Dwarf NPCs [Level 23]
Dwarf Battle Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +17; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 36, Reflex 31, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 16 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 16 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the dwarf cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 16 damage. The next attack roll the dwarf cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +28 vs. AC; 3d10 + 16 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.
- □ Purify (standard)
- Every effect that a save can end is removed from the dwarf cleric and each ally within 10 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +22, Religion +17
Str 22 (+17); Dex 13 (+12); Wis 22 (+17);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Devoted Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +18; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 33, Reflex 31, Will 39
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 12 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +27 vs. Reflex; 2d8 + 16 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +27 vs. Will; 3d8 + 16 radiant damage. Hit or Miss: The dwarf cleric and each
ally in the burst gain a +5 power bonus to AC until the end of the dwarf cleric’s next turn and can spend a healing surge.
Add +5 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +27 vs. Reflex; 5d10 + 16 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 + 16 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The dwarf cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit
points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t
take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the dwarf cleric within 5 squares
of its previous location.
- ○○○ Healing Word (minor) ✦ Healing
- The dwarf cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +23, Religion +17
Str 15 (+13); Dex 13 (+12); Wis 24 (+18);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Greatweapon Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +14; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 38, Reflex 32, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 21 damage (crit 69 + 3d12).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12). 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: +28 vs. AC; 1d12 + 15 damage
(crit 27 + 3d12).
- □ No Surrender (no action) ✦ Healing
- When the dwarf fighter’s hit points drop to 0 or lower.
The dwarf fighter regains hit points up to one-half the dwarf fighter’s maximum hit points. However, the dwarf fighter takes
a –2 penalty to attack rolls until the end of the encounter.
- 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 +22, Intimidate +17
Str 22 (+17); Dex 15 (+13); Wis 16 (+14);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dwarf Guardian Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +14; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 38, Reflex 37, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+29 vs. AC; 2d8 + 15 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] Fangs of Steel (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 20 damage, and make a secondary attack against one creature adjacent to the primary target and within the
dwarf fighter’s melee reach. Secondary Attack: +29 vs. AC; 2d8 + 20 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 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.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The dwarf fighter gains an action point that the dwarf fighter must spend during the dwarf fighter’s current turn.
- 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 +19, Intimidate +17
Str 22 (+17); Dex 20 (+16); Wis 16 (+14);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Avenging Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +14; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 37, Reflex 32, Will 36
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +29 vs. AC; 2d10 + 15 radiant damage. If the dwarf paladin has marked the target, the dwarf paladin gains a +3 bonus to the
damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +29 vs. AC; 3d10 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the dwarf paladin other than the primary target. Secondary Attack: +29 vs. AC; 1d10 + 15 thunder damage, and the
target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +29 vs. AC; 4d10 + 15 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 14 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.
- □ Cleansing Burst (minor)
- The dwarf paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- 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 +21, Religion +17
Str 22 (+17); Dex 13 (+12); Wis 17 (+14);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dwarf Protecting Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +14; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 40; Fortitude 36, Reflex 34, Will 37
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage, and the dwarf paladin gains 3 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +26 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 3 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +26 vs. Reflex; 3d10 + 15 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 + 9 fire damage and
grant combat advantage to the dwarf paladin and the dwarf paladin’s allies. Sustain Minor: The zone persists.
- ● 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 15 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.
- □ United in Faith (minor) ✦ Healing
- The dwarf paladin and each ally within 5 squares can spend a healing surge.
- 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 +22, Religion +17
Str 20 (+16); Dex 13 (+12); Wis 17 (+14);
Con 16 (+14); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Archer Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +19; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 36, Reflex 37, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +28/+28 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +28 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 5 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +28 vs. AC; 2d10 + 15 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.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the dwarf ranger’s turn, enemies treat the dwarf ranger as invisible if the dwarf ranger has cover or concealment
from them. An enemy still knows the square occupied by the dwarf ranger if it saw the dwarf ranger in that square at any point
during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 3d6 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 +19, Stealth +21
Str 20 (+16); Dex 22 (+17); Wis 17 (+14);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dwarf Two-Blade Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +19; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 37, Reflex 36, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +27 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +27 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +29 vs. AC; 2d8 + 15 damage.
