Dwarf NPCs [Level 30]
Dwarf Battle Cleric [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 43, Reflex 37, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 19 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 19 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target
until the end of the dwarf cleric’s next turn.
- ○ [M] Punishing Strike (standard) ✦ Weapon
- +39 vs. AC; 4d10 + 19 damage.
- □ [M] Godstrike (standard) ✦ Radiant, Weapon
- +35 vs. AC; 7d10 + 19 radiant damage. Miss: Half damage.
- □ 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 6d6 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 +27, Religion +21
Str 24 (+22); Dex 13 (+16); Wis 24 (+22);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Devoted Cleric [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +23; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 39, Reflex 37, Will 46
Saving Throws +5 against poison effects
Speed 5
- ● [m] Warhammer (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 14 damage, wielded two-handed.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +34 vs. Reflex; 2d8 + 19 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] Sunburst (standard) ✦ Healing, Radiant
- Area burst 2 within 10; targets enemies; +34 vs. Will; 3d8 + 19 radiant damage. Hit or Miss: The dwarf cleric and each
ally in the burst regain 16 hit points and make a saving throw.
- □ [A] Astral Storm (standard) ✦ Cold, Fire, Lightning, Thunder, Zone
- Area burst 5 within 20; targets enemies; +34 vs. Reflex; 6d10 + 19 cold, fire, lightning, and thunder damage. Resistance doesn’t
reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target
that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Hit
or Miss: The burst creates a stormy zone until the end of the dwarf cleric’s next turn. Sustain Minor: When the
dwarf cleric sustains this power, make a +34 vs. Reflex attack against every enemy within the zone, dealing 2d10 + 19 lightning
damage if the dwarf cleric hits and half damage if the dwarf cleric misses.
- □ 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 6d6 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 +28, Religion +21
Str 15 (+17); Dex 13 (+16); Wis 26 (+23);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment chainmail, warhammer, javelin
-1 Level / +1 Level
Dwarf Greatweapon Fighter [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +18; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 45, Reflex 38, Will 39
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12). Miss: 7 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +35 vs. Reflex; 4d12 + 18 damage (crit 66 + 3d12), and the target takes a –2 penalty to AC until the end of the dwarf fighter’s
next turn.
- □ [M] No Mercy (standard) ✦ Reliable, Weapon
- +35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). 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 +27, Intimidate +21
Str 24 (+22); Dex 15 (+17); Wis 16 (+18);
Con 24 (+22); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Dwarf Guardian Fighter [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +18; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 45, Reflex 44, Will 39
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+36 vs. AC; 2d8 + 18 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] Diamond Shield Defense (standard) ✦ Weapon
- Must be using a shield.
+36 vs. AC; 4d8 + 18 damage, and the dwarf fighter takes half damage from the target’s attacks until the end of the dwarf
fighter’s next turn. Hit or Miss: The dwarf fighter gains a +2 power bonus to AC until the end of the dwarf fighter’s
next turn.
- □ [M] Storm of Destruction (standard) ✦ Weapon
- Targets one or two creatures, one attack per target; +36 vs. AC; 5d8 + 18 damage. Miss: Half 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.
- 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 +23, Intimidate +21
Str 24 (+22); Dex 22 (+21); Wis 16 (+18);
Con 17 (+18); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Avenging Paladin [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +18; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 44, Reflex 38, Will 43
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +36 vs. AC; 2d10 + 18 radiant damage. If the dwarf paladin has marked the target, the dwarf paladin gains a +3 bonus to the
damage roll.
- ○ [M] Stunning Smite (standard) ✦ Weapon
- +36 vs. Will; 2d10 + 18 damage, the target is stunned until the end of the dwarf paladin’s next turn, and make a secondary
attack against each enemy other than the primary target adjacent to the dwarf paladin. Secondary Attack: +36 vs. Will;
1d10 + 18 damage, and the target is stunned until the end of the dwarf paladin’s next turn.
- □ [M] Powerful Faith (standard) ✦ Weapon
- +36 vs. AC; 7d10 + 18 damage and make a secondary attack against each enemy within 10 squares of the dwarf paladin. Miss:
Half damage, and no secondary attack. Secondary Attack: +36 vs. Fortitude; The target is blinded 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.
- □ 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 +26, Religion +21
Str 24 (+22); Dex 13 (+16); Wis 17 (+18);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Dwarf Protecting Paladin [Level 30 Soldier]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +18; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 43, Reflex 40, Will 44
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 17 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage, and the dwarf paladin gains 3 temporary hit points.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +33 vs. Will; 4d8 + 18 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack
whether it hits or misses.
