Goliath NPCs [Level 3]
Goliath Battle Cleric [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +3
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 16, Reflex 12, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target
until the end of the goliath cleric’s next turn.
- ○ [M] Split the Sky (standard) ✦ Thunder, Weapon
- +8 vs. Fortitude; 1d10 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +8 vs. AC; 2d10 + 5 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The goliath cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○ Stone’s Endurance (minor)
- The goliath cleric gains resist 5 to all damage until the end of the goliath cleric’s next turn.
- ○○ Healing Word (minor) ✦ Healing
- The goliath cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The goliath cleric gains a +1 bonus to the goliath cleric’s next attack roll or saving throw before the end of the goliath
cleric’s next turn.
- Powerful Athlete
- When the goliath cleric makes an Athletics check to jump or climb, roll twice and use either result.
Skills Heal +8, Religion +6
Str 18 (+5); Dex 11 (+1); Wis 14 (+3);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Goliath Devoted Cleric [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +4
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 14, Reflex 12, Will 18
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +5 vs. Reflex; 1d8 + 4 radiant damage, and one ally the goliath cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the goliath cleric can see gains combat advantage
against the target until the end of the goliath cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Will; 3d8 + 4 radiant damage, and the target gains vulnerability 5 to all the goliath cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The goliath cleric or one creature touched by the goliath cleric regains hit points as if spending a healing surge.
- ○ Stone’s Endurance (minor)
- The goliath cleric gains resist 5 to all damage until the end of the goliath cleric’s next turn.
- ○○ Healing Word (minor) ✦ Healing
- The goliath cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The goliath cleric gains a +1 bonus to the goliath cleric’s next attack roll or saving throw before the end of the goliath
cleric’s next turn.
- Powerful Athlete
- When the goliath cleric makes an Athletics check to jump or climb, roll twice and use either result.
Skills Heal +9, Religion +6
Str 15 (+3); Dex 11 (+1); Wis 16 (+4);
Con 14 (+3); Int 10 (+1); Cha 14 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Goliath Greatweapon Fighter [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +2
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 19; Fortitude 18, Reflex 13, Will 14
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 4 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 8 damage (crit 32 + 1d12).
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +8 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Miss: The power is not expended.
- ○ Stone’s Endurance (minor)
- The goliath fighter gains resist 5 to all damage until the end of the goliath fighter’s next turn.
- □ Unstoppable (minor) ✦ Healing
- The goliath fighter gains 2d6 + 3 temporary hit points.
- Powerful Athlete
- When the goliath fighter makes an Athletics check to jump or climb, roll twice and use either result.
- Combat Challenge
- Every time the goliath fighter attacks an enemy, the goliath fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the goliath fighter’s next turn. If the marked creature makes an attack that doesn’t include
the goliath fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the goliath fighter and shifts or makes an attack that does not include the goliath fighter, the goliath fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +12, Intimidate +6
Str 18 (+5); Dex 13 (+2); Wis 12 (+2);
Con 16 (+4); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Goliath Guardian Fighter [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +2
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 14
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+9 vs. AC; 1d8 + 5 damage, and the target is pushed 1 square if it is the goliath fighter’s size, smaller than the goliath
fighter, or one size category larger. The goliath fighter can shift into the space that the target occupied.
- ○ [M] Dance of Steel (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 damage, and the target is immobilized until the end of the goliath fighter’s next turn.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +9 vs. AC; 2d8 + 5 damage, and the goliath fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The goliath fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the goliath fighter.
- ○ Stone’s Endurance (minor)
- The goliath fighter gains resist 5 to all damage until the end of the goliath fighter’s next turn.
- Powerful Athlete
- When the goliath fighter makes an Athletics check to jump or climb, roll twice and use either result.
- Combat Challenge
- Every time the goliath fighter attacks an enemy, the goliath fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the goliath fighter’s next turn. If the marked creature makes an attack that doesn’t include
the goliath fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the goliath fighter and shifts or makes an attack that does not include the goliath fighter, the goliath fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +7, Intimidate +6
Str 18 (+5); Dex 14 (+3); Wis 12 (+2);
Con 15 (+3); Int 10 (+1); Cha 11 (+1)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Goliath Avenging Paladin [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +2
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 20; Fortitude 17, Reflex 13, Will 16
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +9 vs. AC; 1d10 + 5 radiant damage. If the goliath paladin has marked the target, the goliath paladin gains a +1 bonus to
the damage roll.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +9 vs. AC against one or two targets; 1d10 + 5 damage, and the target is marked until the end of the goliath paladin’s next
turn.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +9 vs. AC; 3d10 + 5 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the goliath paladin and allies within
it a +1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The goliath paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the goliath
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 5 radiant damage. The goliath 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 goliath paladin challenges another target. Divine Challenge can only be used once
per round.
- ○ Stone’s Endurance (minor)
- The goliath paladin gains resist 5 to all damage until the end of the goliath paladin’s next turn.
- □ Lay on Hands (minor) ✦ Healing
- The goliath paladin spends a healing surge but regains no hit points. Instead, one creature touched by the goliath paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- Powerful Athlete
- When the goliath paladin makes an Athletics check to jump or climb, roll twice and use either result.
Skills Intimidate +8, Religion +6
Str 18 (+5); Dex 11 (+1); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 14 (+3)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Goliath Protecting Paladin [Level 3 Soldier]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +2
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 22; Fortitude 16, Reflex 15, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage, and the goliath paladin gains 1 temporary hit points.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +8 vs. Will; 2d8 + 4 damage. If the goliath paladin is bloodied, the goliath paladin regains 6 hit points. Bloodied allies
within 5 squares of the goliath paladin also regain 6 hit points.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +5 vs. Reflex; 3d8 + 4 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the goliath paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The goliath paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the goliath
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 6 radiant damage. The goliath 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 goliath paladin challenges another target. Divine Challenge can only be used once
per round.