Longsword
(off hand): +29 vs. AC; 2d8 + 15 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the dwarf ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the dwarf ranger and misses before the start of the dwarf ranger’s next turn,
make a melee basic attack against it with both the dwarf ranger’s main weapon and the dwarf ranger’s off-hand weapon as an
immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +31 vs. AC; 2d8 + 15 damage.
Longsword (second attack; off hand): +31 vs. AC; 2d8 + 15 damage.
Longsword (third attack; main):
+31 vs. AC; 1d8 + 15 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the dwarf ranger is hit by an area attack or a close attack.
Shift 3 squares.
- Dwarven Resilience
- The dwarf ranger can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf ranger to move — through a pull, a push, or a slide — the dwarf ranger can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf ranger prone, the dwarf ranger can immediately
make a saving throw to avoid falling prone.
- 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 +15 hit points.
Skills Nature +19, Perception +19
Str 22 (+17); Dex 20 (+16); Wis 17 (+14);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dwarf Brawny Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +13; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 35, Reflex 38, Will 32
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +29 vs. Reflex; 2d6 + 15 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +29 vs. Fortitude; 4d6 + 15 damage, and the dwarf rogue slides the target 5 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 5 squares, and no damage from obstacles.
- ○ Dazzling Acrobatics (move)
- The dwarf rogue can shift twice the dwarf rogue’s speed. The dwarf rogue can climb at full speed as part of this move. If
an enemy attacks the dwarf rogue while the dwarf rogue shifts, the dwarf rogue gains a +4 bonus to AC against that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the dwarf rogue.
Targets the creature the dwarf rogue’s ally damaged; +29 vs. AC; 2d6 + 15 damage.
- 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 5d6 damage.
Skills Acrobatics +22, Thievery +22
Str 20 (+16); Dex 22 (+17); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dwarf Trickster Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +18; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 35
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +25 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +29 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
The dwarf rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +29 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 4d6 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the dwarf rogue.
The dwarf rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +29 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. Will; 5d6 + 15 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 -5 penalty. Sustain Minor: Sustain the penalty for another round.
- □ Hide from the Light (minor)
- The dwarf rogue must already be hidden to use this power. The dwarf rogue is invisible until the end of the encounter or until
the dwarf rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack
or an at-will attack.
- 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 5d6 damage.
Skills Stealth +22, Thievery +22
Str 15 (+13); Dex 22 (+17); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dwarf Fey-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +14; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 33, Reflex 36, Will 37
Saving Throws +5 against poison effects
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +26 vs. Will; 2d6 + 15 psychic damage, and the dwarf warlock is invisible to the target until the start of the
dwarf warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +26 vs. Fortitude; 3d8 + 15 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the dwarf warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +26 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.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The dwarf warlock becomes invisible until the start of the dwarf warlock’s next turn and teleports 20 squares. The dwarf warlock
leaves behind an illusory image of the dwarf warlock that persists as long as the dwarf warlock is invisible. This image stands
in place, takes no actions, and uses the dwarf warlock’s defenses if it is attacked. If the illusion is touched or takes any
damage, it dissolves into a pile of dead leaves. If the dwarf warlock makes an attack, the dwarf warlock becomes visible.
Sustain Standard: The dwarf warlock remains invisible as long as the dwarf warlock doesn’t make an attack.
- ● 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 3d6 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 +21, Bluff +22
Str 12 (+12); Dex 13 (+12); Wis 16 (+14);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment leather armor, spear
-1 Level / +1 Level
Dwarf Infernal-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 37, Reflex 36, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +27 vs. Reflex; 2d6 + 16 fire damage. If the dwarf warlock takes damage before the end of the dwarf warlock’s next
turn, the target takes an extra 2d6 + 16 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +27 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
- □ 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.
- ● 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 3d6 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The dwarf warlock grows wings and gains a fly speed equal to the dwarf warlock’s speed until the end of the encounter or for
5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dwarf warlock gains 23 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 +21, Intimidate +18
Str 12 (+12); Dex 14 (+13); Wis 15 (+13);
Con 24 (+18); Int 20 (+16); Cha 15 (+13)
Equipment leather armor, mace
-1 Level / +1 Level
Dwarf Star-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 34; Fortitude 37, Reflex 33, Will 36
Saving Throws +5 against poison effects
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +27 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the dwarf warlock on its next turn, it
takes an extra 2d6 + 16 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +25 vs. Will; 4d10 + 14 damage, and the dwarf warlock can swap places with the target. After swapping places with
the target, the dwarf warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +25 vs. Reflex; 4d10 + 14 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 + 9 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 3d6 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.