- □ [R] Even Hand of Justice (standard)
- Ranged 5; +33 vs. Will; 5d10 + 18 damage. Whenever the target makes an attack, its attack works as usual, but it takes the
full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. Many creatures
have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target
does not gain the benefit of any immunities or resistances. Miss: 5d10 + 18 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 16 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 +27, Religion +21
Str 22 (+21); Dex 13 (+16); Wis 17 (+18);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Dwarf Archer Ranger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +22; Senses Perception +23; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 43, Reflex 44, Will 39
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 17 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +35 vs. AC; 2d10 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +35/+35 vs. AC; 2d8 + 11 damage (main)/2d6 + 11
damage (off-hand).
Longbow: Ranged 20/40; +35 vs. AC (twice); 2d10 + 11 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 20/40; targets each enemy in range; +35 vs. AC; 1d10 + 18 damage.
- □ [R] Three-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one creature; +35 vs. AC; 2d10 + 18 damage per attack. If the first attack hits, the dwarf
ranger gains a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks
normally. Miss: Half damage per attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the dwarf ranger’s turn, enemies treat the dwarf ranger as invisible if the dwarf ranger has cover or concealment
from them. An enemy still knows the square occupied by the dwarf ranger if it saw the dwarf ranger in that square at any point
during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● Hunter’s Quarry (minor)
- The dwarf ranger can designate the nearest visible enemy as the dwarf ranger’s quarry. Once per round when hitting this quarry,
the dwarf ranger can deal an extra 3d6 damage. This effect remains active until the end of the encounter or until the dwarf
ranger designates a different target as the quarry. The dwarf ranger can only designate one enemy as quarry at a time.
- Dwarven Resilience
- The dwarf ranger can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf ranger to move — through a pull, a push, or a slide — the dwarf ranger can move 1 square less
than the effect specifies. In addition, when an attack would knock the dwarf ranger prone, the dwarf ranger can immediately
make a saving throw to avoid falling prone.
- Archer Fighting Style
- The dwarf ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The dwarf ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +23, Stealth +26
Str 22 (+21); Dex 24 (+22); Wis 17 (+18);
Con 16 (+18); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Dwarf Two-Blade Ranger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +23; low-light
HP 279; Bloodied 139
Healing Surges (+69 hp) ○○○
AC 45; Fortitude 44, Reflex 43, Will 39
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +34 vs. AC; 2d10 + 17 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +36/+36 vs. AC; 2d8 + 11 damage (main)/2d8 + 11 damage
(off-hand).
Longbow: Ranged 20/40; +34 vs. AC (twice); 2d10 + 11 damage.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. AC; 1d8 + 18 damage. Hit or Miss: The dwarf ranger can shift 4 squares,
and make another close burst 1 attack (as above).
- ● 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.
- □ [M] Weave a Web of Steel (immediate interrupt) ✦ Weapon
- When an enemy hits the dwarf ranger with a melee attack.
Two attacks against triggering enemy.
Longsword (main): +36 vs. AC; 3d8 + 18 damage.
Longsword (off
hand): +36 vs. AC; 1d8 + 18 damage.
If both attacks hit, the target’s attack misses. Miss: Half damage with
the main weapon, and no damage with the off-hand weapon.
- □ 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 +23, Perception +23
Str 24 (+22); Dex 22 (+21); Wis 17 (+18);
Con 16 (+18); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Dwarf Brawny Rogue [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +22; Senses Perception +17; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 42, Reflex 45, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +36 vs. AC; 2d6 + 18 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +36 vs. Reflex; 2d6 + 18 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +36 vs. AC; 5d6 + 18 damage.
- □ [M/R] Assassin’s Point (standard) ✦ Weapon
- Short Sword: +36 vs. AC; 7d6 + 18 damage.
Shuriken: Ranged 6/12; +36 vs. AC; 7d6 + 18 damage.
Hit: If the dwarf rogue has combat advantage against the target, double any extra damage from Sneak Attack or a critical
hit. Miss: Half damage.
- ○ 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.
- 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 +27, Thievery +27
Str 22 (+21); Dex 24 (+22); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Dwarf Trickster Rogue [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +22; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 45, Will 42
Saving Throws +5 against poison effects
Speed 5
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 13 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +36 vs. AC; 2d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
The dwarf rogue can move 2 squares before the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. AC; 3d6 + 18 damage. If the target makes a melee attack against the dwarf
rogue before the end of the dwarf rogue’s next turn, the dwarf rogue can make it attack another creature of the dwarf rogue’s
choice instead, including itself.