- ○ Stone’s Endurance (minor)
- The goliath paladin gains resist 5 to all damage until the end of the goliath paladin’s next turn.
- □ Lay on Hands (minor) ✦ Healing
- The goliath paladin spends a healing surge but regains no hit points. Instead, one creature touched by the goliath paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The goliath paladin is hit by the attack instead.
- Powerful Athlete
- When the goliath paladin makes an Athletics check to jump or climb, roll twice and use either result.
Skills Intimidate +9, Religion +6
Str 16 (+4); Dex 11 (+1); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 16 (+4)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Goliath Archer Ranger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +4; Senses Perception +7
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +7 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 1 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +7 vs. AC; 2d10 + 4 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The goliath ranger can designate the nearest visible enemy as the goliath ranger’s quarry. Once per round when hitting this
quarry, the goliath ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the goliath ranger designates a different target as the quarry. The goliath ranger can only designate one enemy as quarry
at a time.
- ○ Stone’s Endurance (minor)
- The goliath ranger gains resist 5 to all damage until the end of the goliath ranger’s next turn.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the goliath ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +8 vs. AC; 1d8 + 4 damage.
Longbow: Ranged 20/40; +7
vs. AC; 1d10 + 4 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the goliath ranger with a melee attack.
The goliath ranger can shift 1 square. The goliath ranger gains a +2 power bonus to all defenses until the end of the goliath
ranger’s next turn.
- Powerful Athlete
- When the goliath ranger makes an Athletics check to jump or climb, roll twice and use either result.
- Archer Fighting Style
- The goliath ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The goliath ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +9, Stealth +8
Str 16 (+4); Dex 16 (+4); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Goliath Two-Blade Ranger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +7
HP 51; Bloodied 25
Healing Surges (+12 hp) ○
AC 17; Fortitude 17, Reflex 15, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 + 1 damage.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 + 3 damage.
After the first or the second
attack, the goliath ranger can shift 2 squares.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +9 vs. AC; 2d8 + 5 damage.
Longsword (off hand):
+9 vs. AC; 2d8 + 5 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The goliath ranger can designate the nearest visible enemy as the goliath ranger’s quarry. Once per round when hitting this
quarry, the goliath ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the goliath ranger designates a different target as the quarry. The goliath ranger can only designate one enemy as quarry
at a time.
- ○ Stone’s Endurance (minor)
- The goliath ranger gains resist 5 to all damage until the end of the goliath ranger’s next turn.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the goliath ranger with a melee attack.
The goliath ranger slides the enemy into a square adjacent to the goliath ranger and gain combat advantage against it until
the end of the goliath ranger’s next turn.
- Powerful Athlete
- When the goliath ranger makes an Athletics check to jump or climb, roll twice and use either result.
- Two-Blade Fighting Style
- The goliath ranger can wield a one-handed weapon in the goliath ranger’s off hand as if it were an off-hand weapon. In addition,
the goliath ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The goliath ranger gains an additional +5 hit points.
Skills Nature +9, Perception +7
Str 18 (+5); Dex 14 (+3); Wis 13 (+2);
Con 14 (+3); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Goliath Brawny Rogue [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +4; Senses Perception +1
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 15, Reflex 17, Will 14
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +8 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +8 vs. AC; 2d6 + 4 damage, and the target grants combat advantage to the goliath rogue until the end of the goliath rogue’s
next turn.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +8 vs. AC; 2d6 + 4 damage.
Hit:
The target is slowed and grants combat advantage to the goliath rogue (save ends both). Miss: Half damage, and the
target grants combat advantage to the goliath rogue until the end of the goliath rogue’s next turn.
- ○ Tumble (move)
- The goliath rogue can shift a number of squares equal to one-half the goliath rogue’s speed.
- ○ Stone’s Endurance (minor)
- The goliath rogue gains resist 5 to all damage until the end of the goliath rogue’s next turn.
- Powerful Athlete
- When the goliath rogue makes an Athletics check to jump or climb, roll twice and use either result.
- First Strike
- At the start of an encounter, the goliath rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the goliath rogue’s weapon damage die increases by one size. When wielding a dagger, the goliath
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the goliath rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the goliath rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +9
Str 16 (+4); Dex 16 (+4); Wis 11 (+1);
Con 14 (+3); Int 10 (+1); Cha 13 (+2)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Goliath Trickster Rogue [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +4; Senses Perception +6
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 14, Reflex 17, Will 15
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
The goliath rogue can move 2 squares before the attack.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 2d6 + 4 damage.
Hit: Add +2 to the goliath rogue’s AC until the start of the goliath rogue’s next turn.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +8 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +7 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the goliath rogue hits
the target the goliath rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The goliath rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- ○ Stone’s Endurance (minor)
- The goliath rogue gains resist 5 to all damage until the end of the goliath rogue’s next turn.
- Powerful Athlete
- When the goliath rogue makes an Athletics check to jump or climb, roll twice and use either result.
- First Strike
- At the start of an encounter, the goliath rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the goliath rogue’s weapon damage die increases by one size. When wielding a dagger, the goliath
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the goliath rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the goliath rogue deals an extra 2d6 damage.
