwarf bard can shift 5 squares 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 +19, Bluff +20
Str 13 (+11); Dex 12 (+11); Wis 13 (+11);
Con 16 (+13); Int 19 (+14); Cha 21 (+15)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dwarf Valorous Bard [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 32, Reflex 31, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 8 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +25 vs. AC; 2d8 + 12 damage, and the dwarf bard teleports an ally within 10 squares of the dwarf bard to a space adjacent
to the dwarf bard and gains a +5 power bonus to attack rolls against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free 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 +17, Athletics +15
Str 13 (+11); Dex 12 (+11); Wis 13 (+11);
Con 21 (+15); Int 14 (+12); Cha 21 (+15)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dwarf Guardian Druid [Level 20 Controller]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +16; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 35; Fortitude 32, Reflex 30, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Scythe (standard) ✦ Weapon
- +20 vs. AC; 2d4 + 8 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +23 vs. Reflex; 1d8 + 13 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; +23 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +23 vs. Fortitude; 3d6 + 13 damage, and the target slides 6 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +23 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 13 damage. Miss: 1d6 + 13 damage, and the target is immobilized until the end of the dwarf druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The dwarf druid changes from the dwarf druid’s humanoid form to beast form or vice versa. When the dwarf druid changes from
beast form back to the dwarf druid’s humanoid form, the dwarf druid shifts 1 square. While the dwarf druid is in beast form,
the dwarf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the dwarf druid can sustain
such powers. The dwarf druid can use this power once per round.
- □ 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 +21, Nature +21
Str 13 (+11); Dex 14 (+12); Wis 23 (+16);
Con 21 (+15); Int 12 (+11); Cha 11 (+10)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Predator Druid [Level 20 Controller]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +21; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 34
Saving Throws +5 against poison effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +20 vs. AC; 2d4 + 8 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +23 vs. Reflex; 1d8 + 13 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; +23 vs. Reflex; 1d6 + 7 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] Scavenger’s Prize (standard) ✦ Beast Form
- +23 vs. Fortitude; 3d10 + 13 damage, the dwarf druid grabs the target and shifts 4 squares, pulling the target with the dwarf
druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +23 vs. Fortitude; 3d10 + 13 damage, and the dwarf druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the dwarf druid’s turn. Miss: Half damage, and the dwarf druid grabs the target. Hit or Miss:
Until the end of the encounter, while the dwarf druid is in beast form, the dwarf druid gains a +2 bonus to AC and Fortitude.
- ● 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 +21, Perception +21
Str 13 (+11); Dex 19 (+14); Wis 23 (+16);
Con 16 (+13); Int 12 (+11); Cha 11 (+10)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Preserving Invoker [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 7 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +23 vs. Reflex; 1d8 + 13 radiant damage, and the dwarf invoker slides the target 1 square. The dwarf invoker can
use this power as a ranged basic attack.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +23 vs. Reflex; 2d8 + 13 damage. If the target moves more than 1 square before the end of the dwarf
invoker’s next turn, the target takes 9 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +23 vs. Will; 5d6 + 13 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ 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 +19, Religion +19
Str 11 (+10); Dex 13 (+11); Wis 23 (+16);
Con 16 (+13); Int 19 (+14); Cha 12 (+11)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dwarf Wrathful Invoker [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +16; low-light
HP 147; Bloodied 73
Healing Surges (+36 hp) ○○
AC 33; Fortitude 33, Reflex 30, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 7 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +23 vs. Fortitude; 1d10 + 13 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] Blood Debt (standard) ✦ Radiant
- Ranged 10; +23 vs. Will; 3d10 + 13 radiant damage, and until the end of the dwarf invoker’s next turn, each creature that
the target attacks gains a +6 bonus to its next attack roll against the target.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +23 vs. Fortitude; 7d6 + 13 damage, and the dwarf invoker slides the target 5 squares and knock it
prone. Miss: Half damage, and the dwarf invoker slides the target 3 squares and knock it prone.
- □ 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 +21, Religion +17
Str 11 (+10); Dex 13 (+11); Wis 23 (+16);
Con 21 (+15); Int 14 (+12); Cha 12 (+11)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dwarf Bear Shaman [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +21; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 29, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +23 vs. Will; 1d8 + 13 damage, and each ally adjacent to the dwarf shaman’s spirit companion gains 5 temporary
hit points.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +23 vs. Will; 3d6 + 13 damage, and each ally adjacent to the dwarf shaman’s spirit companion can spend a healing
surge and regains an additional 10 hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +23 vs. Fortitude; 2d10 + 13 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The dwarf shaman conjures a bear spirit in an unoccupied square adjacent
to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through
its space, but allies can. As a move action, the dwarf shaman can move the spirit 5 squares.
