Half-Orc NPCs [Level 16]

Half-Orc Battle Cleric [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +12; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 26, Will 30
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+22 vs. AC; 1d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+22 vs. AC; 1d10 + 12 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target until the end of the half-orc cleric’s next turn.
○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
+22 vs. AC; 2d10 + 12 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack: +22 vs. AC; 1d10 + 12 lightning damage.
□ [M] Holy Spark (standard) ✦ Lightning, Weapon
+22 vs. Will; 2d10 + 12 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss: Half damage, and no ongoing lightning damage.
Divine Armor (standard) ✦ Healing
The half-orc cleric gains a +2 power bonus to AC. The half-orc cleric and each ally within 3 squares gain resist 5 to all damage until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The half-orc cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power can only be used once per round.
Furious Assault (free)
When the half-orc cleric hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Divine Fortune (free) ✦ Channel Divinity
The half-orc cleric gains a +1 bonus to the half-orc cleric’s next attack roll or saving throw before the end of the half-orc cleric’s next turn.
Half-Orc Resilience
The first time the half-orc cleric is bloodied during an encounter, the half-orc cleric gains 10 temporary hit points.
Swift Charge
The half-orc cleric gains a +2 bonus to speed when charging.

Skills Heal +17, Religion +13
Str 22 (+14); Dex 14 (+10); Wis 18 (+12);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Orc Devoted Cleric [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 26, Will 31
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+19 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 9 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +19 vs. Reflex; 1d8 + 11 radiant damage, and one ally the half-orc cleric can see gains a +2 power bonus to his or her next attack roll against the target.
○ [R] Plague of Doom (standard)
Ranged 10; +19 vs. Fortitude; 3d8 + 11 damage, and the target takes a -4 penalty to all defenses until the end of the half-orc cleric’s next turn.
□ [C] Seal of Warding (standard) ✦ Radiant, Zone
Close burst 3; targets enemies; +19 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the half-orc cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of difficult terrain that grants cover to the half-orc cleric and the half-orc cleric’s allies against ranged attacks until the end of the half-orc cleric’s next turn. Sustain Minor: The zone persists.
Hallowed Ground (standard) ✦ Zone
Close burst 5. The burst creates a zone of hallowed ground. The half-orc cleric and any allies gain the following benefits while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The half-orc cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power can only be used once per round.
Furious Assault (free)
When the half-orc cleric hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Divine Fortune (free) ✦ Channel Divinity
The half-orc cleric gains a +1 bonus to the half-orc cleric’s next attack roll or saving throw before the end of the half-orc cleric’s next turn.
Half-Orc Resilience
The first time the half-orc cleric is bloodied during an encounter, the half-orc cleric gains 10 temporary hit points.
Swift Charge
The half-orc cleric gains a +2 bonus to speed when charging.

Skills Heal +18, Religion +13
Str 16 (+11); Dex 14 (+10); Wis 20 (+13);
Con 13 (+9); Int 11 (+8); Cha 18 (+12)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Half-Orc Greatweapon Fighter [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +9; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 32, Reflex 27, Will 25
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +22 vs. AC; 1d6 + 12 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 6 damage.
○ [M] Giant’s Wake (standard) ✦ Weapon
+22 vs. AC; 2d12 + 16 damage (crit 40 + 2d12), and make a secondary attack against each enemy adjacent to the primary target and within the half-orc fighter’s melee reach. Secondary Attack: +22 vs. AC; 1d12 + 16 damage (crit 28 + 2d12).
Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
The half-orc fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to the half-orc fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as long as the half-orc fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the half-orc fighter uses another stance power.
Iron Warrior (minor) ✦ Healing
The half-orc fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one effect that a save can end.
Furious Assault (free)
When the half-orc fighter hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc fighter is bloodied during an encounter, the half-orc fighter gains 10 temporary hit points.
Swift Charge
The half-orc fighter gains a +2 bonus to speed when charging.
Combat Challenge
Every time the half-orc fighter attacks an enemy, the half-orc fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the half-orc fighter’s next turn. If the marked creature makes an attack that doesn’t include the half-orc fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the half-orc fighter and shifts or makes an attack that does not include the half-orc fighter, the half-orc fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Athletics +19, Intimidate +16
Str 22 (+14); Dex 16 (+11); Wis 13 (+9);
Con 18 (+12); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Half-Orc Guardian Fighter [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +9; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 32, Reflex 31, Will 25
Speed 5

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+23 vs. AC; 1d8 + 12 damage, and the target is pushed 1 square if it is the half-orc fighter’s size, smaller than the half-orc fighter, or one size category larger. The half-orc fighter can shift into the space that the target occupied.
○ [M] Storm of Blows (standard) ✦ Weapon
+23 vs. AC; 1d8 + 17 damage. Hit or Miss: After the attack, the half-orc fighter can shift 1 square and repeat the attack against another target within reach. The half-orc fighter can then shift 1 square and repeat the attack against a third target within reach. After the final attack, the half-orc fighter can shift 1 square.
□ [M] Dragon’s Fangs (standard) ✦ Weapon
Two attacks against one or two creatures; +23 vs. AC; 3d8 + 12 damage. Miss: Half damage.
Furious Assault (free)
When the half-orc fighter hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Interposing Shield (immediate interrupt)
When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
Half-Orc Resilience
The first time the half-orc fighter is bloodied during an encounter, the half-orc fighter gains 10 temporary hit points.
Swift Charge
The half-orc fighter gains a +2 bonus to speed when charging.
Combat Challenge
Every time the half-orc fighter attacks an enemy, the half-orc fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the half-orc fighter’s next turn. If the marked creature makes an attack that doesn’t include the half-orc fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the half-orc fighter and shifts or makes an attack that does not include the half-orc fighter, the half-orc fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Heal +14, Intimidate +16
Str 22 (+14); Dex 20 (+13); Wis 13 (+9);
Con 14 (+10); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Orc Avenging Paladin [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +10; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 31, Reflex 27, Will 29
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+23 vs. AC; 1d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+23 vs. AC; 1d10 + 12 radiant damage. If the half-orc paladin has marked the target, the half-orc paladin gains a +2 bonus to the damage roll.
○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
+23 vs. AC; 3d10 + 12 radiant damage, and the target is marked until the end of the half-orc paladin’s next turn. The half-orc paladin can fly 2 squares and must charge as part of this attack.
□ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
Usable only while bloodied.
+23 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The half-orc paladin can spend a healing surge.
Divine Challenge (minor) ✦ Radiant
The half-orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the half-orc paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it takes 10 radiant damage. The half-orc 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 half-orc paladin challenges another target. Divine Challenge can only be used once per round.
□□ Lay on Hands (minor) ✦ Healing
The half-orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-orc paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Furious Assault (free)
When the half-orc paladin hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Angelic Intercession (immediate interrupt) ✦ Teleportation
When an ally within 5 squares of the half-orc paladin is hit by an attack.
The half-orc paladin teleports adjacent to the ally and is hit by the attack instead.
Half-Orc Resilience
The first time the half-orc paladin is bloodied during an encounter, the half-orc paladin gains 10 temporary hit points.
Swift Charge
The half-orc paladin gains a +2 bonus to speed when charging.