Skills Stealth +9, Thievery +9
Str 15 (+3); Dex 16 (+4); Wis 11 (+1);
Con 14 (+3); Int 10 (+1); Cha 14 (+3)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Goliath Fey-Pact Warlock [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +2
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 16; Fortitude 14, Reflex 15, Will 17
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +5 vs. Reflex; 1d10 + 4 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 1d6 + 4 psychic damage, and the goliath warlock is invisible to the target until the start of the
goliath warlock’s next turn.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +5 vs. Fortitude; 1d8 + 4 damage, and the target is immobilized until the end of the goliath warlock’s next
turn. Hit or Miss: The goliath warlock teleports 7 squares.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 3d8 + 4 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The goliath warlock can teleport 3 squares, and the goliath warlock gains a +2 power bonus to all defenses until the end of
the goliath warlock’s next turn.
- ● Warlock’s Curse (minor)
- The goliath warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
goliath warlock can deal an extra 1d6 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 goliath warlock can only curse one target per turn.
- ○ Stone’s Endurance (minor)
- The goliath warlock gains resist 5 to all damage until the end of the goliath warlock’s next turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The goliath warlock can immediately teleport 3 squares.
- Powerful Athlete
- When the goliath warlock makes an Athletics check to jump or climb, roll twice and use either result.
Skills Arcana +8, Bluff +9
Str 12 (+2); Dex 11 (+1); Wis 12 (+2);
Con 15 (+3); Int 14 (+3); Cha 16 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Goliath Infernal-Pact Warlock [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +1
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 16, Reflex 15, Will 15
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d6 + 5 fire damage. If the goliath warlock takes damage before the end of the goliath warlock’s
next turn, the target takes an extra 1d6 + 5 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d10 + 5 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The goliath warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
goliath warlock can deal an extra 1d6 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 goliath warlock can only curse one target per turn.
- ○ Stone’s Endurance (minor)
- The goliath warlock gains resist 5 to all damage until the end of the goliath warlock’s next turn.
- □ Fiendish Resilience (minor)
- The goliath warlock gains 6 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The goliath warlock gains 3 temporary hit points.
- Powerful Athlete
- When the goliath warlock makes an Athletics check to jump or climb, roll twice and use either result.
Skills Arcana +8, Intimidate +7
Str 12 (+2); Dex 12 (+2); Wis 11 (+1);
Con 18 (+5); Int 14 (+3); Cha 13 (+2)
Equipment leather armor, mace
-1 Level / +1 Level
Goliath Star-Pact Warlock [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +1
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 15; Fortitude 16, Reflex 14, Will 16
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +6 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the goliath warlock on its next turn, it
takes an extra 1d6 + 5 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +6 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the goliath warlock and any allies
until the end of the goliath warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of
the goliath warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Will; 3d6 + 3 radiant damage, and the target is immobilized until the end of the goliath warlock’s next
turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The goliath warlock can teleport 3 squares, and the goliath warlock gains a +2 power bonus to all defenses until the end of
the goliath warlock’s next turn.
- ● Warlock’s Curse (minor)
- The goliath warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
goliath warlock can deal an extra 1d6 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 goliath warlock can only curse one target per turn.
- ○ Stone’s Endurance (minor)
- The goliath warlock gains resist 5 to all damage until the end of the goliath warlock’s next turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The goliath warlock gains a +1 bonus to a single d20 roll the goliath warlock makes during the goliath warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Powerful Athlete
- When the goliath warlock makes an Athletics check to jump or climb, roll twice and use either result.
Skills Arcana +7, Insight +6
Str 12 (+2); Dex 12 (+2); Wis 11 (+1);
Con 18 (+5); Int 13 (+2); Cha 14 (+3)
Equipment leather armor, sickle
-1 Level / +1 Level
Goliath Inspiring Warlord [Level 3 Soldier (Leader)]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +1
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 17, Reflex 13, Will 16
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +8 vs. Fortitude; 4 damage, and choose one ally adjacent to either the goliath warlord or the target. On his or her next attack
against the target, this ally gains a +2 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] Warlord’s Strike (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 5 damage, and all of the goliath warlord’s allies gain a +3 bonus to damage rolls against the target until
the end of the goliath warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +8 vs. AC; 3d10 + 5 damage, and allies within 5 squares of the goliath warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the goliath warlord gains 7 temporary hit points.
- ○ Stone’s Endurance (minor)
- The goliath warlord gains resist 5 to all damage until the end of the goliath warlord’s next turn.
- ○○ Inspiring Word (minor) ✦ Healing
- The goliath warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Shake It Off (minor)
- The goliath warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
- Powerful Athlete
- When the goliath warlord makes an Athletics check to jump or climb, roll twice and use either result.
- Inspiring Presence
- When an ally who can see the goliath warlord spends an action point to take an extra action, that ally also regains 3 lost
hit points.
- Combat Leader
- The goliath warlord and each ally within 10 squares who can see and hear the goliath warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +7
Str 18 (+5); Dex 11 (+1); Wis 10 (+1);
Con 14 (+3); Int 13 (+2); Cha 14 (+3)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Goliath Tactical Warlord [Level 3 Soldier (Leader)]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +1
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 17, Reflex 15, Will 15
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage. Before the goliath warlord attacks, one ally adjacent to either the goliath warlord or the target
may shift 1 square as a free action.
- ○ [M] Steel Monsoon (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 damage, and 2 allies within 5 squares of the goliath warlord can shift 1 square.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +9 vs. AC; 3d8 + 5 damage, and the goliath warlord and allies within 5 squares gain a +3 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○ Stone’s Endurance (minor)
- The goliath warlord gains resist 5 to all damage until the end of the goliath warlord’s next turn.
- ○○ Inspiring Word (minor) ✦ Healing
- The goliath warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Powerful Athlete
- When the goliath warlord makes an Athletics check to jump or climb, roll twice and use either result.
- Tactical Presence
- When an ally the goliath warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the
attack roll.
- Combat Leader
- The goliath warlord and each ally within 10 squares who can see and hear the goliath warlord gains a +2 power bonus to initiative.