- □ [M/R] Immobilizing Strike (standard) ✦ Weapon
- Short Sword: +36 vs. Fortitude; 5d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +35 vs. Fortitude; 5d6
+ 18 damage.
Hit: The target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed
(save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the target is slowed (save
ends). Saving throws against this effect take a –5 penalty.
- □ 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 +27, Thievery +27
Str 15 (+17); Dex 24 (+22); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Dwarf Fey-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +18; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 39, Reflex 43, Will 44
Saving Throws +5 against poison effects
Speed 5
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 psychic damage, and the dwarf warlock is invisible to the target until the start of the
dwarf warlock’s next turn.
- ○ [R] Curse of the Fey King (standard)
- Ranged 10; +33 vs. Will; 3d10 + 18 damage. In addition, the first time the target rolls a d20 on its next turn, the dwarf
warlock can steal that result. The target rerolls, and the dwarf warlock uses the stolen result for the dwarf warlock’s next
d20 roll. The dwarf warlock gains a +6 bonus to the stolen result.
- □ [R] Curse of the Dark Delirium (standard) ✦ Charm
- Ranged 10; +33 vs. Will; on the target’s next turn, The dwarf warlock dictates its standard, move, and minor actions. The
target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such
as leaping off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start of its
next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain Standard:
Repeat the attack against the target as long as the target is within range. On a miss, the dwarf warlock can’t sustain this
power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The dwarf warlock becomes invisible until the start of the dwarf warlock’s next turn and teleports 20 squares. The dwarf warlock
leaves behind an illusory image of the dwarf warlock that persists as long as the dwarf warlock is invisible. This image stands
in place, takes no actions, and uses the dwarf warlock’s defenses if it is attacked. If the illusion is touched or takes any
damage, it dissolves into a pile of dead leaves. If the dwarf warlock makes an attack, the dwarf warlock becomes visible.
Sustain Standard: The dwarf warlock remains invisible as long as the dwarf warlock doesn’t make an attack.
- ● Warlock’s Curse (minor)
- The dwarf warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the dwarf
warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The dwarf warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The dwarf warlock can immediately teleport 3 squares.
- Dwarven Resilience
- The dwarf warlock can use second wind as a minor action instead of a standard action.
- Stand Your Ground
- When an effect forces the dwarf warlock to move — through a pull, a push, or a slide — the dwarf warlock can move 1 square
less than the effect specifies. In addition, when an attack would knock the dwarf warlock prone, the dwarf warlock can immediately
make a saving throw to avoid falling prone.
Skills Arcana +26, Bluff +27
Str 12 (+16); Dex 13 (+16); Wis 16 (+18);
Con 17 (+18); Int 22 (+21); Cha 24 (+22)
Equipment leather armor, spear
-1 Level / +1 Level
Dwarf Infernal-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +17; low-light
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 44; Fortitude 44, Reflex 43, Will 39
Saving Throws +5 against poison effects
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +34 vs. Reflex; 2d6 + 19 fire damage. If the dwarf warlock takes damage before the end of the dwarf warlock’s next
turn, the target takes an extra 2d6 + 19 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +34 vs. Fortitude; 5d10 + 25 fire damage.
- □ [R] Hurl through Hell (standard) ✦ Fear, Fire, Teleportation
- Ranged 10; +34 vs. Will; 7d10 + 19 fire damage, and the target disappears into the Nine Hells until the end of the dwarf warlock’s
next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned (save
ends). Sustain Minor: If the dwarf warlock spends a minor action to sustain the power, the target’s return is delayed
until the end of the dwarf warlock’s next turn. The dwarf warlock can sustain the power no more than three times. Miss:
Half damage, and the target does not disappear.
- ● 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 30 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 +26, Intimidate +22
Str 12 (+16); Dex 14 (+17); Wis 15 (+17);
Con 26 (+23); Int 22 (+21); Cha 15 (+17)
Equipment leather armor, mace
-1 Level / +1 Level
Dwarf Star-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +17; low-light
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 39, Will 43
Saving Throws +5 against poison effects
Speed 5
- ● [m] Sickle (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +34 vs. Fortitude; 2d6 + 19 radiant damage. If the target moves nearer to the dwarf warlock on its next turn, it
takes an extra 2d6 + 19 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +34 vs. Will; 2d10 + 19 damage. The target disappears into a starry realm. At the start of its next turn, the target
reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).
The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the dwarf warlock’s
next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take
every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls
it makes due to this power.