Skills Intimidate +19, Religion +13
Str 22 (+14); Dex 14 (+10); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 18 (+12)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Half-Orc Protecting Paladin [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +10; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 34; Fortitude 30, Reflex 29, Will 30
Speed 5

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage, and the half-orc paladin gains 2 temporary hit points.
○ [M] Renewing Smite (standard) ✦ Healing, Weapon
+22 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the half-orc paladin regains 12 hit points.
□ [R] True Nemesis (standard)
Ranged 5; +19 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the target is within 5 squares of the half-orc paladin and attacks the half-orc paladin or an ally, the half-orc paladin can make a secondary attack against the target as an immediate reaction. Secondary Attack: +19 vs. Will; 2d10 + 11 damage. Miss: Half damage.
Death Ward (standard) ✦ Healing
The half-orc paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
Divine Challenge (minor) ✦ Radiant
The half-orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the half-orc paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it takes 11 radiant damage. The half-orc 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 half-orc paladin challenges another target. Divine Challenge can only be used once per round.
□□ Lay on Hands (minor) ✦ Healing
The half-orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the half-orc paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Furious Assault (free)
When the half-orc paladin hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc paladin is bloodied during an encounter, the half-orc paladin gains 10 temporary hit points.
Swift Charge
The half-orc paladin gains a +2 bonus to speed when charging.

Skills Intimidate +20, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Half-Orc Archer Ranger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +14; Senses Perception +15; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 33; Fortitude 30, Reflex 31, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+22 vs. AC; 1d6 + 11 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +22 vs. AC; 1d10 + 12 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
○ [M/R] Pinning Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
Hit: The target is immobilized until the start of the half-orc ranger’s next turn.
□ [R] Confounding Arrows (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 12 damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2d10 damage. Miss: The target is dazed (save ends).
Momentary Respite (standard)
The half-orc ranger shifts 2 squares and makes a saving throw. The half-orc ranger is no longer marked by any enemy.
Hunter’s Quarry (minor)
The half-orc ranger can designate the nearest visible enemy as the half-orc ranger’s quarry. Once per round when hitting this quarry, the half-orc ranger can deal an extra 2d6 damage. This effect remains active until the end of the encounter or until the half-orc ranger designates a different target as the quarry. The half-orc ranger can only designate one enemy as quarry at a time.
Furious Assault (free)
When the half-orc ranger hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc ranger is bloodied during an encounter, the half-orc ranger gains 10 temporary hit points.
Swift Charge
The half-orc ranger gains a +2 bonus to speed when charging.
Archer Fighting Style
The half-orc ranger gains Defensive Mobility as a bonus feat.
Defensive Mobility [Feat]
The half-orc ranger gains a +2 bonus to AC against opportunity attacks.

Skills Nature +15, Stealth +18
Str 20 (+13); Dex 22 (+14); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Half-Orc Two-Blade Ranger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +15; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 32; Fortitude 31, Reflex 30, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +21 vs. AC; 1d10 + 11 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +23/+23 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage (off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
○ [M] Armor Splinter (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +23 vs. AC; 1d8 + 12 damage.
Longsword (off hand): +23 vs. AC; 1d8 + 12 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the half-orc ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the half-orc ranger’s next turn.
□ [M] Blade Cascade (standard) ✦ Weapon
Attack one or more creatures.
Longsword (main): +23 vs. AC; 2d8 + 12 damage.
Longsword (off hand): +23 vs. AC; 2d8 + 12 damage.
Alternate main and off-hand weapon attacks until the half-orc ranger misses or until the half-orc ranger makes five attacks. As soon as an attack misses, this attack ends.
Hunter’s Quarry (minor)
The half-orc ranger can designate the nearest visible enemy as the half-orc ranger’s quarry. Once per round when hitting this quarry, the half-orc ranger can deal an extra 2d6 damage. This effect remains active until the end of the encounter or until the half-orc ranger designates a different target as the quarry. The half-orc ranger can only designate one enemy as quarry at a time.
Furious Assault (free)
When the half-orc ranger hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Evade the Blow (immediate interrupt)
When an enemy hits the half-orc ranger with a melee attack.
Shift 1 square away from the enemy.
Half-Orc Resilience
The first time the half-orc ranger is bloodied during an encounter, the half-orc ranger gains 10 temporary hit points.
Swift Charge
The half-orc ranger gains a +2 bonus to speed when charging.
Two-Blade Fighting Style
The half-orc ranger can wield a one-handed weapon in the half-orc ranger’s off hand as if it were an off-hand weapon. In addition, the half-orc ranger gains Toughness as a bonus feat.
Toughness [Feat]
The half-orc ranger gains an additional +10 hit points.

Skills Nature +15, Perception +15
Str 22 (+14); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Half-Orc Brawny Rogue [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +14; Senses Perception +9; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 26
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+22 vs. AC; 1d6 + 11 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +23 vs. AC; 1d6 + 12 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+23 vs. Reflex; 1d6 + 12 damage.
○ [M] Unbalancing Attack (standard) ✦ Weapon
+23 vs. AC; 3d6 + 12 damage, and the target cannot shift until the end of the half-orc rogue’s next turn. If the target provokes an opportunity attack from the half-orc rogue before the start of the half-orc rogue’s next turn, the half-orc rogue gains a +5 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
□ [M] Garrote Grip (standard) ✦ Reliable, Weapon
The half-orc rogue can use this power as a minor action if the half-orc rogue has already grabbed a creature. Doing so requires no attack roll. +23 vs. Reflex; 2d6 + 12 damage, and the half-orc rogue grabs the target. Until the target escapes, the half-orc rogue has cover, and any melee attack or ranged attack that misses the half-orc rogue hits the target instead. Sustain Minor: Sustain the grab for another round. The third time the half-orc rogue sustains the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
Furious Assault (free)
When the half-orc rogue hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Leaping Dodge (immediate interrupt)
When an enemy targets the half-orc rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
Half-Orc Resilience
The first time the half-orc rogue is bloodied during an encounter, the half-orc rogue gains 10 temporary hit points.
Swift Charge
The half-orc rogue gains a +2 bonus to speed when charging.
First Strike
At the start of an encounter, the half-orc rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the half-orc rogue’s weapon damage die increases by one size. When wielding a dagger, the half-orc rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the half-orc rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the half-orc rogue deals an extra 3d6 damage.

Skills Acrobatics +19, Thievery +19
Str 20 (+13); Dex 22 (+14); Wis 12 (+9);
Con 13 (+9); Int 11 (+8); Cha 14 (+10)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Half-Orc Trickster Rogue [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +14; Senses Perception +14; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 32, Will 28
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+20 vs. AC; 1d6 + 9 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
The half-orc rogue can move 2 squares before the attack.
○ [M/R] Tornado Strike (standard) ✦ Weapon
Targets one or two creatures, one attack per target.
Short Sword: +23 vs. AC; 2d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 2d6 + 12 damage.
Hit: The target slides 2 squares. Hit or Miss: The half-orc rogue can move 3 squares after making the attack.
□ [M/R] Slaying Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 3d6 + 12 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 15 damage (short sword) or 5d6 + 15 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
Hide in Plain Sight (minor)
The half-orc rogue must already be hidden to use this power. The half-orc rogue is invisible until the half-orc rogue leaves the half-orc rogue’s current square. No other action that the half-orc rogue performs makes the half-orc rogue visible.
Furious Assault (free)
When the half-orc rogue hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc rogue is bloodied during an encounter, the half-orc rogue gains 10 temporary hit points.
Swift Charge
The half-orc rogue gains a +2 bonus to speed when charging.
First Strike
At the start of an encounter, the half-orc rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the half-orc rogue’s weapon damage die increases by one size. When wielding a dagger, the half-orc rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the half-orc rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the half-orc rogue deals an extra 3d6 damage.