Skills Heal +6, History +8
Str 18 (+5); Dex 11 (+1); Wis 10 (+1);
Con 14 (+3); Int 14 (+3); Cha 13 (+2)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Goliath Control Wizard [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +3
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 15, Will 17
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +5 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the goliath wizard’s next turn.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +5 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the goliath wizard’s next turn.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +5 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Stone’s Endurance (minor)
- The goliath wizard gains resist 5 to all damage until the end of the goliath wizard’s next turn.
- ○ Orb of Imposition (free)
- The goliath wizard can choose one creature suffering from one of the goliath wizard’s wizard spells whose effect ends on a
saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the goliath wizard
can extend the duration a wizard at-will spell whose effect is ending at the end of the goliath wizard’s current turn, so
that it lasts instead until the end of the goliath wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the goliath wizard is hit by an attack.
The goliath wizard gains a +4 power bonus to AC and Reflex defense until the end of the goliath wizard’s next turn.
- Powerful Athlete
- When the goliath wizard makes an Athletics check to jump or climb, roll twice and use either result.
Skills Arcana +9, Insight +8
Str 12 (+2); Dex 13 (+2); Wis 14 (+3);
Con 14 (+3); Int 16 (+4); Cha 11 (+1)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Goliath War Wizard [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +2
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 15, Will 16
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +5 vs. Reflex; 1d6 + 4 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +5 vs. Reflex; 2d6 + 4 lightning damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +5 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +5 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Stone’s Endurance (minor)
- The goliath wizard gains resist 5 to all damage until the end of the goliath wizard’s next turn.
- ○ Wand of Accuracy (free)
- The goliath wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the goliath wizard is hit by an attack.
The goliath wizard gains a +4 power bonus to AC and Reflex defense until the end of the goliath wizard’s next turn.
- Powerful Athlete
- When the goliath wizard makes an Athletics check to jump or climb, roll twice and use either result.
Skills Arcana +9, History +9
Str 12 (+2); Dex 14 (+3); Wis 13 (+2);
Con 14 (+3); Int 16 (+4); Cha 11 (+1)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Goliath Isolating Avenger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +4
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and the goliath avenger shifts 1 square, sliding the target 1 square into the space the goliath
avenger occupied.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +8 vs. AC; 2d10 + 4 fire damage, and until the end of the goliath avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 7 fire damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +8 vs. AC; 2d10 + 4 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the goliath avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the goliath avenger can see in within 10 squares. When the goliath avenger makes a melee attack against the
target and the target is the only enemy adjacent to the goliath avenger, the goliath 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 goliath avenger regains the use of this power.
- ○ Stone’s Endurance (minor)
- The goliath avenger gains resist 5 to all damage until the end of the goliath avenger’s next turn.
- ○ Refocus Enmity (minor)
- Choose one creature the goliath avenger can see within 10 squares. The target becomes the target of the goliath avenger’s
oath of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the goliath avenger makes an attack roll against the goliath avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Powerful Athlete
- When the goliath avenger makes an Athletics check to jump or climb, roll twice and use either result.
- Censure of Retribution
- When any enemy other than the goliath avenger’s oath of enmity target hits the goliath avenger, the goliath avenger gains
a +2 bonus to damage rolls against the goliath avenger’s oath of enmity target until the end of the goliath avenger’s next
turn. This bonus is cumulative.
- Armor of Faith
- The favor of the goliath avenger’s deity wards the goliath avenger from harm. While the goliath avenger is neither wearing
heavy armor nor using a shield, the goliath avenger gains a +3 bonus to AC.
Skills Athletics +10, Religion +8
Str 15 (+3); Dex 11 (+1); Wis 16 (+4);
Con 14 (+3); Int 14 (+3); Cha 10 (+1)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Goliath Pursuing Avenger [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +4
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +6 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and if the target doesn’t end its next turn adjacent to the goliath avenger, the goliath avenger
can shift 3 squares as a free action. The goliath avenger must end that shift closer to the target.
- ○ [M] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +8 vs. AC; 2d10 + 4 damage, and the goliath avenger teleports the target 3 squares. The goliath avenger then teleports to
a space adjacent to the target.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +8 vs. AC; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the goliath avenger at the start of the goliath avenger’s turn, the goliath avenger can teleport
to a space within 3 squares of it as a minor action. This effect ends if the goliath avenger ends the goliath avenger’s turn
more than 3 squares away from the target.
- ○ Distracting Flare (move)
- The goliath avenger becomes invisible and moves the goliath avenger’s speed. The goliath avenger is invisible until the end
of the movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the goliath avenger can see in within 10 squares. When the goliath avenger makes a melee attack against the
target and the target is the only enemy adjacent to the goliath avenger, the goliath 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 goliath avenger regains the use of this power.
- ○ Stone’s Endurance (minor)
- The goliath avenger gains resist 5 to all damage until the end of the goliath avenger’s next turn.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the goliath avenger makes an attack roll against the goliath avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Powerful Athlete
- When the goliath avenger makes an Athletics check to jump or climb, roll twice and use either result.
- Censure of Pursuit
- If the goliath avenger’s oath of enmity target moves away from the goliath avenger willingly, the goliath avenger gains a
+4 bonus to damage rolls against the target until the end of the goliath avenger’s next turn.
- Armor of Faith
- The favor of the goliath avenger’s deity wards the goliath avenger from harm. While the goliath avenger is neither wearing
heavy armor nor using a shield, the goliath avenger gains a +3 bonus to AC.