- □ [R] Doom of Delban (standard) ✦ Cold, Fear
- Ranged 10; +34 vs. Fortitude; 5d10 + 19 cold damage. Miss: Half damage. Sustain Standard: The dwarf warlock
can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage
by 1d10 each time this power hits. Each time the dwarf warlock sustains this power, the dwarf warlock takes 2d10 damage.
- ● 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 +22, Insight +22
Str 12 (+16); Dex 14 (+17); Wis 15 (+17);
Con 26 (+23); Int 15 (+17); Cha 22 (+21)
Equipment leather armor, sickle
-1 Level / +1 Level
Dwarf Inspiring Warlord [Level 30 Soldier (Leader)]
Medium natural humanoid [XP 19000]
Initiative +18; Senses Perception +17; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 44, Reflex 38, Will 43
Saving Throws +5 against poison effects
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +35 vs. Fortitude; 7 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 +6 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] Devastating Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+35 vs. AC; 4d10 + 18 damage, and until the end of the dwarf warlord’s next turn, any ally who has line of sight to the dwarf
warlord gains a +6 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +35 vs. AC; 6d10 + 18 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.
- □ [M] Stand Invincible (standard) ✦ Weapon
- +35 vs. AC; 7d10 + 18 damage. Hit or Miss: The dwarf warlord and each ally within 5 squares of the dwarf warlord gains
a +4 power bonus to all defenses and resist 5 to all damage until the end of the dwarf warlord’s next turn. Sustain Minor:
The effect continues.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 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 21 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 +22, History +22
Str 24 (+22); Dex 13 (+16); Wis 14 (+17);
Con 16 (+18); Int 15 (+17); Cha 22 (+21)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Dwarf Tactical Warlord [Level 30 Soldier (Leader)]
Medium natural humanoid [XP 19000]
Initiative +18; Senses Perception +17; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 44, Reflex 43, Will 39
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 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.
- ○ [C] Chimera Battlestrike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. Reflex; 3d8 + 18 damage, and the target slides 7 squares.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the dwarf warlord slides each target 6 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The dwarf warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 hit points. This power
can only be used once per round.
- □ [M] Defy Death (immediate interrupt) ✦ Healing, Weapon
- When a creature attacks the dwarf warlord’s ally.
As part of this action, the dwarf warlord can move twice the dwarf warlord’s speed to reach the target without provoking opportunity
attacks. Targets the attacking creature; +36 vs. AC; 7d8 + 18 damage, and the target’s attack misses. Miss: Half damage,
and the target’s attack deals half damage if it hits. Hit or Miss: As an immediate reaction, the attacked ally can
spend a healing surge.
- 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 +6 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 +22, History +26
Str 24 (+22); Dex 13 (+16); Wis 14 (+17);
Con 16 (+18); Int 22 (+21); Cha 15 (+17)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Dwarf Control Wizard [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +22; low-light
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the dwarf wizard’s next turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +33 vs. Will; 3d10 + 18 psychic damage. On the target’s next turn, the dwarf wizard controls its actions. The dwarf
wizard can move it 7 squares, and it then makes a basic attack against its nearest ally.
- □ [C] Legion’s Hold (standard) ✦ Charm, Psychic
- Close burst 20; targets enemies; +33 vs. Will; 2d10 + 18 psychic damage, and the target is stunned (save ends). Miss:
Half damage, and the target is dazed (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 -7 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 +27, Insight +27
Str 12 (+16); Dex 15 (+17); Wis 24 (+22);
Con 16 (+18); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Dwarf War Wizard [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +18; low-light
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 41
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +33 vs. Reflex; 2d6 + 18 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +33 vs. Reflex; 6d6 + 18 fire and necrotic damage.
- □ [A] Meteor Swarm (standard) ✦ Fire
- Area burst 5 within 20; +33 vs. Reflex; 8d6 + 18 fire damage. Miss: Half damage.
- □ 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 +6 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 +27, History +27
Str 12 (+16); Dex 22 (+21); Wis 17 (+18);
Con 16 (+18); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Dwarf Isolating Avenger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +23; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 damage, and the dwarf avenger shifts 1 square, sliding the target 1 square into the space the dwarf
avenger occupied.
- ○ [M] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
- +37 vs. Will; 3d10 + 19 damage, and the dwarf avenger teleports each enemy within 5 squares of the dwarf avenger, other than
the target, 10 squares.