- ○ Entropic Ward (minor)
- Until the end of the dwarf warlock’s next turn, anyone who attacks the dwarf warlock must roll two dice and take the lower
result. Each time an attack misses due to this effect, the dwarf warlock gains a cumulative +1 power bonus to the dwarf warlock’s
next attack roll.
- ● 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 +18, Insight +18
Str 12 (+12); Dex 14 (+13); Wis 15 (+13);
Con 24 (+18); Int 15 (+13); Cha 20 (+16)
Equipment leather armor, sickle
-1 Level / +1 Level
Dwarf Inspiring Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +13; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 37, Reflex 32, Will 36
Saving Throws +5 against poison effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +28 vs. Fortitude; 6 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 +5 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the dwarf warlord’s next turn. Until the end of
the encounter, the dwarf warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 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.
- □ Heart of the Titan (standard)
- The dwarf warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls and
can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 16 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 +18, History +18
Str 22 (+17); Dex 13 (+12); Wis 14 (+13);
Con 16 (+14); Int 15 (+13); Cha 20 (+16)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dwarf Tactical Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +13; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 37, Reflex 36, Will 33
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 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] Sudden Assault (standard) ✦ Weapon
- +29 vs. AC; 1d8 + 15 damage, and an ally of the dwarf warlord’s choice within 5 squares of the dwarf warlord takes a standard
action. The dwarf warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the dwarf warlord for
attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 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 -5 penalty to its attack roll. Sustain Minor: The effect continues until the
end of the dwarf warlord’s next turn.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the dwarf warlord slides each target 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +18, History +21
Str 22 (+17); Dex 13 (+12); Wis 14 (+13);
Con 16 (+14); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dwarf Control Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the dwarf wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the dwarf wizard’s next turn, or the dwarf wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 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 + 9 necrotic damage to creatures that are immobilized.
- □ Time Stop (minor)
- The dwarf wizard gains two extra standard actions, which the dwarf wizard can’t use to attack other creatures.
- ○ 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 -6 penalty to its saving throws against that effect. Alternatively, the dwarf wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the dwarf wizard’s current turn, so that it lasts
instead until the end of the dwarf wizard’s next turn.
- Dwarven Resilience
- The dwarf wizard can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf wizard to move — through a pull, a push, or a slide — the dwarf wizard can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf wizard prone, the dwarf wizard can immediately
make a saving throw to avoid falling prone.
Skills Arcana +22, Insight +22
Str 12 (+12); Dex 15 (+13); Wis 22 (+17);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dwarf War Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +14; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 35
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +26 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The dwarf wizard and each ally within 5 squares gain a speed of fly 8 until the end of the dwarf wizard’s next turn. Sustain
Minor: The dwarf wizard can sustain this power until the end of the encounter or for 5 minutes. If the dwarf wizard does
not sustain this power, all targets float to the ground without taking falling damage.
- ○ Wand of Accuracy (free)
- The dwarf wizard gains a +5 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 +22, History +22
Str 12 (+12); Dex 20 (+16); Wis 17 (+14);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dwarf Isolating Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +18; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage, and the dwarf avenger shifts 1 square, sliding the target 1 square into the space the dwarf
avenger occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +30 vs. AC; 3d10 + 16 damage, and until the end of the dwarf avenger’s next turn, the dwarf avenger and the target are immobilized.
In addition, no other creature has line of sight or line of effect to either the target or the dwarf avenger, both of whom
have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the
target or the dwarf avenger before 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 +5 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +27 vs. Will; 4d8 + 16 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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the dwarf avenger to 0 hit points or fewer and doesn’t kill you.
The dwarf avenger is dying but doesn’t fall unconscious. Until the end of the dwarf avenger’s next turn, the dwarf avenger
doesn’t take any damage after the triggering attack, and the dwarf avenger gains a +4 bonus to attack rolls. At the end of
the dwarf avenger’s next turn, the dwarf avenger falls unconscious if the dwarf avenger is still dying.