Skills Religion +6, Stealth +8
Str 15 (+3); Dex 14 (+3); Wis 16 (+4);
Con 14 (+3); Int 11 (+1); Cha 10 (+1)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Goliath Rageblood Barbarian [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +6
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 17; Fortitude 18, Reflex 14, Will 14
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 1d12). Hit or Miss: Until the start of the goliath barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the goliath barbarian. If the goliath barbarian is raging, attackers
do not gain this bonus.
- ○ [M] Blade Sweep (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and each enemy adjacent to the goliath barbarian takes 3 damage.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +8 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Miss: Half damage. Hit or Miss: The goliath barbarian enters the
rage of the bloodhunt. Until the rage ends, the goliath barbarian gains a +3 bonus to melee damage rolls if either the goliath
barbarian or the goliath barbarian’s target is bloodied.
- ○ Stone’s Endurance (minor)
- The goliath barbarian gains resist 5 to all damage until the end of the goliath barbarian’s next turn.
- □ Primal Vitality (minor)
- The goliath barbarian gains 4 temporary hit points. If the goliath barbarian is raging, the goliath barbarian instead gains
7 temporary hit points.
- ○ Swift Charge (free)
- When the goliath barbarian’s attack reduces an enemy to 0 hit points.
The goliath barbarian charges an enemy.
- Powerful Athlete
- When the goliath barbarian makes an Athletics check to jump or climb, roll twice and use either result.
- Rageblood Vigor
- Whenever the goliath barbarian’s attack reduces an enemy to 0 hit points, the goliath barbarian gains 3 temporary hit points.
- Barbarian Agility
- While the goliath barbarian is not wearing heavy armor, the goliath barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +11, Perception +6
Str 18 (+5); Dex 12 (+2); Wis 11 (+1);
Con 16 (+4); Int 10 (+1); Cha 13 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Goliath Thaneborn Barbarian [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +6
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 18, Reflex 14, Will 15
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 1d12). When charging, the goliath barbarian can use this power in place of a melee
basic attack. If the goliath barbarian is raging, the goliath barbarian can move 2 extra squares as part of the charge.
- ○ [M] Daring Charge (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). When charging, the goliath barbarian can use this power in place of a melee basic
attack. If the goliath barbarian charges, the goliath barbarian gains a +2 bonus to the attack roll and the damage roll for
each opportunity attack made against the goliath barbarian while the goliath barbarian charges. The goliath barbarian gains
a +2 bonus to AC against any opportunity attack the goliath barbarian provokes during the goliath barbarian’s charge.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +8 vs. Reflex; 1d12 + 5 damage (crit 17 + 1d12), and the goliath barbarian knocks
the target prone. Miss: Half damage. Hit or Miss: The goliath barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the goliath barbarian hits, the goliath barbarian gains 4 temporary hit points.
- ○ Combat Sprint (move)
- The goliath barbarian moves the goliath barbarian’s speed + 4. The goliath barbarian gains a +4 bonus to all defenses against
any opportunity attack the goliath barbarian provoke with this movement.
- ○ Stone’s Endurance (minor)
- The goliath barbarian gains resist 5 to all damage until the end of the goliath barbarian’s next turn.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the goliath 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 goliath barbarian’s next turn.
- Powerful Athlete
- When the goliath barbarian makes an Athletics check to jump or climb, roll twice and use either result.
- Thaneborn Triumph
- Whenever the goliath barbarian bloodies an enemy, the next attack by the goliath barbarian or an ally against that enemy gains
a +2 bonus to the attack roll.
- Barbarian Agility
- While the goliath barbarian is not wearing heavy armor, the goliath barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +11, Perception +6
Str 18 (+5); Dex 12 (+2); Wis 11 (+1);
Con 15 (+3); Int 10 (+1); Cha 14 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Goliath Cunning Bard [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +6
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 18; Fortitude 14, Reflex 16, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +5 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the goliath
bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +8 vs. Reflex; 1d8 + 4 damage, and each ally within 5 squares of the goliath bard gains a +3 bonus to damage rolls against
the target until the end of the goliath bard’s next turn.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +5 vs. Will; 2d6 + 4 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ○ Stone’s Endurance (minor)
- The goliath bard gains resist 5 to all damage until the end of the goliath bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The goliath bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The goliath bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the goliath bard’s next turn. When
the goliath bard moves, the zone moves with the goliath bard, remaining centered on the goliath bard. While within the zone,
any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- Powerful Athlete
- When the goliath bard makes an Athletics check to jump or climb, roll twice and use either result.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the goliath bard, the goliath bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The goliath bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Bluff +9
Str 14 (+3); Dex 11 (+1); Wis 10 (+1);
Con 15 (+3); Int 14 (+3); Cha 16 (+4)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Goliath Valorous Bard [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +1; Senses Perception +6
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 19; Fortitude 15, Reflex 15, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage, and the target takes a –2 penalty to the defense of the goliath bard’s choice until the end of
the goliath bard’s next turn.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +8 vs. AC; 2d8 + 4 damage, and each ally within 5 squares of the goliath bard gains a +4 bonus to attack rolls while charging
until the end of the goliath bard’s next turn.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +8 vs. AC; 2d8 + 4 damage, and the target grants combat advantage to the goliath bard and the goliath bard’s allies (save
ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the goliath bard hits an enemy,
that enemy grants combat advantage to the goliath bard and the goliath bard’s allies until the end of the goliath bard’s next
turn.
- ○ Stone’s Endurance (minor)
- The goliath bard gains resist 5 to all damage until the end of the goliath bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The goliath bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The goliath bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the goliath bard’s next turn.
When the goliath bard moves, the zone moves with the goliath bard, remaining centered on the goliath bard. While within the
zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- Powerful Athlete
- When the goliath bard makes an Athletics check to jump or climb, roll twice and use either result.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the goliath bard reduces an enemy to 0 hit points or bloodies an enemy,
the goliath bard can grant 4 temporary hit points to that ally as a free action.