- □ [C] Fiery Vengeance (standard) ✦ Fire, Healing, Radiant
- Close burst 3; +34 vs. Reflex; 7d6 + 19 fire and radiant damage. Miss: Half damage. Hit or Miss: The dwarf avenger
regains hit points as if the dwarf avenger had spent a healing surge. Until the end of the encounter, any enemy that ends
its turn adjacent to the dwarf avenger takes 10 fire and radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the dwarf avenger can see in within 10 squares. When the dwarf avenger makes a melee attack against the target
and the target is the only enemy adjacent to the dwarf avenger, the dwarf avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the dwarf avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the dwarf avenger makes an attack roll against the dwarf avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- □ 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 +6 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 +22, Religion +26
Str 15 (+17); Dex 13 (+16); Wis 26 (+23);
Con 16 (+18); Int 22 (+21); Cha 12 (+16)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Dwarf Pursuing Avenger [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +23; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 13 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +34 vs. AC; 2d8 + 17 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 damage, and if the target doesn’t end its next turn adjacent to the dwarf avenger, the dwarf avenger
can shift 7 squares as a free action. The dwarf avenger must end that shift closer to the target.
- ○ [M] Inevitable End (standard) ✦ Weapon
- +43 vs. AC; 4d10 + 19 damage. Hit or Miss: If the target is still alive and not adjacent to the dwarf avenger at the
end of its next turn, the dwarf avenger regains the use of this power. The dwarf avenger can regain the use of this power
in this manner once per encounter.
- □ [M] Final Oath (standard) ✦ Weapon
- +37 vs. AC; 9d10 + 19 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the dwarf avenger
and the target gain a +5 bonus to attack rolls against each other.
- ○ [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 +12 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 +21, Stealth +26
Str 15 (+17); Dex 22 (+21); Wis 26 (+23);
Con 16 (+18); Int 13 (+16); Cha 12 (+16)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Dwarf Rageblood Barbarian [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +22; low-light
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 44; Fortitude 45, Reflex 41, Will 38
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d8 + 18 damage (crit 66 + 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] Blood Wrath (standard) ✦ Weapon
- The dwarf barbarian gains gains a +7 bonus to the attack roll if the target is bloodied. +35 vs. AC; 5d12 + 18 damage (crit
78 + 3d12), and the dwarf barbarian gains a +7 bonus to attack rolls until the end of the dwarf barbarian’s next turn.
- □ [M] Winter Ghost Rage (standard) ✦ Cold, Rage, Weapon
- +35 vs. AC; 6d12 + 18 cold damage (crit 90 + 3d12), and ongoing 10 cold damage (save ends). Miss: Half damage. Hit
or Miss: The dwarf barbarian enters the rage of the winter ghost. Until the rage ends, the dwarf barbarian is insubstantial
while the dwarf barbarian is bloodied.
- ○ 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 22 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 17 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 +26, Perception +22
Str 24 (+22); Dex 14 (+17); Wis 15 (+17);
Con 24 (+22); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Thaneborn Barbarian [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +22; low-light
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 44; Fortitude 45, Reflex 41, Will 42
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d6 + 18 damage (crit 60 + 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] Butcher’s Feast (standard) ✦ Weapon
- +35 vs. AC; 6d12 + 18 damage (crit 90 + 3d12), and until the end of the dwarf barbarian’s next turn, the dwarf barbarian can
make a melee basic attack as a free action against any enemy adjacent to the dwarf barbarian that hits or misses the dwarf
barbarian. Until the end of the dwarf barbarian’s next turn, the dwarf barbarian also gains a +6 power bonus to basic attack
rolls.
- □ [M] World Serpent Rage (standard) ✦ Rage, Weapon
- +35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). Miss: Half damage. Hit or Miss: The dwarf barbarian enters the
rage of the World Serpent. Until the rage ends, the dwarf barbarian can make a melee basic attack as a free action against
any enemy adjacent to the dwarf barbarian that shifts. In addition, on the dwarf barbarian’s turn, the dwarf barbarian gains
a +5 bonus to damage rolls against any enemy that was adjacent to the dwarf barbarian at the start of the dwarf barbarian’s
turn. When charging, the dwarf barbarian can use this power in place of a melee basic attack.
- □ 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 +6 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 +26, Perception +22
Str 24 (+22); Dex 14 (+17); Wis 15 (+17);
Con 17 (+18); Int 12 (+16); Cha 22 (+21)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Dwarf Cunning Bard [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +22; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 39, Reflex 44, Will 44
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the dwarf
bard’s next turn.
- ○ [R] Bond of Malediction (standard) ✦ Psychic
- Ranged 10; +33 vs. Reflex; 3d10 + 18 psychic damage. Choose an ally within 10 squares of the dwarf bard. Until the end of
the dwarf bard’s next turn, the target takes 16 psychic damage whenever that ally takes damage.