- 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 +5 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 +18, Religion +21
Str 15 (+13); Dex 13 (+12); Wis 24 (+18);
Con 16 (+14); Int 20 (+16); Cha 12 (+12)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dwarf Pursuing Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +18; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +27 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage, and if the target doesn’t end its next turn adjacent to the dwarf avenger, the dwarf avenger
can shift 6 squares as a free action. The dwarf avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +30 vs. AC; 4d10 + 16 radiant damage, and if the target is not adjacent to the dwarf avenger at the start of the dwarf avenger’s
next turn, the dwarf avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the
dwarf avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage to the target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +30 vs. AC; 5d10 + 16 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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the dwarf avenger gains phasing, and the dwarf avenger takes half damage from opportunity
attacks.
- ○ [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 +11 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 +17, Stealth +21
Str 15 (+13); Dex 20 (+16); Wis 24 (+18);
Con 16 (+14); Int 13 (+12); Cha 12 (+12)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dwarf Rageblood Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +18; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 38; Fortitude 38, Reflex 35, Will 32
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 3d12). 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] Fatal Strike (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 21 damage (crit 69 + 3d12), and the target cannot regain hit points until the start of the dwarf barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +28 vs. AC; 4d12 + 15 damage (crit 63 + 3d12), 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.
- ○ Swift Charge (free)
- When the dwarf barbarian’s attack reduces an enemy to 0 hit points.
The dwarf barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the dwarf barbarian is hit by an attack.
Until the end of the dwarf barbarian’s next turn, the dwarf barbarian gains resist 17 to all damage.
- 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 16 temporary hit points.
- Barbarian Agility
- While the dwarf barbarian is not wearing heavy armor, the dwarf barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +18
Str 22 (+17); Dex 14 (+13); Wis 15 (+13);
Con 22 (+17); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Thaneborn Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +18; low-light
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 38, Reflex 35, Will 35
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +28 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and each enemy adjacent to the dwarf barbarian takes a –5 penalty to attack
rolls until the end of the dwarf barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), 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.
- □ Untouched (minor)
- The dwarf barbarian makes a saving throw against each effect on the dwarf barbarian that a save can end. The dwarf barbarian
gains a +3 bonus to each saving throw.
- ○ [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.
- 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 +5 bonus to the attack roll.
- Barbarian Agility
- While the dwarf barbarian is not wearing heavy armor, the dwarf barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +18
Str 22 (+17); Dex 14 (+13); Wis 15 (+13);
Con 17 (+14); Int 12 (+12); Cha 20 (+16)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Cunning Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +18; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +26 vs. Will; 2d6 + 15 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dwarf
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +26 vs. Reflex; 3d8 + 15 force damage. Each ally within 10 squares of the dwarf bard, as the last action of his
or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the
dwarf bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +26 vs. Reflex; 3d8 + 15 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.
- ○○○ Majestic Word (minor) ✦ Healing
- The dwarf bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power
can only be used once per round. The dwarf bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- 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 10 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 +21, Bluff +22
Str 14 (+13); Dex 13 (+12); Wis 14 (+13);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dwarf Valorous Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +12; Senses Perception +18; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 37
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 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] Weal and Woe (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 15 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +6
power bonus to his or her next attack roll 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 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power
can only be used once per round. The dwarf bard can also slide the target 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the dwarf bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 11 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 +18, Athletics +17
Str 14 (+13); Dex 13 (+12); Wis 14 (+13);
Con 22 (+17); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dwarf Guardian Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +18; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 36, Reflex 33, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 16 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; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +27 vs. Reflex; 2d6 + 16 lightning damage, and the target is slowed until the end of the dwarf druid’s
next turn. Hit or Miss: Until the end of the dwarf druid’s next turn, any creature that enters the area of the burst
or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +27 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 16 damage. Miss: 1d6 + 16 damage, and the target is immobilized until the end of the dwarf druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The dwarf druid and each ally with 5 squares grows revitalizing roots. Until the end of the dwarf druid’s next turn, each
target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he
or she regains 6 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The dwarf druid changes from the dwarf druid’s humanoid form to beast form or vice versa. When the dwarf druid changes from
beast form back to the dwarf druid’s humanoid form, the dwarf druid shifts 1 square. While the dwarf druid is in beast form,
the dwarf druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the dwarf druid can sustain
such powers. The dwarf druid can use this power once per round.
