Orc NPCs [Level 2]

Orc Battle Cleric [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +1; Senses Perception +3; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 11, Will 15
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+7 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+7 vs. AC; 1d10 + 4 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target until the end of the orc cleric’s next turn.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc cleric makes a basic melee attack and spends a healing surge.
○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
+7 vs. AC; 1d10 + 4 thunder damage, and the target is dazed until the end of the orc cleric’s next turn.
□ [M] Avenging Flame (standard) ✦ Fire, Weapon
+7 vs. AC; 2d10 + 4 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 orc cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
○○ Healing Word (minor) ✦ Healing
The orc 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 orc cleric gains a +1 bonus to the orc cleric’s next attack roll or saving throw before the end of the orc cleric’s next turn.
Running Charge
When the orc cleric charges, add 2 to the orc cleric’s speed.

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

Orc Devoted Cleric [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +1; Senses Perception +4; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 11, Will 16
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+5 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +4 vs. Reflex; 1d8 + 3 radiant damage, and one ally the orc cleric can see gains a +2 power bonus to his or her next attack roll against the target.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc cleric makes a basic melee attack and spends a healing surge.
○ [C] Divine Glow (standard) ✦ Radiant
Close blast 3; targets enemies; +4 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power bonus to attack rolls until the end of the orc cleric’s next turn.
□ [R] Cascade of Light (standard) ✦ Radiant
Ranged 10; +4 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the orc cleric’s attacks (save ends). Miss: Half damage, and the target gains no vulnerability.
Cure Light Wounds (standard) ✦ Healing
The orc cleric or one creature touched by the orc cleric regains hit points as if spending a healing surge.
○○ Healing Word (minor) ✦ Healing
The orc 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 orc cleric gains a +1 bonus to the orc cleric’s next attack roll or saving throw before the end of the orc cleric’s next turn.
Running Charge
When the orc cleric charges, add 2 to the orc cleric’s speed.

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

Orc Greatweapon Fighter [Level 2 Soldier]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +2; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 18; Fortitude 17, Reflex 12, Will 12
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +7 vs. AC; 1d6 + 4 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 4 damage.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc fighter makes a basic melee attack and spends a healing surge.
○ [M] Steel Serpent Strike (standard) ✦ Weapon
+7 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and the target is slowed and cannot shift until end of the orc fighter’s next turn.
□ [M] Brute Strike (standard) ✦ Reliable, Weapon
+7 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: The power is not expended.
Unstoppable (minor) ✦ Healing
The orc fighter gains 2d6 + 3 temporary hit points.
Running Charge
When the orc fighter charges, add 2 to the orc fighter’s speed.
Combat Challenge
Every time the orc fighter attacks an enemy, the orc fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the orc fighter’s next turn. If the marked creature makes an attack that doesn’t include the orc fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the orc fighter and shifts or makes an attack that does not include the orc fighter, the orc fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Athletics +10, 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

Orc Guardian Fighter [Level 2 Soldier]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +2; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 20; Fortitude 17, Reflex 15, Will 12
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] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+8 vs. AC; 1d8 + 4 damage, and the target is pushed 1 square if it is the orc fighter’s size, smaller than the orc fighter, or one size category larger. The orc fighter can shift into the space that the target occupied.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc fighter makes a basic melee attack and spends a healing surge.
○ [M] Covering Attack (standard) ✦ Weapon
+8 vs. AC; 2d8 + 4 damage, and an ally adjacent to the target can shift 2 squares.
□ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
+8 vs. AC; 2d8 + 4 damage, and the orc fighter can spend a healing surge. Miss: The power is not expended.
Get Over Here (move)
The orc fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the orc fighter.
Running Charge
When the orc fighter charges, add 2 to the orc fighter’s speed.
Combat Challenge
Every time the orc fighter attacks an enemy, the orc fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the orc fighter’s next turn. If the marked creature makes an attack that doesn’t include the orc fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the orc fighter and shifts or makes an attack that does not include the orc fighter, the orc 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