- □ [R] Spellbind (standard) ✦ Charm
- Ranged 10; +33 vs. Will; The target is dominated (save ends). Aftereffect: 2d10 + 18 damage, and the target is dazed
until the end of the dwarf bard’s next turn. Miss: The target is dazed (save ends). Aftereffect: 2d10 + 18 damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The dwarf bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 7 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 11 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 +26, Bluff +27
Str 14 (+17); Dex 13 (+16); Wis 14 (+17);
Con 17 (+18); Int 22 (+21); Cha 24 (+22)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Dwarf Valorous Bard [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +16; Senses Perception +22; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 44
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 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] Surge of Valor (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage, and each ally within 10 squares of the dwarf bard can shift 2 squares and make a melee basic
attack as a free action, with a +7 bonus to the attack roll and the damage roll.
- □ [R] Satire of Leadership (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 5d10 + 18 psychic damage. Hit or Miss: The target and each enemy within 3 squares of it take
a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
- ○○○ Majestic Word (minor) ✦ Healing
- The dwarf bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 7 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 12 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 +22, Athletics +21
Str 14 (+17); Dex 13 (+16); Wis 14 (+17);
Con 24 (+22); Int 15 (+17); Cha 24 (+22)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Dwarf Guardian Druid [Level 30 Controller]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +23; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 46; Fortitude 43, Reflex 39, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Scythe (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +34 vs. Reflex; 2d8 + 19 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; +34 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +34 vs. Reflex; 3d8 + 19 cold damage, the target gains 7 vulnerability to all damage and the target is immobilized
until the end of the dwarf druid’s next turn.
- □ [A] Lifeleech Thorns (standard) ✦ Healing
- Area burst 2 within 20; +34 vs. Reflex; the target is immobilized and weakened and takes ongoing 10 damage (save ends all).
The dwarf druid regains 7 hit points for each target hit with this power. Aftereffect: 3d8 + 19 damage. Miss:
1d10 + 19 damage, and the target is weakened (save ends).
- □ 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 7 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 +28, Nature +28
Str 14 (+17); Dex 15 (+17); Wis 26 (+23);
Con 24 (+22); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Predator Druid [Level 30 Controller]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +28; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 43, Will 45
Saving Throws +5 against poison effects
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +30 vs. AC; 4d4 + 13 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +34 vs. Reflex; 2d8 + 19 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; +34 vs. Reflex; 2d6 + 11 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 8 fire damage.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the dwarf druid shifts 7 squares. Targets each enemy within reach during the shift; +34 vs. Reflex; 1d10
+ 19 damage, and the target is dazed until the end of the dwarf druid’s next turn.
- □ [R] Gaze of the Beast (standard) ✦ Beast Form, Charm, Psychic
- Ranged 10; +34 vs. Will; the target is dominated (save ends). Aftereffect: 3d10 + 19 psychic damage. Miss: The
target is dazed (save ends), with 2d10 + 19 psychic damage as an aftereffect.
- ● 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 +28, Perception +28
Str 14 (+17); Dex 22 (+21); Wis 26 (+23);
Con 17 (+18); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, scythe
-1 Level / +1 Level
Dwarf Preserving Invoker [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +23; low-light
HP 203; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +34 vs. Reflex; 2d8 + 19 radiant damage, and the dwarf invoker slides the target 1 square. The dwarf invoker can
use this power as a ranged basic attack.
- ○ [R] Offering of Peace (standard) ✦ Radiant
- Choose one enemy within 10 squares. If the target attacks before the end of the dwarf invoker’s next turn, it takes 4d10 +
19 radiant damage damage. If the dwarf invoker or an ally attacks the target before the end of the dwarf invoker’s next turn,
the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The dwarf invoker and the dwarf invoker’s
allies gain a +2 power bonus to all defenses until the end of the dwarf invoker’s next turn.
- □ [C] Word of the Gods (standard) ✦ Charm, Psychic
- Close blast 5; targets enemies; +34 vs. Will; the target is dominated (save ends). Aftereffect: 3d6 + 19 psychic damage.
Miss: 6d6 + 19 psychic damage.