Skills Stealth +19, Thievery +19
Str 16 (+11); Dex 22 (+14); Wis 12 (+9);
Con 13 (+9); Int 11 (+8); Cha 18 (+12)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Half-Orc Fey-Pact Warlock [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +9; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 29, Will 30
Speed 6

● [m] Spear (standard) ✦ Weapon
+17 vs. AC; 1d8 + 7 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 1d6 + 11 psychic damage, and the half-orc warlock is invisible to the target until the start of the half-orc warlock’s next turn.
○ [R] Bewitching Whispers (standard) ✦ Charm
Ranged 10; +19 vs. Will; until the end of the half-orc warlock’s next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these attack rolls.
□ [R] Curse of the Golden Mist (standard) ✦ Charm
Ranged 10; +19 vs. Will; The target loses its next standard action. Sustain Standard: Make a +19 vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.
Infuriating Elusiveness (move) ✦ Illusion, Teleportation
The half-orc warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the half-orc warlock’s next turn.
Warlock’s Curse (minor)
The half-orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-orc warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The half-orc warlock can only curse one target per turn.
Misty Step (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock can immediately teleport 3 squares.
Furious Assault (free)
When the half-orc warlock hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlock is bloodied during an encounter, the half-orc warlock gains 10 temporary hit points.
Swift Charge
The half-orc warlock gains a +2 bonus to speed when charging.

Skills Arcana +17, Bluff +18
Str 13 (+9); Dex 14 (+10); Wis 13 (+9);
Con 14 (+10); Int 18 (+12); Cha 20 (+13)
Equipment leather armor, spear

-1 Level / +1 Level

Half-Orc Infernal-Pact Warlock [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +9; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 30; Fortitude 29, Reflex 29, Will 27
Speed 6

● [m] Mace (standard) ✦ Weapon
+17 vs. AC; 1d8 + 7 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +19 vs. Reflex; 1d6 + 11 fire damage. If the half-orc warlock takes damage before the end of the half-orc warlock’s next turn, the target takes an extra 1d6 + 11 fire damage.
○ [R] Soul Flaying (standard) ✦ Necrotic
Ranged 10; +19 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the half-orc warlock’s next turn.
□ [R] Fireswarm (standard) ✦ Fire, Poison
Ranged 10; +19 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +19 vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the half-orc warlock deals half damage and the power ends.
Cloak of Shadow (move)
The half-orc warlock can fly a number of squares equal to the half-orc warlock’s speed + 2. If the half-orc warlock doesn’t land at the end of this move, the half-orc warlock falls. Until the end of the half-orc warlock’s next turn, the half-orc warlock is insubstantial, and the half-orc warlock cannot affect, attack, or use powers on creatures or objects.
Warlock’s Curse (minor)
The half-orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-orc warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The half-orc warlock can only curse one target per turn.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock gains 16 temporary hit points.
Furious Assault (free)
When the half-orc warlock hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlock is bloodied during an encounter, the half-orc warlock gains 10 temporary hit points.
Swift Charge
The half-orc warlock gains a +2 bonus to speed when charging.

Skills Arcana +17, Intimidate +17
Str 13 (+9); Dex 15 (+10); Wis 12 (+9);
Con 20 (+13); Int 18 (+12); Cha 14 (+10)
Equipment leather armor, mace

-1 Level / +1 Level

Half-Orc Star-Pact Warlock [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +9; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 29, Reflex 27, Will 29
Speed 6

● [m] Sickle (standard) ✦ Weapon
+17 vs. AC; 1d6 + 7 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +19 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the half-orc warlock on its next turn, it takes an extra 1d6 + 11 damage.
○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
Ranged 10; +19 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +19 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
□ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
Area burst 1 within 10; +19 vs. Fortitude; 4d10 + 11 cold damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of tendrils that lasts until the end of the half-orc warlock’s next turn. Sustain Minor: Make a +19 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 cold damage and is immobilized (save ends).
Warlock’s Curse (minor)
The half-orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the half-orc warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The half-orc warlock can only curse one target per turn.
Eye of the Warlock (minor)
Ranged 10; the half-orc warlock sees through the target’s eyes. The target is not aware that the half-orc warlock is doing so. The half-orc warlock has line of sight and line of effect from the target for the half-orc warlock’s attacks. The half-orc warlock’s warlock powers can originate in the target’s square. Each time the half-orc warlock uses a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends).
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The half-orc warlock gains a +1 bonus to a single d20 roll the half-orc warlock makes during the half-orc warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Furious Assault (free)
When the half-orc warlock hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlock is bloodied during an encounter, the half-orc warlock gains 10 temporary hit points.
Swift Charge
The half-orc warlock gains a +2 bonus to speed when charging.

Skills Arcana +15, Insight +14
Str 13 (+9); Dex 15 (+10); Wis 12 (+9);
Con 20 (+13); Int 14 (+10); Cha 18 (+12)
Equipment leather armor, sickle

-1 Level / +1 Level

Half-Orc Inspiring Warlord [Level 16 Soldier (Leader)]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +8; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 31, Reflex 26, Will 29
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +22 vs. AC; 1d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M] Furious Smash (standard) ✦ Weapon
+22 vs. Fortitude; 6 damage, and choose one ally adjacent to either the half-orc warlord or the target. On his or her next attack against the target, this ally gains a +4 bonus to the attack roll and the damage roll. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.
○ [M] Bolstering Blow (standard) ✦ Weapon
+22 vs. AC; 3d10 + 12 damage, and the half-orc warlord grants 14 temporary hit points to an ally within 5 squares.
□ [M] Renew the Troops (standard) ✦ Healing, Weapon
+22 vs. AC; 3d10 + 12 damage, and each ally who has line of sight to the half-orc warlord regains hit points as if he or she had spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to the half-orc warlord regains 14 hit points.
Warlord’s Banner (standard) ✦ Healing
Each ally within 5 squares can spend a healing surge. Until the end of the half-orc warlord’s next turn, each target gains a +2 power bonus to attack rolls.
○○○ Inspiring Word (minor) ✦ Healing
The half-orc warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power can only be used once per round.
Furious Assault (free)
When the half-orc warlord hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlord is bloodied during an encounter, the half-orc warlord gains 10 temporary hit points.
Swift Charge
The half-orc warlord gains a +2 bonus to speed when charging.
Inspiring Presence
When an ally who can see the half-orc warlord spends an action point to take an extra action, that ally also regains 12 lost hit points.
Combat Leader
The half-orc warlord and each ally within 10 squares who can see and hear the half-orc warlord gains a +2 power bonus to initiative.