Orc Avenging Paladin [Level 2 Soldier]

Medium natural humanoid [XP 125]

Initiative +1; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 19; Fortitude 16, Reflex 12, Will 14
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+8 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+8 vs. AC; 1d10 + 4 radiant damage. If the orc paladin has marked the target, the orc paladin gains a +1 bonus to the damage roll.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc paladin makes a basic melee attack and spends a healing surge.
○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
+8 vs. AC; 2d10 + 5 radiant damage.
□ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
+8 vs. AC; 3d10 + 4 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 orc paladin and allies within it a +1 power bonus to AC.
Divine Challenge (minor) ✦ Radiant
The orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the 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 5 radiant damage. The 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 orc paladin challenges another target. Divine Challenge can only be used once per round.
Lay on Hands (minor) ✦ Healing
The orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the orc paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Running Charge
When the orc paladin charges, add 2 to the orc paladin’s speed.

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

Orc Protecting Paladin [Level 2 Soldier]

Medium natural humanoid [XP 125]

Initiative +1; Senses Perception +2; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 21; Fortitude 15, Reflex 14, Will 15
Speed 5

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage, and the orc paladin gains 1 temporary hit points.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc paladin makes a basic melee attack and spends a healing surge.
○ [M] Shielding Smite (standard) ✦ Weapon
+7 vs. AC; 2d8 + 3 damage. Hit or Miss: Until the end of the orc paladin’s next turn, one ally within 5 squares of the orc paladin gains a +1 power bonus to AC.
□ [R] Radiant Delirium (standard) ✦ Radiant
Ranged 5; +4 vs. Reflex; 3d8 + 3 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 orc paladin’s next turn.
Divine Challenge (minor) ✦ Radiant
The orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the 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 6 radiant damage. The 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 orc paladin challenges another target. Divine Challenge can only be used once per round.
Lay on Hands (minor) ✦ Healing
The orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the orc 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 orc paladin is hit by the attack instead.
Running Charge
When the orc paladin charges, add 2 to the orc paladin’s speed.

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

Orc Archer Ranger [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +7; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 15, Reflex 15, Will 12
Speed 6

● [m] Longsword (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+7 vs. AC; 1d6 + 3 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/Short Sword: +7/+7 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc ranger makes a basic melee attack and spends a healing surge.
○ [M/R] Evasive Strike (standard) ✦ Weapon
The orc ranger can shift 2 squares either before or after the attack.
Longsword: +7 vs. AC; 2d8 + 3 damage.
Longbow: Ranged 20/40; +6 vs. AC; 2d10 + 3 damage.
□ [R] Split the Tree (standard) ✦ Weapon
Ranged 20/40; targets two creatures within 3 squares of each other; +6 vs. AC; 2d10 + 3 damage. Make two attack rolls, take the higher result, and apply it to both targets.
Hunter’s Quarry (minor)
The orc ranger can designate the nearest visible enemy as the orc ranger’s quarry. Once per round when hitting this quarry, the orc ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the orc ranger designates a different target as the quarry. The orc ranger can only designate one enemy as quarry at a time.
Yield Ground (immediate reaction)
When an enemy damages the orc ranger with a melee attack.
The orc ranger can shift 1 square. The orc ranger gains a +2 power bonus to all defenses until the end of the orc ranger’s next turn.
Running Charge
When the orc ranger charges, add 2 to the orc ranger’s speed.
Archer Fighting Style
The orc ranger gains Defensive Mobility as a bonus feat.
Defensive Mobility [Feat]
The orc ranger gains a +2 bonus to AC against opportunity attacks.