- □ 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 +6 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 +26, Religion +26
Str 12 (+16); Dex 14 (+17); Wis 26 (+23);
Con 17 (+18); Int 22 (+21); Cha 13 (+16)
Equipment hide armor, morningstar
-1 Level / +1 Level
Dwarf Wrathful Invoker [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +23; low-light
HP 210; Bloodied 105
Healing Surges (+52 hp) ○○○
AC 42; Fortitude 44, Reflex 39, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +34 vs. Fortitude; 2d10 + 19 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +7 radiant damage. The dwarf invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Terror (standard) ✦ Fear, Psychic
- Area burst 2 within 10; +34 vs. Will; 3d8 + 19 psychic damage, and the target moves half its speed away from the dwarf invoker,
avoiding unsafe squares and difficult terrain if it can. Until the start of the dwarf invoker’s next turn, opportunity attacks
that hit the target deal +7 extra damage.
- □ [A] Invoke the Absolute Dark (standard) ✦ Zone
- Area burst 2 within 20; +34 vs. Fortitude; 6d6 + 19 damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of darkness that lasts until the end of the dwarf invoker’s next turn. The zone is totally obscured. In addition, any
creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed until
the end of its turn. The dwarf invoker can dismiss the zone as a minor action. Sustain Minor: The zone persists, and
the dwarf invoker can increase its size by 1 to a maximum of burst 5.
- □ 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+7 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 +28, Religion +22
Str 12 (+16); Dex 14 (+17); Wis 26 (+23);
Con 24 (+22); Int 15 (+17); Cha 13 (+16)
Equipment chainmail, morningstar
-1 Level / +1 Level
Dwarf Bear Shaman [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +28; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 38, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 12 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +34 vs. Will; 2d8 + 19 damage, and each ally adjacent to the dwarf shaman’s spirit companion gains 7 temporary
hit points.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +34 vs. Reflex; 4d8 + 19 fire and radiant damage. Until the end of the dwarf shaman’s next turn, each ally
gains a +10 bonus to saving throws while adjacent to the dwarf shaman’s spirit companion.
- □ [C] Sea of Serpents (standard) ✦ Zone
- Close blast 5; targets enemies; +34 vs. Reflex; 5d6 + 19 damage. Miss: Half damage. Hit or Miss: The blast creates
a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone
gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat
advantage against each enemy, and can use an opportunity action to make a melee basic attack against any enemy adjacent to
him or her that shifts.
- ● 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 25 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 20 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 6d6 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; +34 vs. Reflex; 8 damage. Hit or Miss: One ally within 5 squares of the dwarf shaman’s spirit
companion regains 8 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 7 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 +28, Perception +28
Str 13 (+16); Dex 14 (+17); Wis 26 (+23);
Con 24 (+22); Int 15 (+17); Cha 12 (+16)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Panther Shaman [Level 30 Controller (Leader)]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +28; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 40, Reflex 42, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 12 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +34 vs. Fortitude; 2d10 + 19 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 +3 bonus to the attack roll.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +34 vs. Fortitude; 4d6 + 19 damage. Until the end of the dwarf shaman’s next turn, any ally gains a +8 bonus to
damage rolls while adjacent to the dwarf shaman’s spirit companion. Make the attack two more times against the same target
or different ones. The bonus to the dwarf shaman’s allies’ damage rolls increases to +10 if the attack hits twice and +12
if it hits three times.
- □ [R] Death Spirit (standard) ✦ Necrotic
- Ranged 10; +34 vs. Fortitude; 7d10 + 19 necrotic damage. Miss: Half damage. Hit or Miss: When any creature drops
to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends). Aftereffect:
When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 necrotic damage (save
ends).
- □ 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 25 damage to the spirit, the spirit disappears,
and the dwarf shaman takes 20 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 6d6 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; +34 vs. Reflex; 2d10 + 19 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 +6 bonus to damage rolls against bloodied enemies.
Skills Nature +28, Perception +28
Str 13 (+16); Dex 14 (+17); Wis 26 (+23);
Con 17 (+18); Int 22 (+21); Cha 12 (+16)
Equipment leather armor, longspear
-1 Level / +1 Level
Dwarf Chaos Sorcerer [Level 30 Artillery]
Medium natural humanoid [XP 19000]
Initiative +21; Senses Perception +17; low-light
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 42; Fortitude 39, Reflex 42, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d4 + 17 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 2d10 + 28 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:
+33 vs. Will; 1d6 + 21 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] Wildfire Curse (standard) ✦ Fire
- Ranged 10; +33 vs. Reflex; 4d6 + 28 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +33 vs. Reflex; 4d6 + 28 fire damage. Repeat the secondary attack against
a creature the dwarf sorcerer has not already targeted with this power during this encounter.
