Dwarf NPCs [Level 25]

Dwarf Battle Cleric [Level 25 Controller (Leader)]

Medium natural humanoid [XP 7000]

Initiative +13; Senses Perception +18; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 37; Fortitude 37, Reflex 32, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Warhammer (standard) ✦ Weapon
+29 vs. AC; 2d10 + 16 damage, wielded two-handed.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+29 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
+31 vs. AC; 4d10 + 16 damage. The next attack roll the dwarf cleric makes against the target gains a +2 power bonus.
□ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
+29 vs. AC; 6d10 + 16 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
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 +23, Religion +18
Str 23 (+18); Dex 13 (+13); Wis 23 (+18);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment chainmail, warhammer, javelin

-1 Level / +1 Level

Dwarf Devoted Cleric [Level 25 Controller (Leader)]

Medium natural humanoid [XP 7000]

Initiative +13; Senses Perception +19; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 37; Fortitude 34, Reflex 32, Will 40
Saving Throws +5 against poison effects
Speed 5

● [m] Warhammer (standard) ✦ Weapon
+25 vs. AC; 2d10 + 12 damage, wielded two-handed.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +28 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; +28 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.
□ [C] Sacred Word (standard) ✦ Psychic
Close burst 5; targets enemies; +28 vs. Fortitude; 4d10 + 16 psychic damage, and the target is stunned until the end of the dwarf cleric’s next turn. Miss: Half damage, and the target is not stunned.
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 +24, Religion +18
Str 15 (+14); Dex 13 (+13); Wis 25 (+19);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment chainmail, warhammer, javelin

-1 Level / +1 Level

Dwarf Greatweapon Fighter [Level 25 Soldier]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +15; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 39, Reflex 33, Will 34
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +29 vs. AC; 2d6 + 15 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
○ [M] Hack’n’ Slash (standard) ✦ Weapon
+29 vs. AC; 4d12 + 21 damage (crit 69 + 3d12).
□ [M] Reign of Terror (standard) ✦ Reliable, Weapon
+29 vs. AC; 6d12 + 15 damage (crit 87 + 3d12), and all of the dwarf fighter’s enemies that the dwarf fighter can see are marked until the end of the dwarf fighter’s next turn. Miss: The power is not expended.
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 +23, Intimidate +18
Str 23 (+18); Dex 15 (+14); Wis 16 (+15);
Con 23 (+18); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Dwarf Guardian Fighter [Level 25 Soldier]

Medium natural humanoid [XP 7000]

Initiative +17; Senses Perception +15; low-light
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 40; Fortitude 39, Reflex 38, Will 34
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+30 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
+30 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: +30 vs. AC; 2d8 + 20 damage.
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.
Reaper’s Stance (minor) ✦ Stance, Weapon
Whenever the dwarf fighter uses a fighter power, the dwarf fighter can score a critical hit on a roll of 19–20, and the dwarf fighter gains a +5 power bonus to damage rolls. Any enemy that starts its turn adjacent to the dwarf fighter takes 1d8 + 9 damage damage and ongoing 10 damage (save ends), as long as the dwarf fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the dwarf fighter uses another stance power.
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 +20, Intimidate +18
Str 23 (+18); Dex 21 (+17); Wis 16 (+15);
Con 17 (+15); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Dwarf Avenging Paladin [Level 25 Soldier]

Medium natural humanoid [XP 7000]

Initiative +13; Senses Perception +15; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 38, Reflex 33, Will 37
Saving Throws +5 against poison effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+30 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+30 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
+30 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: +30 vs. AC; 1d10 + 15 thunder damage, and the target is knocked prone.
□ [M] Exalted Retribution (standard) ✦ Weapon
+30 vs. AC; 4d10 + 15 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from the dwarf paladin when it attacks (save ends). The dwarf paladin gains a +2 bonus to the opportunity attack roll and deals an extra 1d10 damage.
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 +22, Religion +18
Str 23 (+18); Dex 13 (+13); Wis 17 (+15);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Dwarf Protecting Paladin [Level 25 Soldier]