Skills Nature +7, 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

Orc Two-Blade Ranger [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +7; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 16, Reflex 14, Will 12
Speed 6

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +5 vs. AC; 1d10 + 2 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +8/+8 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc ranger makes a basic melee attack and spends a healing surge.
○ [C] Dire Wolverine Strike (standard) ✦ Weapon
Close burst 1; targets visible enemies; +8 vs. AC; 1d8 + 4 damage.
□ [M] Jaws of the Wolf (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +8 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +8 vs. AC; 2d8 + 4 damage.
Miss: Half damage per attack.
Hunter’s Quarry (minor)
The orc ranger can designate the nearest visible enemy as the orc ranger’s quarry. Once per round when hitting this quarry, the orc ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the orc ranger designates a different target as the quarry. The orc ranger can only designate one enemy as quarry at a time.
Unbalancing Parry (immediate reaction) ✦ Weapon
When an adjacent enemy misses the orc ranger with a melee attack.
The orc ranger slides the enemy into a square adjacent to the orc ranger and gain combat advantage against it until the end of the orc ranger’s next turn.
Running Charge
When the orc ranger charges, add 2 to the orc ranger’s speed.
Two-Blade Fighting Style
The orc ranger can wield a one-handed weapon in the orc ranger’s off hand as if it were an off-hand weapon. In addition, the orc ranger gains Toughness as a bonus feat.
Toughness [Feat]
The orc ranger gains an additional +5 hit points.

Skills Nature +7, 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

Orc Brawny Rogue [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +1; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 16, Will 12
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+7 vs. AC; 1d6 + 3 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +7 vs. AC; 1d6 + 3 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+7 vs. Reflex; 1d6 + 3 damage.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc rogue makes a basic melee attack and spends a healing surge.
○ [M] Torturous Strike (standard) ✦ Weapon
+7 vs. AC; 2d6 + 3 damage.
□ [M/R] Easy Target (standard) ✦ Weapon
Short Sword: +7 vs. AC; 2d6 + 3 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 3 damage.
Hit: The target is slowed and grants combat advantage to the orc rogue (save ends both). Miss: Half damage, and the target grants combat advantage to the orc rogue until the end of the orc rogue’s next turn.
Tumble (move)
The orc rogue can shift a number of squares equal to one-half the orc rogue’s speed.
Running Charge
When the orc rogue charges, add 2 to the orc rogue’s speed.
First Strike
At the start of an encounter, the orc rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the orc rogue’s weapon damage die increases by one size. When wielding a dagger, the orc rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the orc rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the orc 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

Orc Trickster Rogue [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +4; Senses Perception +6; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 16, Will 13
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+6 vs. AC; 1d6 + 2 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +7 vs. AC; 1d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 3 damage.
The orc rogue can move 2 squares before the attack.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc rogue makes a basic melee attack and spends a healing surge.
○ [M/R] King’s Castle (standard) ✦ Weapon
Short Sword: +7 vs. Reflex; 2d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 3 damage.
Hit or Miss: Switch places with a willing adjacent ally.
□ [M/R] Trick Strike (standard) ✦ Weapon
Short Sword: +7 vs. AC; 3d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 3 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the orc rogue hits the target the orc rogue slides it 1 square.
Fleeting Ghost (move)
The orc rogue can move at full speed and make a Stealth check without the normal penalty from movement.
Running Charge
When the orc rogue charges, add 2 to the orc rogue’s speed.
First Strike
At the start of an encounter, the orc rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the orc rogue’s weapon damage die increases by one size. When wielding a dagger, the orc rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the orc rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the orc 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

Orc Fey-Pact Warlock [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +1; Senses Perception +2; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 13, Reflex 14, Will 15
Speed 6

● [m] Spear (standard) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +4 vs. Reflex; 1d10 + 3 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the orc warlock is invisible to the target until the start of the orc warlock’s next turn.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc warlock makes a basic melee attack and spends a healing surge.
○ [R] Witchfire (standard) ✦ Fire
Ranged 10; +4 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –4 penalty to attack rolls until the end of the orc warlock’s next turn.
□ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
Ranged 10; +4 vs. Will; 3d8 + 3 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 orc warlock can teleport 3 squares, and the orc warlock gains a +2 power bonus to all defenses until the end of the orc warlock’s next turn.
Warlock’s Curse (minor)
The orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the orc 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 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 orc warlock can immediately teleport 3 squares.
Running Charge
When the orc warlock charges, add 2 to the orc warlock’s speed.