Skills Heal +13, History +15
Str 22 (+14); Dex 14 (+10); Wis 11 (+8);
Con 13 (+9); Int 14 (+10); Cha 18 (+12)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Half-Orc Tactical Warlord [Level 16 Soldier (Leader)]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +8; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 31, Reflex 29, Will 27
Speed 6

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+23 vs. AC; 1d8 + 12 damage. Before the half-orc warlord attacks, one ally adjacent to either the half-orc warlord or the target may shift 1 square as a free action.
○ [M] Beat Them into the Ground (standard) ✦ Weapon
+23 vs. Fortitude; 2d8 + 12 damage, the target is knocked prone, and every ally within 5 squares of the half-orc warlord makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. The half-orc warlord’s allies have a +4 power bonus to these attack rolls.
□ [M] Make Them Bleed (standard) ✦ Weapon
+23 vs. AC; 3d8 + 12 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the half-orc warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
White Raven Formation (standard)
Each ally within 5 squares can take a move action.
○○○ Inspiring Word (minor) ✦ Healing
The half-orc warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power can only be used once per round.
Furious Assault (free)
When the half-orc warlord hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warlord is bloodied during an encounter, the half-orc warlord gains 10 temporary hit points.
Swift Charge
The half-orc warlord gains a +2 bonus to speed when charging.
Tactical Presence
When an ally the half-orc warlord can see spends an action point to make an extra attack, the ally gains a +4 bonus to the attack roll.
Combat Leader
The half-orc warlord and each ally within 10 squares who can see and hear the half-orc warlord gains a +2 power bonus to initiative.

Skills Heal +13, History +17
Str 22 (+14); Dex 14 (+10); Wis 11 (+8);
Con 13 (+9); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Half-Orc Control Wizard [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +12; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 30
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+17 vs. AC; 1d8 + 7 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +19 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the half-orc wizard’s next turn.
○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
Ranged 10; targets one, two, or three creatures, one attack per target; +19 vs. Will; 2d6 + 11 psychic damage, and the target is immobilized until the end of the half-orc wizard’s next turn. If the half-orc wizard targets only one creature with this power, the half-orc wizard gains a +4 power bonus to the attack roll.
□ [C] Prismatic Beams (standard) ✦ Fire, Poison
Close burst 5; targets enemies; +19 vs. Fortitude, Reflex, Will. The half-orc wizard makes only one attack per target, but compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Furious Assault (free)
When the half-orc wizard hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Orb of Imposition (free)
The half-orc wizard can choose one creature suffering from one of the half-orc wizard’s wizard spells whose effect ends on a saving throw. That creature takes a -4 penalty to its saving throws against that effect. Alternatively, the half-orc wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the half-orc wizard’s current turn, so that it lasts instead until the end of the half-orc wizard’s next turn.
Displacement (immediate interrupt) ✦ Illusion
When a ranged or a melee attack hits the half-orc wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Half-Orc Resilience
The first time the half-orc wizard is bloodied during an encounter, the half-orc wizard gains 10 temporary hit points.
Swift Charge
The half-orc wizard gains a +2 bonus to speed when charging.

Skills Arcana +18, Insight +17
Str 13 (+9); Dex 16 (+11); Wis 18 (+12);
Con 13 (+9); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Half-Orc War Wizard [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +10; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 28
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+17 vs. AC; 1d8 + 7 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
○ [C] Thunderlance (standard) ✦ Thunder
Close blast 5; +19 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
□ [C] Blast of Cold (standard) ✦ Cold
Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends).
Stoneskin (standard)
The half-orc wizard or one ally touched by the half-orc wizard gains resist 10 to all damage until the end of the encounter or for 5 minutes.
Furious Assault (free)
When the half-orc wizard hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Wand of Accuracy (free)
The half-orc wizard gains a +5 bonus to a single attack roll.
Half-Orc Resilience
The first time the half-orc wizard is bloodied during an encounter, the half-orc wizard gains 10 temporary hit points.
Swift Charge
The half-orc wizard gains a +2 bonus to speed when charging.

Skills Arcana +18, History +18
Str 13 (+9); Dex 20 (+13); Wis 14 (+10);
Con 13 (+9); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Half-Orc Isolating Avenger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+20 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 9 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage, and the half-orc avenger shifts 1 square, sliding the target 1 square into the space the half-orc avenger occupied.
○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
+22 vs. Will; 2d10 + 11 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts until the end of the half-orc avenger’s next turn or until the half-orc avenger dismisses it as a minor action. Any enemy that enters the zone is dazed until the end of the half-orc avenger’s next turn. Hit or Miss: Until the end of the half-orc avenger’s next turn, the half-orc avenger gains a +2 bonus to attack rolls against the target.
□ [M] Aspect of Fury (standard) ✦ Weapon
+22 vs. AC; 3d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn adjacent to the half-orc avenger or that hits or misses the half-orc avenger with a melee attack takes 5 damage.
○ [C] Oath of Enmity (minor)
Choose one enemy the half-orc avenger can see in within 10 squares. When the half-orc avenger makes a melee attack against the target and the target is the only enemy adjacent to the half-orc avenger, the half-orc 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 half-orc avenger regains the use of this power.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the half-orc avenger makes an attack roll against the half-orc avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Furious Assault (free)
When the half-orc avenger hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Bulwark of Defiance (no action)
When the half-orc avenger fails a saving throw other than a death saving throw.
Until the end of the half-orc avenger’s next turn, the effect the half-orc avenger failed the saving throw against doesn’t affect the half-orc avenger, but the half-orc avenger makes saving throws against it as normal.
Half-Orc Resilience
The first time the half-orc avenger is bloodied during an encounter, the half-orc avenger gains 10 temporary hit points.
Swift Charge
The half-orc avenger gains a +2 bonus to speed when charging.
Censure of Retribution
When any enemy other than the half-orc avenger’s oath of enmity target hits the half-orc avenger, the half-orc avenger gains a +4 bonus to damage rolls against the half-orc avenger’s oath of enmity target until the end of the half-orc avenger’s next turn. This bonus is cumulative.
Armor of Faith
The favor of the half-orc avenger’s deity wards the half-orc avenger from harm. While the half-orc avenger is neither wearing heavy armor nor using a shield, the half-orc avenger gains a +3 bonus to AC.

Skills Athletics +16, Religion +17
Str 16 (+11); Dex 14 (+10); Wis 20 (+13);
Con 13 (+9); Int 18 (+12); Cha 11 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Half-Orc Pursuing Avenger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 32; Fortitude 28, Reflex 30, Will 30
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+20 vs. AC; 1d10 + 9 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +21 vs. AC; 1d8 + 11 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage, and if the target doesn’t end its next turn adjacent to the half-orc avenger, the half-orc avenger can shift 6 squares as a free action. The half-orc avenger must end that shift closer to the target.
○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
Ranged 10; +19 vs. Will; 2d8 + 11 thunder damage, and the half-orc avenger teleports the target 5 squares. The half-orc avenger then teleports to a space adjacent to the target. Until the end of the half-orc avenger’s next turn, any enemy that ends its turn adjacent to the half-orc avenger takes 5 thunder damage.
□ [R] Sigil of Carceri (standard) ✦ Force
Ranged 10; +19 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the half-orc avenger’s next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
○ [C] Oath of Enmity (minor)
Choose one enemy the half-orc avenger can see in within 10 squares. When the half-orc avenger makes a melee attack against the target and the target is the only enemy adjacent to the half-orc avenger, the half-orc 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 half-orc avenger regains the use of this power.
Astral Cloak (minor) ✦ Illusion
The half-orc avenger becomes invisible until the end of the half-orc avenger’s turn.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the half-orc avenger makes an attack roll against the half-orc avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Furious Assault (free)
When the half-orc avenger hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc avenger is bloodied during an encounter, the half-orc avenger gains 10 temporary hit points.
Swift Charge
The half-orc avenger gains a +2 bonus to speed when charging.
Censure of Pursuit
If the half-orc avenger’s oath of enmity target moves away from the half-orc avenger willingly, the half-orc avenger gains a +9 bonus to damage rolls against the target until the end of the half-orc avenger’s next turn.
Armor of Faith
The favor of the half-orc avenger’s deity wards the half-orc avenger from harm. While the half-orc avenger is neither wearing heavy armor nor using a shield, the half-orc avenger gains a +3 bonus to AC.