- Dwarven Resilience
- The dwarf druid can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf druid to move — through a pull, a push, or a slide — the dwarf druid can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf druid prone, the dwarf druid can immediately
make a saving throw to avoid falling prone.
- Primal Guardian
- While the dwarf druid is not wearing heavy armor, the dwarf druid can use the dwarf druid’s Constitution modifier in place
of the dwarf druid’s Dexterity or Intelligence modifier to determine the dwarf druid’s AC.
Skills Heal +23, Nature +23
Str 14 (+13); Dex 15 (+13); Wis 24 (+18);
Con 22 (+17); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Predator Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +23; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 38
Saving Throws +5 against poison effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 16 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; +27 vs. Reflex; 2d6 + 9 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 7 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +27 vs. Will; 2d8 + 16 psychic damage, and the target is knocked prone and deafened until
the end of the dwarf druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +27 vs. Fortitude; 3d10 + 16 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the dwarf druid uses wild shape to change into beast form, the dwarf druid becomes
insubstantial and gain phasing until the end of the dwarf druid’s turn.
- Dwarven Resilience
- The dwarf druid can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf druid to move — through a pull, a push, or a slide — the dwarf druid can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf druid prone, the dwarf druid can immediately
make a saving throw to avoid falling prone.
- Primal 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 +23, Perception +23
Str 14 (+13); Dex 20 (+16); Wis 24 (+18);
Con 17 (+14); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Preserving Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +18; low-light
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +27 vs. Reflex; 2d8 + 16 radiant damage, and the dwarf invoker slides the target 1 square. The dwarf invoker can
use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +27 vs. Will; 5d6 + 16 damage, and the target is dazed until the end of the dwarf invoker’s next turn. Until the
end of the dwarf invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +27 vs. Will; 5d6 + 16 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.
- □ Covenant of Vengeance (minor)
- Choose either the dwarf invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the dwarf invoker and the dwarf invoker’s allies gain
a +4 power bonus to attack rolls against that creature until the end of the dwarf invoker’s next 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 +5 bonus to the dwarf invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the dwarf invoker’s next turn.
- Dwarven Resilience
- The dwarf invoker can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf invoker to move — through a pull, a push, or a slide — the dwarf invoker can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf invoker prone, the dwarf invoker can immediately
make a saving throw to avoid falling prone.
- Covenant of Preservation
- When the dwarf invoker uses a divine encounter or daily attack power on the dwarf invoker’s turn, the dwarf invoker can slide
an ally within 10 squares of the dwarf invoker 1 square.
Skills Arcana +21, Religion +21
Str 12 (+12); Dex 14 (+13); Wis 24 (+18);
Con 17 (+14); Int 20 (+16); Cha 13 (+12)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dwarf Wrathful Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +18; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 37, Reflex 33, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +27 vs. Fortitude; 2d10 + 16 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The dwarf invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +27 vs. Reflex; 2d6 + 16 fire damage, and if the target moves before the end of the dwarf invoker’s
next turn, it takes 16 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +27 vs. Fortitude; 7d6 + 16 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.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 2d6+6 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 +23, Religion +18
Str 12 (+12); Dex 14 (+13); Wis 24 (+18);
Con 22 (+17); Int 15 (+13); Cha 13 (+12)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dwarf Bear Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +23; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 34; Fortitude 37, Reflex 32, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Will; 2d8 + 16 damage, and each ally adjacent to the dwarf shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Reflex; 2d10 + 16 damage. Until the end of the dwarf shaman’s next turn, any ally takes half damage
from any source while adjacent to the dwarf shaman’s spirit companion. Each ally adjacent to the dwarf shaman’s spirit companion
gains 6 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +27 vs. Fortitude; 2d10 + 16 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:
+27 vs. Reflex; 2d10 + 16 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 21 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 16 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 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the dwarf shaman and the dwarf shaman’s allies are insubstantial.