- Skill Versatility
- The goliath bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Athletics +9
Str 14 (+3); Dex 11 (+1); Wis 10 (+1);
Con 16 (+4); Int 13 (+2); Cha 16 (+4)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Goliath Guardian Druid [Level 3 Controller]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +4
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 18; Fortitude 15, Reflex 14, Will 17
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +6 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +5 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the goliath druid’s next turn. This power can be
used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +5 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +5 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 3 squares and is knocked prone.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +5 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the goliath druid’s choice within
5 squares of the target regains 8 hit points. Aftereffect: One creature of the goliath druid’s choice within 5 squares
of the target regains 3 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The goliath druid changes from the goliath druid’s humanoid form to beast form or vice versa. When the goliath druid changes
from beast form back to the goliath druid’s humanoid form, the goliath druid shifts 1 square. While the goliath druid is in
beast form, the goliath druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the goliath
druid can sustain such powers. The goliath druid can use this power once per round.
- ○ Stone’s Endurance (minor)
- The goliath druid gains resist 5 to all damage until the end of the goliath druid’s next turn.
- ○ Barkskin (minor)
- The goliath druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the goliath druid’s next turn.
- Powerful Athlete
- When the goliath druid makes an Athletics check to jump or climb, roll twice and use either result.
- Primal Guardian
- While the goliath druid is not wearing heavy armor, the goliath druid can use the goliath druid’s Constitution modifier in
place of the goliath druid’s Dexterity or Intelligence modifier to determine the goliath druid’s AC.
Skills Heal +9, Nature +11
Str 14 (+3); Dex 13 (+2); Wis 16 (+4);
Con 16 (+4); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Goliath Predator Druid [Level 3 Controller]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +9
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 17; Fortitude 14, Reflex 15, Will 17
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +6 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +5 vs. Reflex; 1d8 + 4 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; +5 vs. Reflex; 1d6 + 1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the goliath druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Predator’s Flurry (standard) ✦ Beast Form
- +5 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the goliath druid’s next turn. Hit or Miss:
The goliath druid shifts 2 squares and then make a secondary attack against one creature other than the primary target. Secondary
Attack: +5 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the goliath druid’s next turn.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d6 + 4 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the goliath druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The goliath druid changes from the goliath druid’s humanoid form to beast form or vice versa. When the goliath druid changes
from beast form back to the goliath druid’s humanoid form, the goliath druid shifts 1 square. While the goliath druid is in
beast form, the goliath druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the goliath
druid can sustain such powers. The goliath druid can use this power once per round.
- ○ Stone’s Endurance (minor)
- The goliath druid gains resist 5 to all damage until the end of the goliath druid’s next turn.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the goliath druid gains a +2 power bonus to the goliath druid’s speed while the goliath druid
is in beast form.
- Powerful Athlete
- When the goliath druid makes an Athletics check to jump or climb, roll twice and use either result.
- Primal Predator
- While the goliath druid is not wearing heavy armor, the goliath druid gains a +1 bonus to the goliath druid’s speed.
Skills Nature +11, Perception +9
Str 14 (+3); Dex 14 (+3); Wis 16 (+4);
Con 15 (+3); Int 11 (+1); Cha 10 (+1)
Equipment hide armor, scythe
-1 Level / +1 Level
Goliath Preserving Invoker [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +4
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 17
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +5 vs. Reflex; 1d8 + 4 radiant damage, and the goliath invoker slides the target 1 square. The goliath invoker
can use this power as a ranged basic attack.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the goliath invoker or the goliath invoker’s allies before the end of its next turn, the
target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the goliath invoker or the goliath
invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +5 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the goliath invoker’s next turn.
- ○ Stone’s Endurance (minor)
- The goliath invoker gains resist 5 to all damage until the end of the goliath invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the goliath invoker hits the goliath invoker’s ally.
The goliath invoker gains a +2 bonus to the goliath invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the goliath invoker’s next turn.
- Powerful Athlete
- When the goliath invoker makes an Athletics check to jump or climb, roll twice and use either result.
- Covenant of Preservation
- When the goliath invoker uses a divine encounter or daily attack power on the goliath invoker’s turn, the goliath invoker
can slide an ally within 10 squares of the goliath invoker 1 square.
Skills Arcana +8, Religion +8
Str 12 (+2); Dex 12 (+2); Wis 16 (+4);
Con 15 (+3); Int 14 (+3); Cha 11 (+1)
Equipment hide armor, morningstar
-1 Level / +1 Level
Goliath Wrathful Invoker [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +4
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 18; Fortitude 16, Reflex 14, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +5 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The goliath invoker can use this power as a ranged basic attack.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +5 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the goliath invoker’s next
turn.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +5 vs. Reflex; 1d10 + 4 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ Stone’s Endurance (minor)
- The goliath invoker gains resist 5 to all damage until the end of the goliath invoker’s next turn.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the goliath invoker hits the goliath invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
- □ Shroud of Warning (no action)
- When the goliath invoker and the goliath invoker’s allies roll initiative at the beginning of an encounter.
The goliath invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- Powerful Athlete
- When the goliath invoker makes an Athletics check to jump or climb, roll twice and use either result.
- Covenant of Wrath
- When the goliath invoker uses a divine encounter or daily attack power on the goliath invoker’s turn, the goliath invoker
gains a bonus to the damage roll equal to 1 for each enemy the goliath invoker attacks with the power.