Skills Religion +14, Stealth +18
Str 16 (+11); Dex 20 (+13); Wis 20 (+13);
Con 13 (+9); Int 12 (+9); Cha 11 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Half-Orc Rageblood Barbarian [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +14; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 32, Reflex 28, Will 26
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+22 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 2d12). Hit or Miss: Until the start of the half-orc barbarian’s next turn, any attacker gains a +2 bonus to attack rolls against the half-orc barbarian. If the half-orc barbarian is raging, attackers do not gain this bonus.
○ [C] Blade Whirlwind (standard) ✦ Weapon
Close burst 1; targets visible enemies; +22 vs. AC; 2d12 + 12 damage (crit 36 + 2d12) and the target is pushed 1 square.
□ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
+22 vs. AC; 4d12 + 12 damage (crit 60 + 2d12). Miss: Half damage. Hit or Miss: The half-orc barbarian enters the rage of the hunting lion. Until the rage ends, the half-orc barbarian gains a +2 power bonus to attack rolls against any target that is granting combat advantage to the half-orc barbarian.
Primal Resistance (minor) ✦ Stance
Until the stance ends, the half-orc barbarian gains resist 10 against a damage type of the half-orc barbarian’s choice: acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the half-orc barbarian uses another stance power.
Furious Assault (free)
When the half-orc barbarian hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Swift Charge (free)
When the half-orc barbarian’s attack reduces an enemy to 0 hit points.
The half-orc barbarian charges an enemy.
Half-Orc Resilience
The first time the half-orc barbarian is bloodied during an encounter, the half-orc barbarian gains 10 temporary hit points.
Swift Charge
The half-orc barbarian gains a +2 bonus to speed when charging.
Rageblood Vigor
Whenever the half-orc barbarian’s attack reduces an enemy to 0 hit points, the half-orc barbarian gains 9 temporary hit points.
Barbarian Agility
While the half-orc barbarian is not wearing heavy armor, the half-orc barbarian gains a +2 bonus to AC and Reflex.

Skills Athletics +18, Perception +14
Str 22 (+14); Dex 15 (+10); Wis 12 (+9);
Con 18 (+12); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Orc Thaneborn Barbarian [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +14; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 32, Reflex 28, Will 28
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+22 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 2d12). When charging, the half-orc barbarian can use this power in place of a melee basic attack. If the half-orc barbarian is raging, the half-orc barbarian can move 2 extra squares as part of the charge.
○ [M] Terror’s Cry (standard) ✦ Fear, Weapon
+22 vs. Fortitude; 3d12 + 12 damage (crit 48 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack: +20 vs. Will; the secondary target moves 2 squares away from the half-orc barbarian as a free action and takes a –4 penalty to attack rolls until the end of the half-orc barbarian’s next turn.
□ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
+22 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the half-orc barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The half-orc barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the half-orc barbarian hits or misses the half-orc barbarian, the half-orc barbarian can make a melee basic attack against that enemy as an immediate reaction.
○ [C] Roar of Triumph (free) ✦ Fear
When the half-orc 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 half-orc barbarian’s next turn.
Furious Assault (free)
When the half-orc barbarian hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Spur the Cycle (free)
When the half-orc barbarian reducees an enemy to 0 hit points during the half-orc barbarian’s turn.
The half-orc barbarian takes a standard action.
Half-Orc Resilience
The first time the half-orc barbarian is bloodied during an encounter, the half-orc barbarian gains 10 temporary hit points.
Swift Charge
The half-orc barbarian gains a +2 bonus to speed when charging.
Thaneborn Triumph
Whenever the half-orc barbarian bloodies an enemy, the next attack by the half-orc barbarian or an ally against that enemy gains a +4 bonus to the attack roll.
Barbarian Agility
While the half-orc barbarian is not wearing heavy armor, the half-orc barbarian gains a +2 bonus to AC and Reflex.

Skills Athletics +18, Perception +14
Str 22 (+14); Dex 15 (+10); Wis 12 (+9);
Con 14 (+10); Int 11 (+8); Cha 18 (+12)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Half-Orc Cunning Bard [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 30, Will 30
Speed 6

● [m] Longsword (standard) ✦ Weapon
+19 vs. AC; 1d8 + 8 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 1d6 + 11 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the half-orc bard’s next turn.
○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 1d10 + 11 psychic damage. Until the end of the half-orc bard’s next turn, any attack the target makes provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
□ [R] Confusing Chorus (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee basic attack against a creature of the half-orc bard’s choice as a free action (save ends). Miss: Half damage. As the first action of the target’s next turn, the target makes a melee basic attack against a creature of the half-orc bard’s choice as a free action.
Blink Zone (standard) ✦ Teleportation, Zone
Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the half-orc bard’s next turn. While within the zone, the half-orc bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action. Sustain Minor: The zone persists.
○○○ Majestic Word (minor) ✦ Healing
The half-orc bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power can only be used once per round. The half-orc bard can also slide the target 1 square.
Furious Assault (free)
When the half-orc bard hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc bard is bloodied during an encounter, the half-orc bard gains 10 temporary hit points.
Swift Charge
The half-orc bard gains a +2 bonus to speed when charging.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 9 squares of the half-orc bard, the half-orc bard can slide that ally 1 square as a free action.
Skill Versatility
The half-orc bard gains a +1 bonus to untrained skill checks.

Skills Arcana +17, Bluff +18
Str 15 (+10); Dex 14 (+10); Wis 11 (+8);
Con 14 (+10); Int 18 (+12); Cha 20 (+13)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Half-Orc Valorous Bard [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 28, Will 30
Speed 5

● [m] Longsword (standard) ✦ Weapon
+19 vs. AC; 1d8 + 8 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage, and the target takes a –2 penalty to the defense of the half-orc bard’s choice until the end of the half-orc bard’s next turn.
○ [M] Earthquake Strike (standard) ✦ Weapon
+22 vs. AC; 2d8 + 11 damage, and the half-orc bard knocks the target prone. Until the end of the half-orc bard’s next turn, each ally within 10 squares of the half-orc bard can knock prone any creature he or she hits and gains a +4 bonus to damage rolls.
□ [M] Quick Steel Dance (standard) ✦ Weapon
+22 vs. AC; 3d8 + 11 damage, and until the end of the half-orc bard’s next turn, the target is marked by an ally within 10 squares of the half-orc bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is adjacent to any of the half-orc bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
○○○ Majestic Word (minor) ✦ Healing
The half-orc bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power can only be used once per round. The half-orc bard can also slide the target 1 square.
Chorus of Recovery (minor)
Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the half-orc bard’s next turn. When the half-orc bard moves, the zone moves with the half-orc bard, remaining centered on the half-orc bard. Any ally who starts his or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
Furious Assault (free)
When the half-orc bard hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc bard is bloodied during an encounter, the half-orc bard gains 10 temporary hit points.
Swift Charge
The half-orc bard gains a +2 bonus to speed when charging.
Virtue of Valor
Once per round, when any ally within 5 squares of the half-orc bard reduces an enemy to 0 hit points or bloodies an enemy, the half-orc bard can grant 7 temporary hit points to that ally as a free action.
Skill Versatility
The half-orc bard gains a +1 bonus to untrained skill checks.