The spirit can flank enemies
with the dwarf shaman and the dwarf shaman’s allies, and it can make opportunity attacks against the dwarf shaman’s enemies:
+23 vs. Reflex; 2d10 + 13 damage.
- ● 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 20 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 15 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; +23 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 +21, Perception +21
Str 12 (+11); Dex 13 (+11); Wis 23 (+16);
Con 21 (+15); Int 14 (+12); Cha 11 (+10)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Panther Shaman [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +21; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +23 vs. Fortitude; 1d10 + 13 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +23 vs. Reflex; 2d10 + 13 damage. Until the end of the dwarf shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the dwarf shaman’s spirit companion.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +23 vs. Reflex; 4d8 + 13 damage. Miss: Half damage. Hit or Miss: Until the end of the dwarf shaman’s
next turn, the dwarf shaman and the dwarf shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against
the target. As a free action before the dwarf shaman’s next turn, each ally within 20 squares of the target can make a saving
throw and shift 3 squares as the first action of his or her turn.
- ● 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 20 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 15 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; +23 vs. Reflex; 1d10 + 13 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 +21, Perception +21
Str 12 (+11); Dex 13 (+11); Wis 23 (+16);
Con 16 (+13); Int 19 (+14); Cha 11 (+10)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Chaos Sorcerer [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +11; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 31; Fortitude 29, Reflex 31, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d4 + 11 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +22 vs. Will; 1d10 + 18 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:
+22 vs. Will; 1d6 + 13 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +22 vs. Will; 3d8 + 18 thunder damage, and the dwarf sorcerer teleports the
target to a space adjacent to the dwarf sorcerer’s enemy that is nearest to it. If the dwarf sorcerer rolled an even number
on the attack roll, the dwarf sorcerer can teleport the target to a space adjacent to the dwarf sorcerer’s ally, not the dwarf
sorcerer’s enemy, who is nearest to it.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +22 vs. Reflex; 6d6 + 18 lightning damage. If the dwarf sorcerer rolled an even number
on the attack roll, the target is immobilized (save ends). If the dwarf sorcerer rolled an odd number on the attack roll,
the target is dazed (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 +16, Bluff +20
Str 14 (+12); Dex 19 (+14); Wis 13 (+11);
Con 15 (+12); Int 12 (+11); Cha 21 (+15)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dwarf Dragon Sorcerer [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +12; Senses Perception +11; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 31; Fortitude 31, Reflex 29, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +22 vs. Reflex; 1d8 + 18 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.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +22 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the dwarf sorcerer
slides the target 4 squares.
- ○ 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.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the dwarf sorcerer.
Targets the triggering creature; +22 vs. Reflex; 2d10 + 18 lightning damage and the dwarf sorcerer pushes the target 4 squares.
- Dwarven Resilience
- The dwarf sorcerer can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf sorcerer to move — through a pull, a push, or a slide — the dwarf sorcerer can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf sorcerer prone, the dwarf sorcerer can immediately
make a saving throw to avoid falling prone.
- 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 +16, Athletics +19
Str 19 (+14); Dex 14 (+12); Wis 13 (+11);
Con 15 (+12); Int 12 (+11); Cha 21 (+15)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dwarf Earth Warden [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +18; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 37; Fortitude 33, Reflex 30, Will 31
Saving Throws +5 against poison effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage, and the dwarf warden gains a +1 power bonus to AC until the end of the dwarf warden’s next turn.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 12 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the dwarf
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +24 vs. AC; 4d10 + 12 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the dwarf warden’s next turn. Hit or Miss: Each enemy within
3 squares of the dwarf warden, other than the target, is slowed 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 +17, Perception +18
Str 21 (+15); Dex 13 (+11); Wis 16 (+13);
Con 21 (+15); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dwarf Wild Warden [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +11; Senses Perception +20; low-light
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 35; Fortitude 33, Reflex 28, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is slowed until the end of the dwarf warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +24 vs. Fortitude; 2d12 + 17 damage (crit 41 + 2d12), and the target is weakened until the end of the dwarf warden’s next
turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the dwarf warden shifts 1 square. +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ 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; +24 vs. Fortitude; 1d12 + 12 damage (crit 24 + 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 +19, Perception +20
Str 21 (+15); Dex 13 (+11); Wis 21 (+15);
Con 16 (+13); Int 11 (+10); Cha 12 (+11)
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.