Medium natural humanoid [XP 7000]

Initiative +13; Senses Perception +15; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 41; Fortitude 37, Reflex 35, Will 38
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 14 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage, and the dwarf paladin gains 3 temporary hit points.
○ [R] Here Waits Thy Doom (standard) ✦ Radiant
Ranged 5; +27 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 3 squares.
□ [C] To the Nine Hells with You (standard) ✦ Fire
Close burst 5; targets enemies; +27 vs. Will; 6d6 + 15 damage Miss: Half damage. Hit or Miss: The target suffers ongoing 10 fire damage (save ends). The target is marked until the end of the dwarf paladin’s next turn.
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 +23, Religion +18
Str 21 (+17); Dex 13 (+13); Wis 17 (+15);
Con 16 (+15); Int 12 (+13); Cha 23 (+18)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Dwarf Archer Ranger [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +18; Senses Perception +20; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 40; Fortitude 37, Reflex 38, Will 34
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 14 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+29 vs. AC; 2d6 + 14 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +29 vs. AC; 2d10 + 15 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage (off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
○ [R] Hammer Shot (standard) ✦ Weapon
Ranged 20/40; +29 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 5 squares.
□ [C] Unstoppable Arrows (standard) ✦ Weapon
Close blast 5; targets enemies; +29 vs. AC; 3d10 + 15 damage. Miss: Half damage.
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 +20, Stealth +22
Str 21 (+17); Dex 23 (+18); Wis 17 (+15);
Con 16 (+15); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Dwarf Two-Blade Ranger [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +17; Senses Perception +20; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 39; Fortitude 38, Reflex 37, Will 34
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +28 vs. AC; 2d10 + 14 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage (off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
○ [M] Cloak of Thorns (standard) ✦ Weapon
Two attacks against one or two creatures.
Longsword (main): +30 vs. AC; 2d8 + 15 damage.
Longsword (off hand): +30 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/R] Bloodstorm (standard) ✦ Weapon
Two attacks on one creature.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 15 damage (main)/2d8 + 15 damage (off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 14 damage.
Miss: Half damage per attack. Hit or Miss: After making these attacks, the dwarf ranger can shift 3 squares.
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 +20, Perception +20
Str 23 (+18); Dex 21 (+17); Wis 17 (+15);
Con 16 (+15); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Dwarf Brawny Rogue [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +18; Senses Perception +14; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 33
Saving Throws +5 against poison effects
Speed 5

● [m] Short Sword (standard) ✦ Weapon
+29 vs. AC; 2d6 + 14 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +30 vs. AC; 2d6 + 15 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+30 vs. Reflex; 2d6 + 15 damage.
□ [M] Ghost on the Wind (standard) ✦ Weapon
+30 vs. Will; 6d6 + 15 damage, and the dwarf rogue becomes invisible. The dwarf rogue shifts into any square adjacent to the target and reappear at the start of the dwarf rogue’s next turn. The dwarf rogue has combat advantage against the target until the end of the dwarf rogue’s next turn. Miss: Half damage, the dwarf rogue can shift 1 square to another square adjacent to the target, and the dwarf rogue has combat advantage against the target until the end of the dwarf rogue’s next turn.
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; +30 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 +23, Thievery +23
Str 21 (+17); Dex 23 (+18); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Dwarf Trickster Rogue [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +18; Senses Perception +19; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 34, Reflex 39, Will 36
Saving Throws +5 against poison effects
Speed 5

● [m] Short Sword (standard) ✦ Weapon
+26 vs. AC; 2d6 + 11 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +30 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
The dwarf rogue can move 2 squares before the attack.
○ [M/R] Knave’s Gambit (standard) ✦ Weapon
Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 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] Hamstring (standard) ✦ Weapon
Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 15 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target takes ongoing 5 damage and is slowed (save ends both).
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 +23, Thievery +23
Str 15 (+14); Dex 23 (+18); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Dwarf Fey-Pact Warlock [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +13; Senses Perception +15; low-light
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 38; Fortitude 34, Reflex 37, Will 38
Saving Throws +5 against poison effects
Speed 5