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

Orc Infernal-Pact Warlock [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +1; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 15; Fortitude 15, Reflex 14, Will 13
Speed 6

● [m] Mace (standard) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +5 vs. Reflex; 1d10 + 4 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +5 vs. Reflex; 1d6 + 4 fire damage. If the orc warlock takes damage before the end of the orc warlock’s next turn, the target takes an extra 1d6 + 4 fire damage.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc warlock makes a basic melee attack and spends a healing surge.
○ [R] Vampiric Embrace (standard) ✦ Necrotic
Ranged 5; +5 vs. Will; 2d8 + 4 necrotic damage, and the orc warlock gains 7 temporary hit points.
□ [R] Flames of Phlegethos (standard) ✦ Fire
Ranged 10; +5 vs. Reflex; 3d10 + 4 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
Warlock’s Curse (minor)
The orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the orc 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 orc warlock can only curse one target per turn.
Fiendish Resilience (minor)
The orc warlock gains 6 temporary hit points.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The orc warlock gains 2 temporary hit points.
Running Charge
When the orc warlock charges, add 2 to the orc warlock’s speed.

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

Orc Star-Pact Warlock [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +1; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 14; Fortitude 15, Reflex 13, Will 14
Speed 6

● [m] Sickle (standard) ✦ Weapon
+4 vs. AC; 1d6 + 1 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +5 vs. Reflex; 1d10 + 4 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +5 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the orc warlock on its next turn, it takes an extra 1d6 + 4 damage.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc warlock makes a basic melee attack and spends a healing surge.
○ [R] Dreadful Word (standard) ✦ Fear, Psychic
Ranged 5; +3 vs. Will; 2d8 + 2 psychic damage, and the target takes a –2 penalty to Will defense until the end of the orc warlock’s next turn.
□ [R] Dread Star (standard) ✦ Fear, Radiant
Ranged 10; +3 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the orc warlock’s next turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
Ethereal Stride (move) ✦ Teleportation
The orc warlock can teleport 3 squares, and the orc warlock gains a +2 power bonus to all defenses until the end of the orc warlock’s next turn.
Warlock’s Curse (minor)
The orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the orc 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 orc warlock can only curse one target per turn.
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The orc warlock gains a +1 bonus to a single d20 roll the orc warlock makes during the orc warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Running Charge
When the orc warlock charges, add 2 to the orc warlock’s speed.

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

Orc Inspiring Warlord [Level 2 Soldier (Leader)]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +1; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 16, Reflex 12, Will 14
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +7 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Furious Smash (standard) ✦ Weapon
+7 vs. Fortitude; 4 damage, and choose one ally adjacent to either the orc 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] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc warlord makes a basic melee attack and spends a healing surge.
○ [M] Guarding Attack (standard) ✦ Weapon
+7 vs. AC; 2d10 + 4 damage, and one ally adjacent to either the orc warlord or the target gains a +3 power bonus to AC against the target’s attacks until the end of the orc warlord’s next turn.
□ [M] Bastion of Defense (standard) ✦ Weapon
+7 vs. AC; 3d10 + 4 damage, and allies within 5 squares of the orc warlord gains a +1 power bonus to all defenses until the end of the encounter. Hit or Miss: Allies within 5 squares of the orc warlord gains 7 temporary hit points.
○○ Inspiring Word (minor) ✦ Healing
The orc 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 orc warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
Running Charge
When the orc warlord charges, add 2 to the orc warlord’s speed.
Inspiring Presence
When an ally who can see the orc warlord spends an action point to take an extra action, that ally also regains 3 lost hit points.
Combat Leader
The orc warlord and each ally within 10 squares who can see and hear the orc 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