Skills Arcana +15, Athletics +14
Str 15 (+10); Dex 14 (+10); Wis 11 (+8);
Con 18 (+12); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Half-Orc Guardian Druid [Level 16 Controller]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +13; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 31; Fortitude 28, Reflex 28, Will 30
Speed 6

● [m] Scythe (standard) ✦ Weapon
+18 vs. AC; 2d4 + 8 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 damage, and the target is slowed until the end of the half-orc druid’s next turn. This power can be used as a melee basic attack.
● [A] Chill Wind (standard) ✦ Cold
Area burst 1 within 10; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
○ [C] Tidal Surge (standard)
Close blast 5; +19 vs. Fortitude; 2d6 + 11 damage, and the half-orc druid slides the target 3 squares.
□ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and lightning that lasts until the end of the half-orc druid’s next turn. Any creature that enters the zone or starts its turn there is slowed until the end of the half-orc druid’s next turn. As a move action, the half-orc druid can move the zone 5 squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning damage.
Wild Shape (minor) ✦ Polymorph
The half-orc druid changes from the half-orc druid’s humanoid form to beast form or vice versa. When the half-orc druid changes from beast form back to the half-orc druid’s humanoid form, the half-orc druid shifts 1 square. While the half-orc druid is in beast form, the half-orc druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the half-orc druid can sustain such powers. The half-orc druid can use this power once per round.
Howl of the Wild (minor) ✦ Beast Form, Healing
The half-orc druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
Furious Assault (free)
When the half-orc druid hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc druid is bloodied during an encounter, the half-orc druid gains 10 temporary hit points.
Swift Charge
The half-orc druid gains a +2 bonus to speed when charging.
Primal Guardian
While the half-orc druid is not wearing heavy armor, the half-orc druid can use the half-orc druid’s Constitution modifier in place of the half-orc druid’s Dexterity or Intelligence modifier to determine the half-orc druid’s AC.

Skills Heal +18, Nature +18
Str 15 (+10); Dex 16 (+11); Wis 20 (+13);
Con 18 (+12); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Orc Predator Druid [Level 16 Controller]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +18; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 30, Will 30
Speed 7

● [m] Scythe (standard) ✦ Weapon
+18 vs. AC; 2d4 + 8 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of the half-orc druid’s next turn. Any enemy that enters the zone or starts its turn there takes 5 fire damage.
○ [M] Claws of Retribution (standard) ✦ Beast Form
+19 vs. Reflex; 2d6 + 11 damage, and until the end of the half-orc druid’s next turn, the half-orc druid can make a melee basic attack with a +5 attack bonus as an opportunity action against any enemy adjacent to the half-orc druid that hits or misses with an attack.
□ [M] Revitalizing Pounce (standard) ✦ Beast Form
+19 vs. Reflex; 3d8 + 11 damage, and remove from the half-orc druid every effect that a save can end. Miss: Half damage, and the half-orc druid makes a saving throw against each effect that a save can end.
Wild Shape (minor) ✦ Polymorph
The half-orc druid changes from the half-orc druid’s humanoid form to beast form or vice versa. When the half-orc druid changes from beast form back to the half-orc druid’s humanoid form, the half-orc druid shifts 1 square. While the half-orc druid is in beast form, the half-orc druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the half-orc druid can sustain such powers. The half-orc druid can use this power once per round.
Furious Assault (free)
When the half-orc druid hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Insect Plague (free)
Until the end of the encounter, the half-orc druid can use wild shape to assume the form of a cloud of insects. In this form, the half-orc druid gains a fly speed equal to the half-orc druid’s speed, and the half-orc druid can hover. The half-orc druid also becomes insubstantial. When the half-orc druid squeezes, the half-orc druid can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. The half-orc druid can’t attack, pick up anything, or manipulate objects. Until this power ends, the half-orc druid can use wild shape to change among this form, another beast form, and the half-orc druid’s humanoid form.
Half-Orc Resilience
The first time the half-orc druid is bloodied during an encounter, the half-orc druid gains 10 temporary hit points.
Swift Charge
The half-orc druid gains a +2 bonus to speed when charging.
Primal Predator
While the half-orc druid is not wearing heavy armor, the half-orc druid gains a +1 bonus to the half-orc druid’s speed.

Skills Nature +18, Perception +18
Str 15 (+10); Dex 20 (+13); Wis 20 (+13);
Con 14 (+10); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Half-Orc Preserving Invoker [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+17 vs. AC; 1d10 + 7 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +19 vs. Reflex; 1d8 + 11 radiant damage, and the half-orc invoker slides the target 1 square. The half-orc invoker can use this power as a ranged basic attack.
○ [A] Winds of Celestia (standard)
Area burst 1 within 10; targets enemies; +19 vs. Fortitude; 3d6 + 11 damage, and the half-orc invoker either slides the target 5 squares or the half-orc invoker slides the target 1 square and knocks it prone.
□ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
Area burst 2 within 10; targets enemies; +19 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the half-orc invoker can teleport a creature within the zone 5 squares.
Furious Assault (free)
When the half-orc invoker hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
When an enemy within 10 squares of the half-orc invoker hits the half-orc invoker’s ally.
The half-orc invoker gains a +4 bonus to the half-orc invoker’s next attack roll against the triggering enemy if that attack occurs before the end of the half-orc invoker’s next turn.
Shield of Justice (immediate interrupt)
When an enemy within 10 squares of the half-orc invoker makes an attack roll against the half-orc invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the half-orc invoker’s next turn, any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
Half-Orc Resilience
The first time the half-orc invoker is bloodied during an encounter, the half-orc invoker gains 10 temporary hit points.
Swift Charge
The half-orc invoker gains a +2 bonus to speed when charging.
Covenant of Preservation
When the half-orc invoker uses a divine encounter or daily attack power on the half-orc invoker’s turn, the half-orc invoker can slide an ally within 10 squares of the half-orc invoker 1 square.

Skills Arcana +17, Religion +17
Str 13 (+9); Dex 15 (+10); Wis 20 (+13);
Con 14 (+10); Int 18 (+12); Cha 12 (+9)
Equipment hide armor, morningstar

-1 Level / +1 Level

Half-Orc Wrathful Invoker [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 30; Fortitude 29, Reflex 27, Will 30
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+17 vs. AC; 1d10 + 7 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +19 vs. Fortitude; 1d10 + 11 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +4 radiant damage. The half-orc invoker can use this power as a ranged basic attack.
○ [R] Seal of the Heretic (standard)
Ranged 10; targets one, two, or three creatures; +19 vs. Will; 2d8 + 11 damage, or 3d8 + 11 damage if the half-orc invoker targets only one creature. The target takes a –5 penalty to all saving throws until the end of the half-orc invoker’s next turn.
□ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
Area wall 8 within 20; the half-orc invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can be up to 4 squares high, and it lasts until the end of the half-orc invoker’s next turn. The wall provides cover to the half-orc invoker and the half-orc invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 11 radiant damage. While the half-orc invoker is within 5 squares of the wall, the half-orc invoker can make the following attack as a standard action. Secondary Attack: Ranged 10; +19 vs. Reflex; 2d10 + 11 radiant damage. Before the attack, remove a square of the wall. Sustain Minor: The wall persists.
Walk Between Worlds (minor)
The half-orc invoker or one ally within 10 squares gains phasing until the end of the half-orc invoker’s next turn. Sustain Minor: The effect persists.
○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
When an enemy within 5 squares of the half-orc invoker hits the half-orc invoker.
The triggering enemy takes 1d6+4 radiant damage and is pushed 2 squares.
Furious Assault (free)
When the half-orc invoker hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc invoker is bloodied during an encounter, the half-orc invoker gains 10 temporary hit points.
Swift Charge
The half-orc invoker gains a +2 bonus to speed when charging.
Covenant of Wrath
When the half-orc invoker uses a divine encounter or daily attack power on the half-orc invoker’s turn, the half-orc invoker gains a bonus to the damage roll equal to 1 for each enemy the half-orc invoker attacks with the power.