● [m] Spear (standard) ✦ Weapon
+24 vs. AC; 2d8 + 10 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +27 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; +27 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] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
Ranged 5; +27 vs. Will; 4d10 + 15 psychic damage. Until the end of the encounter, every time the dwarf warlock takes damage, the dwarf warlock makes a +27 vs. Will attack against the target; if the attack hits, the dwarf warlock takes half damage and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the dwarf warlock is adjacent to the target, the images of the dwarf warlock both begin to flow together, such that anyone who attacks one has a 50% chance of accidentally hitting the other instead.
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 +22, Bluff +23
Str 12 (+13); Dex 13 (+13); Wis 16 (+15);
Con 17 (+15); Int 21 (+17); Cha 23 (+18)
Equipment leather armor, spear

-1 Level / +1 Level

Dwarf Infernal-Pact Warlock [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +14; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 38; Fortitude 38, Reflex 37, Will 34
Saving Throws +5 against poison effects
Speed 5

● [m] Mace (standard) ✦ Weapon
+24 vs. AC; 2d8 + 10 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +28 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; +28 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
□ [R] Tartarean Tomb (standard)
Ranged 10; +28 vs. Reflex; 5d10 + 16 damage, and the target is entombed (save ends). An entombed target is immobilized and lacks line of sight and line of effect to any space other than its own. All creatures other than the dwarf warlock cannot gain line of sight or line of effect to the target. Miss: Half damage, and the target is immobilized (save ends).
Warlock’s Curse (minor)
The dwarf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dwarf warlock can deal an extra 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 25 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 +22, Intimidate +19
Str 12 (+13); Dex 14 (+14); Wis 15 (+14);
Con 25 (+19); Int 21 (+17); Cha 15 (+14)
Equipment leather armor, mace

-1 Level / +1 Level

Dwarf Star-Pact Warlock [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +14; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 35; Fortitude 38, Reflex 34, Will 37
Saving Throws +5 against poison effects
Speed 5

● [m] Sickle (standard) ✦ Weapon
+24 vs. AC; 2d6 + 10 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +28 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; +26 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] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
Ranged 10; +28 vs. Will; 5d10 + 16 fire and psychic damage, and the target is stunned until the end of the dwarf warlock’s next turn. Miss: Half damage, and the target is dazed until the end of the dwarf warlock’s next turn.
Warlock’s Curse (minor)
The dwarf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dwarf warlock can deal an extra 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 +19, Insight +19
Str 12 (+13); Dex 14 (+14); Wis 15 (+14);
Con 25 (+19); Int 15 (+14); Cha 21 (+17)
Equipment leather armor, sickle

-1 Level / +1 Level

Dwarf Inspiring Warlord [Level 25 Soldier (Leader)]

Medium natural humanoid [XP 7000]

Initiative +15; Senses Perception +14; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 37; Fortitude 38, Reflex 33, Will 37
Saving Throws +5 against poison effects
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +29 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Furious Smash (standard) ✦ Weapon
+29 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
+29 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] White Raven’s Call (standard) ✦ Weapon
+29 vs. AC; 6d10 + 15 damage, and the dwarf warlord and all of the dwarf warlord’s allies within 10 squares of the dwarf warlord makes saving throws against any single effect that a save can end. Miss: Each of the dwarf warlord’s allies within 10 squares of the dwarf warlord makes a saving throw against any effect that the target caused and that a save can end.
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 17 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 +19, History +19
Str 23 (+18); Dex 13 (+13); Wis 14 (+14);
Con 16 (+15); Int 15 (+14); Cha 21 (+17)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Dwarf Tactical Warlord [Level 25 Soldier (Leader)]