Orc Tactical Warlord [Level 2 Soldier (Leader)]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +1; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 16, Reflex 14, Will 13
Speed 6

● [m] Longsword (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage. Before the orc warlord attacks, one ally adjacent to either the orc warlord or the target may shift 1 square as a free action.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc warlord makes a basic melee attack and spends a healing surge.
○ [M] Warlord’s Favor (standard) ✦ Weapon
+8 vs. AC; 2d8 + 4 damage, and one ally within 5 squares gains a +3 power bonus to attack rolls against the target until the end of the orc warlord’s next turn.
□ [M] Lead the Attack (standard) ✦ Weapon
+8 vs. AC; 3d8 + 4 damage, and the orc 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.
○○ Inspiring Word (minor) ✦ Healing
The orc 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.
Running Charge
When the orc warlord charges, add 2 to the orc warlord’s speed.
Tactical Presence
When an ally the orc 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 orc warlord and each ally within 10 squares who can see and hear the orc 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

Orc Control Wizard [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +3; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 14, Will 15
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +4 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the orc wizard’s next turn.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc wizard makes a basic melee attack and spends a healing surge.
○ [A] Icy Terrain (standard) ✦ Cold
Area burst 1 within 10; +4 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s area is difficult terrain until the end of the orc wizard’s next turn. The orc wizard can end this effect as a minor action.
□ [A] Sleep (standard) ✦ Sleep
Area burst 2 within 20; +4 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).
Orb of Imposition (free)
The orc wizard can choose one creature suffering from one of the orc 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 orc wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the orc wizard’s current turn, so that it lasts instead until the end of the orc wizard’s next turn.
Shield (immediate interrupt) ✦ Force
When the orc wizard is hit by an attack.
The orc wizard gains a +4 power bonus to AC and Reflex defense until the end of the orc wizard’s next turn.
Running Charge
When the orc wizard charges, add 2 to the orc wizard’s speed.

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

Orc War Wizard [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +2; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 13, Reflex 14, Will 14
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +4 vs. Reflex; 1d6 + 3 fire damage.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc wizard makes a basic melee attack and spends a healing surge.
○ [C] Burning Hands (standard) ✦ Fire
Close blast 5; +4 vs. Reflex; 2d6 + 3 fire damage.
□ [R] Acid Arrow (standard) ✦ Acid
Ranged 20; +4 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +4 vs. Reflex; 1d8 + 3 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.
Wand of Accuracy (free)
The orc wizard gains a +2 bonus to a single attack roll.
Shield (immediate interrupt) ✦ Force
When the orc wizard is hit by an attack.
The orc wizard gains a +4 power bonus to AC and Reflex defense until the end of the orc wizard’s next turn.
Running Charge
When the orc wizard charges, add 2 to the orc wizard’s speed.

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

Orc Isolating Avenger [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +1; Senses Perception +4; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+7 vs. AC; 1d10 + 3 damage, and the orc avenger shifts 1 square, sliding the target 1 square into the space the orc avenger occupied.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc avenger makes a basic melee attack and spends a healing surge.
○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
+7 vs. AC; 1d10 + 3 damage, and until the end of the orc avenger’s next turn, any enemy that ends its turn adjacent to the orc avenger or that hits or misses the orc avenger takes 7 radiant damage.
□ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
+7 vs. AC; 2d10 + 3 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 orc 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 orc avenger can see in within 10 squares. When the orc avenger makes a melee attack against the target and the target is the only enemy adjacent to the orc avenger, the 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 orc avenger regains the use of this power.
Refocus Enmity (minor)
Choose one creature the orc avenger can see within 10 squares. The target becomes the target of the orc avenger’s oath of enmity, replacing the current target.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the orc avenger makes an attack roll against the orc avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Running Charge
When the orc avenger charges, add 2 to the orc avenger’s speed.
Censure of Retribution
When any enemy other than the orc avenger’s oath of enmity target hits the orc avenger, the orc avenger gains a +2 bonus to damage rolls against the orc avenger’s oath of enmity target until the end of the orc avenger’s next turn. This bonus is cumulative.
Armor of Faith
The favor of the orc avenger’s deity wards the orc avenger from harm. While the orc avenger is neither wearing heavy armor nor using a shield, the orc avenger gains a +3 bonus to AC.