Skills Endurance +18, Religion +15
Str 13 (+9); Dex 15 (+10); Wis 20 (+13);
Con 18 (+12); Int 14 (+10); Cha 12 (+9)
Equipment chainmail, morningstar

-1 Level / +1 Level

Half-Orc Bear Shaman [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +18; low-light
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○
AC 28; Fortitude 29, Reflex 26, Will 30
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +18 vs. AC; 1d10 + 8 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Will; 1d8 + 11 damage, and each ally adjacent to the half-orc shaman’s spirit companion gains 4 temporary hit points.
○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
Spirit melee 1; +19 vs. Fortitude; 2d6 + 11 damage. Until the end of the half-orc shaman’s next turn, the half-orc shaman and the half-orc shaman’s allies gain resist 8 to all damage while adjacent to the half-orc shaman’s spirit companion.
□ [R] Storm Guardian Spirit (standard) ✦ Thunder
Ranged 5; +19 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5 squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and is pushed 1 square from the ally.
Call Spirit Companion (minor) ✦ Conjuration
The half-orc shaman conjures the half-orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the half-orc shaman falls unconscious or until the half-orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the half-orc shaman takes a move action, the half-orc shaman can also move the spirit a number of squares equal to the half-orc 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 18 damage to the spirit, the spirit disappears, and the half-orc shaman takes 13 damage. Otherwise, the spirit is unaffected by the attack.
○○○ Healing Spirit (minor) ✦ Healing
The half-orc shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the half-orc shaman’s spirit companion, other than the target, regains 4d6 hit points. This power can only be used once per round.
Fate Weaver’s Shield (minor)
One ally within 5 squares gains a +5 bonus to all defenses until the end of the half-orc shaman’s next turn or until it attacks.
● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
When an enemy leaves a square adjacent to the half-orc shaman’s spirit companion without shifting.
Targets triggering enemy; +19 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the half-orc shaman’s spirit companion regains 5 hit points.
Furious Assault (free)
When the half-orc shaman hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc shaman is bloodied during an encounter, the half-orc shaman gains 10 temporary hit points.
Swift Charge
The half-orc shaman gains a +2 bonus to speed when charging.
Protector Spirit
Any ally adjacent to the half-orc shaman’s spirit companion regains 4 additional hit points when he or she uses second wind or when the half-orc shaman uses a healing power on him or her.

Skills Nature +18, Perception +18
Str 14 (+10); Dex 15 (+10); Wis 20 (+13);
Con 18 (+12); Int 14 (+10); Cha 11 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Orc Panther Shaman [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +18; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 28, Will 30
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +18 vs. AC; 1d10 + 8 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 damage, and until the end of the half-orc shaman’s next turn, the half-orc shaman’s spirit companion can flank with the half-orc shaman and the half-orc shaman’s allies. If the target is bloodied, the half-orc shaman gains a +2 bonus to the attack roll.
○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
Spirit melee 1; +19 vs. Reflex; 2d10 + 11 damage. Until the start of the half-orc shaman’s next turn, if an ally adjacent to the half-orc shaman’s spirit companion misses with an attack, the half-orc shaman can use an immediate interrupt to allow that ally to reroll the attack with a +4 bonus to the attack roll.
□ [C] Searing Wind of the South (standard) ✦ Fire
Close blast 5; targets enemies; +19 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The half-orc shaman slides each ally in the blast to another space in or adjacent to the blast.
Call Spirit Companion (minor) ✦ Conjuration
The half-orc shaman conjures the half-orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the half-orc shaman falls unconscious or until the half-orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the half-orc shaman takes a move action, the half-orc shaman can also move the spirit a number of squares equal to the half-orc 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 18 damage to the spirit, the spirit disappears, and the half-orc shaman takes 13 damage. Otherwise, the spirit is unaffected by the attack.
○○○ Healing Spirit (minor) ✦ Healing
The half-orc shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the half-orc shaman’s spirit companion, other than the target, regains 4d6 hit points. This power can only be used once per round.
Spirits of the Dancing Zephyr (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the half-orc shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action, the half-orc shaman can move the zone 5 squares.
● [M] Spirit’s Fangs (opportunity) ✦ Spirit
When an enemy leaves a square adjacent to the half-orc shaman’s spirit companion without shifting.
Targets triggering enemy; +19 vs. Reflex; 1d10 + 11 damage.
Furious Assault (free)
When the half-orc shaman hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc shaman is bloodied during an encounter, the half-orc shaman gains 10 temporary hit points.
Swift Charge
The half-orc shaman gains a +2 bonus to speed when charging.
Stalker Spirit
Any ally adjacent to the half-orc shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.

Skills Nature +18, Perception +18
Str 14 (+10); Dex 15 (+10); Wis 20 (+13);
Con 14 (+10); Int 18 (+12); Cha 11 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Half-Orc Chaos Sorcerer [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +8; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○○
AC 29; Fortitude 27, Reflex 29, Will 31
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +22 vs. AC; 1d4 + 11 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +19 vs. Will; 1d10 + 18 psychic damage and if the half-orc 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: +19 vs. Will; 1d6 + 13 psychic damage. If the half-orc sorcerer rolled an even number for the secondary attack roll, repeat the secondary attack. The half-orc sorcerer can attack a creature only once with a single use of this power.
○ [R] Mind Hammer (standard) ✦ Psychic
Ranged 10; +19 vs. Will; 2d10 + 18 psychic damage, and the half-orc sorcerer knocks the target prone. If the half-orc sorcerer rolled an even number on the attack roll, the target can’t stand up until the end of the half-orc sorcerer’s next turn. If the half-orc sorcerer rolled an odd number on the attack roll, the half-orc sorcerer slides the target 5 squares.
□ [R] Hostility Charm (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 5d6 + 18 psychic damage, and as a free action, the target charges the half-orc sorcerer’s enemy nearest to it that it can charge and makes a melee basic attack. If the half-orc sorcerer rolled an even number on the attack roll, the half-orc sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that they provoke (save ends). Miss: Half damage.
Furious Assault (free)
When the half-orc sorcerer hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Chaos Echoes (immediate reaction)
When the half-orc sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
Half-Orc Resilience
The first time the half-orc sorcerer is bloodied during an encounter, the half-orc sorcerer gains 10 temporary hit points.
Swift Charge
The half-orc sorcerer gains a +2 bonus to speed when charging.
Chaos Power
The half-orc sorcerer gains a +7 bonus to the damage rolls of arcane powers.
Unfettered Power
When the half-orc sorcerer rolls a natural 20 on an attack roll for an arcane power, the half-orc sorcerer slides the target 1 square and knock it prone after applying the attack’s other effects. When the half-orc sorcerer rolls a natural 1 on an attack roll for an arcane power, the half-orc sorcerer must push each creature within 5 squares of the half-orc sorcerer 1 square.