Medium natural humanoid [XP 7000]

Initiative +15; Senses Perception +14; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 40; Fortitude 38, Reflex 37, Will 34
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+30 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
+30 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.
□ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
Must be wielding a heavy thrown weapon.
Ranged 10/20; +29 vs. AC; 6d6 + 15 damage. Until the end of the encounter, the dwarf warlord’s allies add +5 to attack rolls and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against the target as a free action, with a +5 bonus to the attack roll and the damage.
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 +19, History +22
Str 23 (+18); Dex 13 (+13); Wis 14 (+14);
Con 16 (+15); Int 21 (+17); Cha 15 (+14)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Dwarf Control Wizard [Level 25 Artillery]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +18; low-light
HP 172; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Quarterstaff (standard) ✦ Weapon
+24 vs. AC; 2d8 + 10 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +27 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; +27 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] Necrotic Web (standard) ✦ Necrotic, Zone
Area burst 3 within 20; +27 vs. Reflex; 4d6 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save ends).
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 +23, Insight +23
Str 12 (+13); Dex 15 (+14); Wis 23 (+18);
Con 16 (+15); Int 23 (+18); Cha 13 (+13)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Dwarf War Wizard [Level 25 Artillery]

Medium natural humanoid [XP 7000]

Initiative +17; Senses Perception +15; low-light
HP 172; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 36
Saving Throws +5 against poison effects
Speed 5

● [m] Quarterstaff (standard) ✦ Weapon
+24 vs. AC; 2d8 + 10 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +27 vs. Reflex; 2d6 + 15 fire damage.
○ [R] Chain Lightning (standard) ✦ Lightning
Ranged 20; +27 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: +27 vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +27 vs. Reflex; 1d6 + 15 lightning damage.
□ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
Close burst 5; targets enemies; +27 vs. Fortitude, Reflex, Will. The dwarf wizard makes only one attack per target, but compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 3d6 + 15 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 15 fire damage, and ongoing 15 fire damage (save ends).
Will: The target is stunned (save ends).
A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
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 +23, History +23
Str 12 (+13); Dex 21 (+17); Wis 17 (+15);
Con 16 (+15); Int 23 (+18); Cha 13 (+13)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Dwarf Isolating Avenger [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +13; Senses Perception +19; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+26 vs. AC; 2d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+31 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
+31 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.
□ [M] Aspect of Death (standard) ✦ Weapon
+31 vs. Fortitude; 6d10 + 16 damage, and the target takes 10 damage at the start of its turn if the dwarf avenger is within 5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the dwarf avenger is within 5 squares of it (save ends).
○ [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 +19, Religion +22
Str 15 (+14); Dex 13 (+13); Wis 25 (+19);
Con 16 (+15); Int 21 (+17); Cha 12 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Dwarf Pursuing Avenger [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +17; Senses Perception +19; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+26 vs. AC; 2d10 + 11 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +28 vs. AC; 2d8 + 14 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+31 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
+31 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.
□ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
Ranged 20; +28 vs. Will; 6d8 + 16 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond of destiny (save ends). Until the bond ends, the dwarf avenger can teleport to a space adjacent to the target as a minor action. The dwarf avenger doesn’t need line of sight to the destination space. Aftereffect: The dwarf avenger can teleport to a space adjacent to the target as a free action once. The dwarf avenger doesn’t need line of sight to the destination space.
○ [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 +18, Stealth +22
Str 15 (+14); Dex 21 (+17); Wis 25 (+19);
Con 16 (+15); Int 13 (+13); Cha 12 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Dwarf Rageblood Barbarian [Level 25 Brute]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +19; low-light
HP 283; Bloodied 141
Healing Surges (+70 hp) ○○○
AC 39; Fortitude 39, Reflex 36, Will 33
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+29 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
+29 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] Ash Hammer Rage (standard) ✦ Rage, Weapon
+29 vs. AC; 7d12 + 15 damage (crit 99 + 3d12), and the target is pushed 6 squares. Miss: Half damage, and the target is pushed 1 square. Hit or Miss: The dwarf barbarian enters the rage of the ash hammer. Until the rage ends, whenever the dwarf barbarian hits with an attack, the dwarf barbarian gains 12 temporary hit points. If that attack already grants temporary hit points to the dwarf barbarian, add +2 to the number of temporary hit points the dwarf barbarian gains.
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 18 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 +22, Perception +19
Str 23 (+18); Dex 14 (+14); Wis 15 (+14);
Con 23 (+18); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Dwarf Thaneborn Barbarian [Level 25 Brute]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +19; low-light
HP 277; Bloodied 138
Healing Surges (+69 hp) ○○○
AC 39; Fortitude 39, Reflex 36, Will 36
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+29 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
+29 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] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
+29 vs. AC; 7d12 + 15 thunder damage (crit 99 + 3d12), and the dwarf barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The dwarf barbarian enters the rage of the stone tempest. Until the rage ends, the dwarf barbarian can score a critical hit on a roll of 18–20.
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 +22, Perception +19
Str 23 (+18); Dex 14 (+14); Wis 15 (+14);
Con 17 (+15); Int 12 (+13); Cha 21 (+17)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Dwarf Cunning Bard [Level 25 Controller (Leader)]