- ● [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; +27 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the dwarf shaman’s spirit
companion regains 7 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 6 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 +23, Perception +23
Str 13 (+12); Dex 14 (+13); Wis 24 (+18);
Con 22 (+17); Int 15 (+13); Cha 12 (+12)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Panther Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +23; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 34, Reflex 35, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 2d10 + 16 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 Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 4d6 + 16 damage. Until the end of the dwarf shaman’s next turn, when any ally adjacent
to the dwarf shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5 damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +27 vs. Reflex; 4d8 + 16 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 the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 21 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 16 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 5d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the dwarf shaman’s spirit companion without shifting.
Targets triggering enemy; +27 vs. Reflex; 2d10 + 16 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +23, Perception +23
Str 13 (+12); Dex 14 (+13); Wis 24 (+18);
Con 17 (+14); Int 20 (+16); Cha 12 (+12)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Chaos Sorcerer [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +13; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 35; Fortitude 33, Reflex 35, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +26 vs. Will; 2d10 + 24 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:
+26 vs. Will; 1d6 + 18 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +26 vs. Fortitude; 4d6 + 24 cold damage, and the target is weakened until the end of the dwarf sorcerer’s next
turn. If the dwarf sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 18
cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +26 vs. Reflex; 6d6 + 24 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.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the dwarf sorcerer’s next turn, the dwarf sorcerer becomes insubstantial, the dwarf sorcerer gains a fly
speed equal to the dwarf sorcerer’s speed, and the dwarf sorcerer can hover.
- 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 +9 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 +17, Bluff +22
Str 15 (+13); Dex 20 (+16); Wis 14 (+13);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dwarf Dragon Sorcerer [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 35; Fortitude 35, Reflex 32, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d8 + 24 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 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +26 vs. Reflex; 5d6 + 24 acid damage. Until the end of the dwarf sorcerer’s next turn, the target doesn’t have
line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +26 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 5 squares.
- □ Platinum Scales (immediate interrupt)
- When the dwarf sorcerer is hit by an attack.
Until the end of the encounter, the dwarf sorcerer gains a +5 power bonus to all defenses.
- 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 +9 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 +17, Athletics +21
Str 20 (+16); Dex 15 (+13); Wis 14 (+13);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dwarf Earth Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +19; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 41; Fortitude 37, Reflex 34, Will 34
Saving Throws +5 against poison effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and the dwarf warden gains a +1 power bonus to AC until the end of the dwarf warden’s next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +28 vs. Reflex; the dwarf warden pulls the target 2 squares to a space that
must be adjacent to the dwarf warden. Make a secondary attack against the target. Secondary Attack: +30 vs. AC; 3d10
+ 15 damage. Special: If either attack hits, the target is also slowed until the start of the dwarf warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +28 vs. AC; 4d10 + 15 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.
- □ Panacea (minor)
- The dwarf warden makes a saving throw with a +4 power bonus. The dwarf warden also gains a +4 power bonus to saving throws
until the end of the encounter.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the dwarf warden that is within 5 squares of the dwarf warden makes an attack that does not include
the dwarf warden as a target.
Targets the triggering enemy; The dwarf warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Dwarven Resilience
- The dwarf warden can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warden to move — through a pull, a push, or a slide — the dwarf warden can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf warden prone, the dwarf warden can immediately
make a saving throw to avoid falling prone.
- Earthstrength
- When the dwarf warden uses the dwarf warden’s second wind, the dwarf warden gains an additional +6 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 +19, Perception +19
Str 22 (+17); Dex 14 (+13); Wis 17 (+14);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dwarf Wild Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +22; low-light
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 39; Fortitude 37, Reflex 32, Will 37
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the dwarf warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is dazed until the end of the dwarf warden’s next turn. Until
the end of the dwarf warden’s next turn, the dwarf warden gains a +6 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the dwarf warden shifts 1 square. +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ Renewal (minor) ✦ Healing
- The dwarf warden spends a healing surge. In addition, the dwarf warden regains the use of an encounter attack power the dwarf
warden has already used during this encounter.
- ● [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; +28 vs. Fortitude; 2d12 + 15 damage (crit 39 + 3d12), 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 -6 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 +21, Perception +22
Str 22 (+17); Dex 14 (+13); Wis 22 (+17);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
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.