Skills Arcana +14, Bluff +18
Str 16 (+11); Dex 20 (+13); Wis 11 (+8);
Con 13 (+9); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, dagger

-1 Level / +1 Level

Half-Orc Dragon Sorcerer [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +8; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 31
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+21 vs. AC; 1d8 + 11 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +19 vs. Reflex; 1d8 + 18 fire damage. The next enemy that hits the half-orc sorcerer with a melee attack before the end of the half-orc sorcerer’s next turn takes 5 fire damage.
○ [C] Thunder Breath (standard) ✦ Thunder
Close blast 3; +19 vs. Fortitude; 2d6 + 18 thunder damage, and the target is dazed and slowed until the end of the half-orc sorcerer’s next turn.
□ [C] Spitfire Furnace (standard) ✦ Fire
Close blast 3; +19 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn within 2 squares of the half-orc sorcerer takes 7 fire damage.
Draconic Majesty (minor) ✦ Fear, Zone
Close burst 3; the burst creates a zone of fear that lasts until the end of the half-orc sorcerer’s next turn. When the half-orc sorcerer moves, the zone moves with the half-orc sorcerer, remaining centered on the half-orc sorcerer. The zone is difficult terrain for the half-orc sorcerer’s enemies. While within the zone, any enemy takes a -5 penalty to attack rolls.
Furious Assault (free)
When the half-orc sorcerer hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc sorcerer is bloodied during an encounter, the half-orc sorcerer gains 10 temporary hit points.
Swift Charge
The half-orc sorcerer gains a +2 bonus to speed when charging.
Draconic Power
The half-orc sorcerer gains a +7 bonus to the damage rolls of arcane powers.
Draconic Resilience
While the half-orc sorcerer is not wearing heavy armor, the half-orc sorcerer can use the half-orc sorcerer’s Strength modifier in place of the half-orc sorcerer’s Dexterity or Intelligence modifier to determine the half-orc sorcerer’s AC.

Skills Arcana +14, Athletics +18
Str 20 (+13); Dex 16 (+11); Wis 11 (+8);
Con 13 (+9); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Half-Orc Earth Warden [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +15; low-light
HP 188; Bloodied 94
Healing Surges (+47 hp) ○○
AC 33; Fortitude 31, Reflex 28, Will 27
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+22 vs. AC; 1d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+22 vs. AC; 1d10 + 12 damage, and the half-orc warden gains a +1 power bonus to AC until the end of the half-orc warden’s next turn.
○ [M] Ponderous Strike (standard) ✦ Weapon
+22 vs. AC; 3d10 + 12 damage. Hit or Miss: The target provokes an opportunity attack from the half-orc warden if it shifts before the end of the half-orc warden’s next turn.
Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
The half-orc warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the half-orc warden is in this form, the half-orc warden gains resist 10 lightning, and the half-orc warden’s melee reach increases by 1. In addition, if any enemy starts its turn within 3 squares of the half-orc warden and the half-orc warden is able to take actions, that enemy is marked until the end of the half-orc warden’s next turn. Once during this encounter, the half-orc warden can make the following attack while the half-orc warden is in this form as a standard action.
Secondary Attack: +22 vs. AC; 2d10 + 12 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage, and the target is dazed until the end of the half-orc warden’s next turn.
● [C] Warden’s Grasp (immediate reaction)
When an enemy marked by the half-orc warden that is within 5 squares of the half-orc warden makes an attack that does not include the half-orc warden as a target.
Targets the triggering enemy; The half-orc warden slides the target 1 square. The target is slowed and cannot shift until the end of its turn.
Furious Assault (free)
When the half-orc warden hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Cleansing Earth (immediate reaction)
When the half-orc warden is subjected to an effect that a save can end.
The half-orc warden makes a saving throw against the triggering effect, with a +6 power bonus.
Half-Orc Resilience
The first time the half-orc warden is bloodied during an encounter, the half-orc warden gains 10 temporary hit points.
Swift Charge
The half-orc warden gains a +2 bonus to speed when charging.
Earthstrength
When the half-orc warden uses the half-orc warden’s second wind, the half-orc warden gains an additional +4 bonus to AC. The bonus lasts until the end of the half-orc warden’s next turn.
Font of Life
At the start of the half-orc warden’s turn, the half-orc 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 half-orc warden on the half-orc warden’s current turn. If the half-orc warden fails the saving throw, the half-orc warden still makes a saving throw against the effect at the end of the half-orc warden’s turn.
Nature’s Wrath
Once during each of the half-orc warden’s turns, the half-orc warden can mark each adjacent enemy as a free action. This mark lasts until the end of the half-orc warden’s next turn.

Skills Athletics +16, Perception +15
Str 22 (+14); Dex 15 (+10); Wis 14 (+10);
Con 18 (+12); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Half-Orc Wild Warden [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +17; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 31; Fortitude 31, Reflex 26, Will 29
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is slowed until the end of the half-orc warden’s next turn.
○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
+22 vs. AC; 1d12 + 12 radiant damage (crit 24 + 2d12), and the target is blinded until the end of the half-orc warden’s next turn. If the target is bloodied, the half-orc warden shifts 2 squares.
Form of the Charging Boar (minor) ✦ Polymorph
The half-orc warden assumes the guardian form of the charging boar until the end of the encounter. While the half-orc warden is in this form, the half-orc warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during this encounter, the half-orc warden can make the following attack while the half-orc warden is in this form as a standard action.
Secondary Attack: Before the attack, the half-orc warden moves the half-orc warden’s speed; +22 vs. Reflex; 3d12 + 12 damage (crit 48 + 2d12), and the half-orc warden slides the target 2 squares. Miss: Half damage, and the half-orc warden slides the target 1 square.
Verdant Life (minor) ✦ Healing
The half-orc warden can spend two healing surges.
● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
When an enemy marked by the half-orc warden makes an attack that does not include the half-orc warden as a target.
Targets the triggering enemy; +22 vs. Fortitude; 1d12 + 12 damage (crit 24 + 2d12), and the target grants combat advantage to the half-orc warden and the half-orc warden’s allies until the end of the half-orc warden’s next turn.
Furious Assault (free)
When the half-orc warden hits an enemy.
The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.
Half-Orc Resilience
The first time the half-orc warden is bloodied during an encounter, the half-orc warden gains 10 temporary hit points.
Swift Charge
The half-orc warden gains a +2 bonus to speed when charging.
Wildblood
When the half-orc warden uses the half-orc warden’s second wind, each enemy marked by the half-orc warden takes an additional -4 penalty to attack rolls for attacks that don’t include the half-orc warden as a target, until the end of the half-orc warden’s next turn.
Font of Life
At the start of the half-orc warden’s turn, the half-orc 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 half-orc warden on the half-orc warden’s current turn. If the half-orc warden fails the saving throw, the half-orc warden still makes a saving throw against the effect at the end of the half-orc warden’s turn.
Nature’s Wrath
Once during each of the half-orc warden’s turns, the half-orc warden can mark each adjacent enemy as a free action. This mark lasts until the end of the half-orc warden’s next turn.

Skills Athletics +18, Perception +17
Str 22 (+14); Dex 15 (+10); Wis 18 (+12);
Con 14 (+10); Int 11 (+8); Cha 12 (+9)
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.