Medium natural humanoid [XP 7000]

Initiative +13; Senses Perception +19; low-light
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 38
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 2d8 + 11 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +27 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; +27 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.
□ [C] Frenzied Rhythm (standard) ✦ Charm
Close burst 5; targets enemies; +27 vs. Will; the dwarf bard slides the target 5 squares, the target makes a basic attack as a free action against a creature of the dwarf bard’s choice, and the target is then stunned until the end of the dwarf bard’s next turn. Miss: The target is dazed until the end of the dwarf bard’s next turn.
○○○ 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 +22, Bluff +23
Str 14 (+14); Dex 13 (+13); Wis 14 (+14);
Con 17 (+15); Int 21 (+17); Cha 23 (+18)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Dwarf Valorous Bard [Level 25 Controller (Leader)]

Medium natural humanoid [XP 7000]

Initiative +13; Senses Perception +19; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 37, Reflex 35, Will 38
Saving Throws +5 against poison effects
Speed 5

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 2d8 + 11 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+30 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
+30 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.
□ [R] Adversarial Song (standard) ✦ Charm, Psychic
Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10 squares of the dwarf bard. The target deals half damage to any of the dwarf bard’s allies except the chosen ally (save ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
○○○ 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 +19, Athletics +18
Str 14 (+14); Dex 13 (+13); Wis 14 (+14);
Con 23 (+18); Int 15 (+14); Cha 23 (+18)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Dwarf Guardian Druid [Level 25 Controller]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +19; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 40; Fortitude 37, Reflex 34, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Scythe (standard) ✦ Weapon
+25 vs. AC; 4d4 + 11 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+28 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; +28 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
○ [A] Stormburst (standard) ✦ Lightning
Area burst 2 within 20; +28 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] Primal Storm (standard) ✦ Fire, Lightning, Zone
Area burst 4 within 20; targets enemies; +28 vs. Fortitude; 4d6 + 16 fire and lightning damage, and the primary target is knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the end of the dwarf druid’s next turn. While the zone persists, the dwarf druid can make the following secondary attack, using a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +28 vs. Reflex; the target cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor: The zone persists.
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 +24, Nature +24
Str 14 (+14); Dex 15 (+14); Wis 25 (+19);
Con 23 (+18); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, scythe

-1 Level / +1 Level

Dwarf Predator Druid [Level 25 Controller]

Medium natural humanoid [XP 7000]

Initiative +17; Senses Perception +24; low-light
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 39
Saving Throws +5 against poison effects
Speed 6