- □ [C] Entropic Whirlwind (standard) ✦ Teleportation
- Close burst 5; targets enemies; +33 vs. Will; 3d8 + 28 damage, and the dwarf sorcerer teleports the target 6 squares. The
target again takes 3d8 + 28 damage whenever it teleports (save ends). Hit or Miss: Until the end of the encounter,
when any creature ends its turn within 5 squares of the dwarf sorcerer, the dwarf sorcerer can teleport the creature to any
space within 5 squares of the dwarf sorcerer as an immediate reaction.
- ○ 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 +10 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 +21, Bluff +27
Str 15 (+17); Dex 22 (+21); Wis 14 (+17);
Con 16 (+18); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, dagger
-1 Level / +1 Level
Dwarf Dragon Sorcerer [Level 30 Skirmisher]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +17; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 42, Reflex 38, Will 45
Saving Throws +5 against poison effects
Speed 5
- ● [m] Quarterstaff (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +33 vs. Reflex; 2d8 + 28 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 6 fire damage.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +33 vs. Reflex; 3d12 + 28 lightning damage, and each enemy adjacent to the target takes 1d12 + 21 lightning damage.
- □ [R] Endless Acid (standard) ✦ Acid
- Ranged 10; +33 vs. Fortitude; 1d6 + 28 acid damage, and ongoing 15 acid damage (save ends). Aftereffect: Ongoing 10
acid damage (save ends). Aftereffect: Ongoing 5 acid damage (save ends). Miss: Ongoing 15 acid damage (save
ends).
- □ Platinum Scales (immediate interrupt)
- When the dwarf sorcerer is hit by an attack.
Until the end of the encounter, the dwarf sorcerer gains a +6 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 +10 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 +21, Athletics +26
Str 22 (+21); Dex 15 (+17); Wis 14 (+17);
Con 16 (+18); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Dwarf Earth Warden [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +23; low-light
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 48; Fortitude 44, Reflex 40, Will 40
Saving Throws +5 against poison effects
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage, and the dwarf warden gains a +1 power bonus to AC until the end of the dwarf warden’s next turn.
- ○ [M] Earth Tomb (standard) ✦ Weapon
- +35 vs. AC; 3d10 + 18 damage, and the target is knocked prone and can’t stand up until the end of the dwarf warden’s next
turn. The dwarf warden also slides the target 7 squares.
- □ 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 Spring Renewal (minor) ✦ Healing, Polymorph, Radiant
- The dwarf warden assumes the guardian form of spring renewal until the end of the encounter. While the dwarf warden is in
this form, the dwarf warden gains resist 10 necrotic. In addition, the dwarf warden gains a fly speed of 8, and the dwarf
warden can hover. 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: Close burst 2; +39 vs. Reflex; 4d10 + 11 radiant damage. Miss:
Half damage. Hit or Miss: The dwarf warden regains all the dwarf warden’s hit points, but the dwarf warden is stunned
until the end of the dwarf warden’s next turn.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the dwarf warden that is within 5 squares of the dwarf warden makes an attack that does not include
the dwarf warden as a target.
Targets the triggering enemy; The dwarf warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- 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 +7 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 +24, Perception +23
Str 24 (+22); Dex 14 (+17); Wis 17 (+18);
Con 24 (+22); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Dwarf Wild Warden [Level 30 Brute]
Medium natural humanoid [XP 19000]
Initiative +17; Senses Perception +27; low-light
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 46; Fortitude 44, Reflex 38, Will 44
Saving Throws +5 against poison effects
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and the target is slowed until the end of the dwarf warden’s next turn.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +35 vs. AC; 4d12 + 18 damage (crit 66 + 3d12), and the target takes 22 lightning damage if it moves before the end of the
dwarf warden’s next turn.
- □ 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 Starmetal Warrior (minor) ✦ Polymorph
- The dwarf warden assumes the guardian form of the starmetal warrior until the end of the encounter. While the dwarf warden
is in this form, the dwarf warden gains a +3 bonus to AC. In addition, while any flying enemy is within 10 squares of the
dwarf warden, its fly speed is 1. 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: Close burst 2; targets enemies; +35 vs. AC; 3d12
+ 18 damage (crit 54 + 3d12). This damage ignores any of the target’s resistances. Miss: Half damage. This damage ignores
any of the target’s resistances.
- ● [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; +35 vs. Fortitude; 2d12 + 18 damage (crit 42 + 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 -7 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 +26, Perception +27
Str 24 (+22); Dex 14 (+17); Wis 24 (+22);
Con 17 (+18); Int 12 (+16); Cha 13 (+16)
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.