Skills Endurance +8, Religion +7
Str 12 (+2); Dex 12 (+2); Wis 16 (+4);
Con 16 (+4); Int 13 (+2); Cha 11 (+1)
Equipment chainmail, morningstar
-1 Level / +1 Level
Goliath Bear Shaman [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +9
HP 48; Bloodied 24
Healing Surges (+12 hp) ○
AC 15; Fortitude 16, Reflex 13, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +5 vs. Will; 1d8 + 4 damage, and each ally adjacent to the goliath shaman’s spirit companion gains 3 temporary
hit points.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +5 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the goliath shaman’s spirit companion can spend
a healing surge and regains 3 additional hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +5 vs. Fortitude; 1d8 + 4 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the goliath shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action,
a character can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The goliath shaman conjures the goliath shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the goliath shaman falls unconscious or until the goliath shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the goliath shaman takes a move action, the goliath
shaman can also move the spirit a number of squares equal to the goliath 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 11 damage to the spirit,
the spirit disappears, and the goliath shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Stone’s Endurance (minor)
- The goliath shaman gains resist 5 to all damage until the end of the goliath shaman’s next turn.
- ○○ Healing Spirit (minor) ✦ Healing
- The goliath shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
goliath shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the goliath shaman’s spirit companion without shifting.
Targets triggering enemy; +5 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the goliath shaman’s spirit
companion regains 3 hit points.
- Powerful Athlete
- When the goliath shaman makes an Athletics check to jump or climb, roll twice and use either result.
- Protector Spirit
- Any ally adjacent to the goliath shaman’s spirit companion regains 3 additional hit points when he or she uses second wind
or when the goliath shaman uses a healing power on him or her.
Skills Nature +11, Perception +9
Str 13 (+2); Dex 12 (+2); Wis 16 (+4);
Con 16 (+4); Int 13 (+2); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Goliath Panther Shaman [Level 3 Controller (Leader)]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +9
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 16; Fortitude 15, Reflex 14, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +5 vs. Fortitude; 1d10 + 4 damage, and until the end of the goliath shaman’s next turn, the goliath shaman’s
spirit companion can flank with the goliath shaman and the goliath shaman’s allies. If the target is bloodied, the goliath
shaman gains a +1 bonus to the attack roll.
- ○ [R] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +5 vs. Reflex; 1d10 + 4 lightning damage, until the end of the goliath shaman’s next turn, any ally adjacent to
the goliath shaman’s spirit companion can shift as a minor action. In addition, until the end of the goliath shaman’s next
turn, any ally ignores difficult terrain in the goliath shaman’s spirit companion’s space and in squares adjacent to it.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the goliath shaman’s spirit companion; +5 vs. Will; 3d6
+ 4 psychic damage, and the goliath shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The goliath shaman conjures the goliath shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the goliath shaman falls unconscious or until the goliath shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the goliath shaman takes a move action, the goliath
shaman can also move the spirit a number of squares equal to the goliath 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 11 damage to the spirit,
the spirit disappears, and the goliath shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Stone’s Endurance (minor)
- The goliath shaman gains resist 5 to all damage until the end of the goliath shaman’s next turn.
- ○○ Healing Spirit (minor) ✦ Healing
- The goliath shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
goliath shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the goliath shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the goliath shaman’s spirit companion without shifting.
Targets triggering enemy; +5 vs. Reflex; 1d10 + 4 damage.
- Powerful Athlete
- When the goliath shaman makes an Athletics check to jump or climb, roll twice and use either result.
- Stalker Spirit
- Any ally adjacent to the goliath shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +11, Perception +9
Str 13 (+2); Dex 12 (+2); Wis 16 (+4);
Con 15 (+3); Int 14 (+3); Cha 10 (+1)
Equipment leather armor, longspear
-1 Level / +1 Level
Goliath Chaos Sorcerer [Level 3 Artillery]
Medium natural humanoid [XP 150]
Initiative +3; Senses Perception +1
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 14; Fortitude 14, Reflex 14, Will 18
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +7 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +5 vs. Will; 1d10 + 6 psychic damage and if the goliath 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:
+5 vs. Will; 1d6 + 3 psychic damage. If the goliath sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The goliath sorcerer can attack a creature only once with a single use of this power.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +5 vs. Fortitude; 1d8 + 6 force damage, and the target is immobilized until the end of the goliath sorcerer’s next
turn. If the goliath sorcerer rolled an even number on the attack roll, the goliath sorcerer slides the target 2 squares.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +5 vs. Will; 6d6 + 6 radiant damage and if the goliath sorcerer rolled an even number on the attack roll, the target
takes a -2 penalty to attack rolls against the goliath sorcerer (save ends). Miss: Half damage.
- ○ Stone’s Endurance (minor)
- The goliath sorcerer gains resist 5 to all damage until the end of the goliath sorcerer’s next turn.
- ○ Stretch Spell (minor)
- Until the end of the goliath sorcerer’s turn, add +2 to the range of the goliath sorcerer’s ranged arcane powers.
- Powerful Athlete
- When the goliath sorcerer makes an Athletics check to jump or climb, roll twice and use either result.
- Chaos Power
- The goliath sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the goliath sorcerer rolls a natural 20 on an attack roll for an arcane power, the goliath sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the goliath sorcerer rolls a natural 1 on an
attack roll for an arcane power, the goliath sorcerer must push each creature within 5 squares of the goliath sorcerer 1 square.
Skills Arcana +6, Bluff +9
Str 15 (+3); Dex 14 (+3); Wis 10 (+1);
Con 14 (+3); Int 11 (+1); Cha 16 (+4)
Equipment cloth armor, dagger
-1 Level / +1 Level
Goliath Dragon Sorcerer [Level 3 Skirmisher]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +1
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 15; Fortitude 15, Reflex 13, Will 18
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +5 vs. Reflex; 1d8 + 7 fire damage. The next enemy that hits the goliath sorcerer with a melee attack before
the end of the goliath sorcerer’s next turn takes 3 fire damage.