● [m] Scythe (standard) ✦ Weapon
+25 vs. AC; 4d4 + 11 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+28 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; +28 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; +28 vs. Will; 2d8 + 16 psychic damage, and the target is knocked prone and deafened until the end of the dwarf druid’s next turn.
□ [C] Primal Tiger (standard) ✦ Beast Form
Close burst 1; targets visible enemies; +28 vs. Reflex; 6d6 + 16 damage. If the attack hits at least once, the dwarf druid shifts 5 squares. Hit or Miss: Until the end of the encounter, while the dwarf druid is in beast form the dwarf druid can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the dwarf druid.
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 +24, Perception +24
Str 14 (+14); Dex 21 (+17); Wis 25 (+19);
Con 17 (+15); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, scythe

-1 Level / +1 Level

Dwarf Preserving Invoker [Level 25 Artillery]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +19; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+24 vs. AC; 2d10 + 10 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +28 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; +28 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.
□ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
Close burst 10; targets enemies; +28 vs. Will; 6d6 + 16 radiant damage. Miss: Half damage. Hit or Miss: Each ally in the burst can spend a healing surge.
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 +22, Religion +22
Str 12 (+13); Dex 14 (+14); Wis 25 (+19);
Con 17 (+15); Int 21 (+17); Cha 13 (+13)
Equipment hide armor, morningstar

-1 Level / +1 Level

Dwarf Wrathful Invoker [Level 25 Artillery]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +19; low-light
HP 179; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 37; Fortitude 38, Reflex 34, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+24 vs. AC; 2d10 + 10 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +28 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; +28 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] Racking Invocation of Pain (standard)
Area burst 2 within 20; +28 vs. Fortitude; 4d8 + 16 damage, and the target is dazed and takes 10 extra damage whenever it is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
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 +24, Religion +19
Str 12 (+13); Dex 14 (+14); Wis 25 (+19);
Con 23 (+18); Int 15 (+14); Cha 13 (+13)
Equipment chainmail, morningstar

-1 Level / +1 Level

Dwarf Bear Shaman [Level 25 Controller (Leader)]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +24; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 35; Fortitude 38, Reflex 33, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Longspear (standard) ✦ Weapon
Reach 1; +24 vs. AC; 2d10 + 10 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +28 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; +28 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.
□ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
Close blast 5; targets enemies; +28 vs. Reflex; 3d6 + 16 lightning damage, and the dwarf shaman teleports the target 10 squares. Miss: Half damage, and the dwarf shaman teleports the target 5 squares. Hit or Miss: The dwarf shaman teleports each ally in the blast 10 squares.
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 22 damage to the spirit, the spirit disappears, and the dwarf shaman takes 17 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; +28 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 +24, Perception +24
Str 13 (+13); Dex 14 (+14); Wis 25 (+19);
Con 23 (+18); Int 15 (+14); Cha 12 (+13)
Equipment leather armor, longspear

-1 Level / +1 Level

Dwarf Panther Shaman [Level 25 Controller (Leader)]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +24; low-light
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 38; Fortitude 35, Reflex 36, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Longspear (standard) ✦ Weapon
Reach 1; +24 vs. AC; 2d10 + 10 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +28 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; +28 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] Spirit of the Laughing Wanderer (standard) ✦ Psychic
Ranged 10; +28 vs. Will; 3d10 + 16 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect: The enemy nearest to the target is dazed and slowed (save ends both).
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 22 damage to the spirit, the spirit disappears, and the dwarf shaman takes 17 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; +28 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 +24, Perception +24
Str 13 (+13); Dex 14 (+14); Wis 25 (+19);
Con 17 (+15); Int 21 (+17); Cha 12 (+13)
Equipment leather armor, longspear

-1 Level / +1 Level

Dwarf Chaos Sorcerer [Level 25 Artillery]

Medium natural humanoid [XP 7000]

Initiative +17; Senses Perception +14; low-light
HP 172; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 36; Fortitude 34, Reflex 36, Will 39
Saving Throws +5 against poison effects
Speed 5