- ○ [C] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +5 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –3 penalty to Fortitude until the end of the
goliath sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +5 vs. Reflex; 3d8 + 7 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
goliath sorcerer’s next turn, whenever an enemy hits the goliath sorcerer with a melee attack, the goliath sorcerer pushes
that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Stone’s Endurance (minor)
- The goliath sorcerer gains resist 5 to all damage until the end of the goliath sorcerer’s next turn.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the goliath sorcerer is hit by an attack.
Until the end of the goliath sorcerer’s next turn, the goliath sorcerer gains a +1 power bonus to all defenses, and any creature
that hits the goliath sorcerer with a melee attack takes 1d6 + 4 fire damage.
- Powerful Athlete
- When the goliath sorcerer makes an Athletics check to jump or climb, roll twice and use either result.
- Draconic Power
- The goliath sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the goliath sorcerer is not wearing heavy armor, the goliath sorcerer can use the goliath sorcerer’s Strength modifier
in place of the goliath sorcerer’s Dexterity or Intelligence modifier to determine the goliath sorcerer’s AC.
Skills Arcana +6, Athletics +11
Str 16 (+4); Dex 13 (+2); Wis 10 (+1);
Con 14 (+3); Int 11 (+1); Cha 16 (+4)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Goliath Earth Warden [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +7
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 20; Fortitude 17, Reflex 15, Will 15
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage, and the goliath warden gains a +1 power bonus to AC until the end of the goliath warden’s next
turn.
- ○ [M] Earthgrasp Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 5 damage, and the goliath warden knocks the target prone. The target can’t stand up until the end of the
goliath warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 5 damage.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The goliath warden and the goliath
warden’s allies have cover while within the zone.
- ○ Stone’s Endurance (minor)
- The goliath warden gains resist 5 to all damage until the end of the goliath warden’s next turn.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The goliath warden assumes the guardian form of the willow sentinel until the end of the encounter. While the goliath warden
is in this form, the goliath warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus
to Fortitude while adjacent to the goliath warden. Once during this encounter, the goliath warden can make the following attack
while the goliath warden is in this form as an immediate interrupt when an enemy adjacent to the goliath warden makes an attack
roll against the goliath warden’s ally.
Secondary Attack: Targets the triggering enemy; +8 vs. AC; 1d10 + 5
damage, and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a
–2 penalty to the triggering attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the goliath warden that is within 5 squares of the goliath warden makes an attack that does not
include the goliath warden as a target.
Targets the triggering enemy; The goliath warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Powerful Athlete
- When the goliath warden makes an Athletics check to jump or climb, roll twice and use either result.
- Earthstrength
- When the goliath warden uses the goliath warden’s second wind, the goliath warden gains an additional +3 bonus to AC. The
bonus lasts until the end of the goliath warden’s next turn.
- Font of Life
- At the start of the goliath warden’s turn, the goliath 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 goliath warden on the goliath warden’s current turn.
If the goliath warden fails the saving throw, the goliath warden still makes a saving throw against the effect at the end
of the goliath warden’s turn.
- Nature’s Wrath
- Once during each of the goliath warden’s turns, the goliath warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the goliath warden’s next turn.
Skills Athletics +9, Perception +7
Str 18 (+5); Dex 12 (+2); Wis 13 (+2);
Con 16 (+4); Int 10 (+1); Cha 11 (+1)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Goliath Wild Warden [Level 3 Brute]
Medium natural humanoid [XP 150]
Initiative +2; Senses Perception +8
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 17, Reflex 13, Will 16
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the goliath warden’s next turn.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). If the target shifts before the start of the goliath warden’s next turn, the
goliath warden shifts 3 squares as an immediate reaction.
- ○ Stone’s Endurance (minor)
- The goliath warden gains resist 5 to all damage until the end of the goliath warden’s next turn.
- ○ Eyes of the Hawk (minor)
- The goliath warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The goliath warden assumes the guardian form of the relentless panther until the end of the encounter. While the goliath warden
is in this form, the goliath warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the
goliath warden. In addition, the goliath warden can shift 2 squares as a move action. Once during this encounter, the goliath
warden can make the following attack while the goliath warden is in this form as a standard action.
Secondary Attack:
Before the attack, the goliath warden shifts the goliath warden’s speed; +8 vs. Reflex; 2d12 + 5 damage (crit 29 + 1d12),
and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the goliath warden makes an attack that does not include the goliath warden as a target.
Targets the triggering enemy; +8 vs. Fortitude; 1d12 + 5 damage (crit 17 + 1d12), and the target grants combat advantage to
the goliath warden and the goliath warden’s allies until the end of the goliath warden’s next turn.
- Powerful Athlete
- When the goliath warden makes an Athletics check to jump or climb, roll twice and use either result.
- Wildblood
- When the goliath warden uses the goliath warden’s second wind, each enemy marked by the goliath warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the goliath warden as a target, until the end of the goliath warden’s
next turn.
- Font of Life
- At the start of the goliath warden’s turn, the goliath 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 goliath warden on the goliath warden’s current turn.
If the goliath warden fails the saving throw, the goliath warden still makes a saving throw against the effect at the end
of the goliath warden’s turn.
- Nature’s Wrath
- Once during each of the goliath warden’s turns, the goliath warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the goliath warden’s next turn.
Skills Athletics +11, Perception +8
Str 18 (+5); Dex 12 (+2); Wis 14 (+3);
Con 15 (+3); Int 10 (+1); Cha 11 (+1)
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.