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +29 vs. AC; 2d4 + 14 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +27 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: +27 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; +27 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] Words of Chaos (standard) ✦ Charm, Psychic
Ranged 10; +27 vs. Will; 4d12 + 24 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or a ranged attack, the dwarf sorcerer can make a secondary attack against the target if it is within 10 squares of the dwarf sorcerer (save ends): +27 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise, its attack is unaffected by this secondary attack. If the dwarf sorcerer rolled an even number on the secondary attack roll, the dwarf sorcerer chooses the creature that the target attacks.
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 +18, Bluff +23
Str 15 (+14); Dex 21 (+17); Wis 14 (+14);
Con 16 (+15); Int 13 (+13); Cha 23 (+18)
Equipment cloth armor, dagger

-1 Level / +1 Level

Dwarf Dragon Sorcerer [Level 25 Skirmisher]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +14; low-light
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 36; Fortitude 36, Reflex 33, Will 39
Saving Throws +5 against poison effects
Speed 5

● [m] Quarterstaff (standard) ✦ Weapon
+28 vs. AC; 2d8 + 14 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +27 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; +27 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.
□ [C] Draconic Incarnation (standard)
Close blast 5; +27 vs. Reflex; 7d6 + 24 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter, once during each of the dwarf sorcerer’s turns, the dwarf sorcerer can slide one enemy within 3 squares of the dwarf sorcerer 2 squares as a free action.
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 +18, Athletics +22
Str 21 (+17); Dex 15 (+14); Wis 14 (+14);
Con 16 (+15); Int 13 (+13); Cha 23 (+18)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Dwarf Earth Warden [Level 25 Brute]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +20; low-light
HP 283; Bloodied 141
Healing Surges (+70 hp) ○○○
AC 42; Fortitude 38, Reflex 35, Will 35
Saving Throws +5 against poison effects
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+29 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+29 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; +29 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: +31 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.
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.
Form of the Jungle Lord (minor) ✦ Polymorph
The dwarf warden assumes the guardian form of the jungle lord until the end of the encounter. While the dwarf warden is in this form, the dwarf warden gains a climb speed equal to the dwarf warden’s speed and a +2 bonus to Reflex. In addition, whenever the dwarf warden hits a target with a melee attack, the dwarf warden slides the target 2 squares. If that attack already pulls, pushes, or slides the target, the dwarf warden slides the target 2 squares after that forced movement. Once during this encounter, the dwarf warden can make the following attack while the dwarf warden is in this form as a standard action.
Secondary Attack: +29 vs. AC; 4d10 + 15 damage, and the dwarf warden slides the target 1 square. Miss: Half damage.
● [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 +20, Perception +20
Str 23 (+18); Dex 14 (+14); Wis 17 (+15);
Con 23 (+18); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Dwarf Wild Warden [Level 25 Brute]

Medium natural humanoid [XP 7000]

Initiative +14; Senses Perception +23; low-light
HP 277; Bloodied 138
Healing Surges (+69 hp) ○○○
AC 40; Fortitude 38, Reflex 33, Will 38
Saving Throws +5 against poison effects
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+29 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
+29 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.
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.
Form of the Blood Wolf (minor) ✦ Polymorph
The dwarf warden assumes the guardian form of the blood wolf until the end of the encounter. While the dwarf warden is in this form, the dwarf warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied targets. In addition, if the dwarf warden has combat advantage against a target that the dwarf warden hits with a melee attack, the dwarf warden can knock that target prone. Once during this encounter, the dwarf warden can make the following attack while the dwarf warden is in this form as a standard action.
Secondary Attack: +29 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and the target grants combat advantage to the dwarf warden (save ends). Miss: Half damage, and the target grants combat advantage to the dwarf warden until the end of the dwarf warden’s next turn.
● [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; +29 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 +22, Perception +23
Str 23 (+18); Dex 14 (+14); Wis 23 (+18);
Con 17 (+15); Int 12 (+13); Cha 13 (+13)
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.