Skills Athletics +8, 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

Orc Pursuing Avenger [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +4; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+6 vs. AC; 1d10 + 2 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +5 vs. AC; 1d8 + 2 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+7 vs. AC; 1d10 + 3 damage, and if the target doesn’t end its next turn adjacent to the orc avenger, the orc avenger can shift 3 squares as a free action. The orc avenger must end that shift closer to the target.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc avenger makes a basic melee attack and spends a healing surge.
○ [M] Angelic Alacrity (standard) ✦ Weapon
+7 vs. AC; 2d10 + 3 damage. Before the attack, the orc avenger shifts 3 squares.
□ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
+7 vs. AC; 2d10 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is more than 3 squares away from the orc avenger at the start of the orc avenger’s turn, the orc avenger can teleport to a space within 3 squares of it as a minor action. This effect ends if the orc avenger ends the orc avenger’s turn more than 3 squares away from the target.
Distracting Flare (move)
The orc avenger becomes invisible and moves the orc avenger’s speed. The orc avenger is invisible until the end of the movement.
○ [C] Oath of Enmity (minor)
Choose one enemy the orc avenger can see in within 10 squares. When the orc avenger makes a melee attack against the target and the target is the only enemy adjacent to the orc avenger, the 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 orc avenger regains the use of this power.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the orc avenger makes an attack roll against the orc avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Running Charge
When the orc avenger charges, add 2 to the orc avenger’s speed.
Censure of Pursuit
If the orc avenger’s oath of enmity target moves away from the orc avenger willingly, the orc avenger gains a +4 bonus to damage rolls against the target until the end of the orc avenger’s next turn.
Armor of Faith
The favor of the orc avenger’s deity wards the orc avenger from harm. While the orc avenger is neither wearing heavy armor nor using a shield, the orc 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

Orc Rageblood Barbarian [Level 2 Brute]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +6; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 16; Fortitude 17, Reflex 13, Will 12
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+7 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 1d12). Hit or Miss: Until the start of the orc barbarian’s next turn, any attacker gains a +2 bonus to attack rolls against the orc barbarian. If the orc barbarian is raging, attackers do not gain this bonus.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc barbarian makes a basic melee attack and spends a healing surge.
○ [M] Avalanche Strike (standard) ✦ Weapon
+7 vs. AC; 3d12 + 7 damage (crit 43 + 1d12). Hit or Miss: Until the start of the orc barbarian’s next turn, any attacker gains a +4 bonus to attack rolls against the orc barbarian.
□ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
+7 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: Half damage. Hit or Miss: The orc barbarian enters the rage of the bloodhunt. Until the rage ends, the orc barbarian gains a +3 bonus to melee damage rolls if either the orc barbarian or the orc barbarian’s target is bloodied.
Primal Vitality (minor)
The orc barbarian gains 4 temporary hit points. If the orc barbarian is raging, the orc barbarian instead gains 7 temporary hit points.
Swift Charge (free)
When the orc barbarian’s attack reduces an enemy to 0 hit points.
The orc barbarian charges an enemy.
Running Charge
When the orc barbarian charges, add 2 to the orc barbarian’s speed.
Rageblood Vigor
Whenever the orc barbarian’s attack reduces an enemy to 0 hit points, the orc barbarian gains 3 temporary hit points.
Barbarian Agility
While the orc barbarian is not wearing heavy armor, the orc barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +9, 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

Orc Thaneborn Barbarian [Level 2 Brute]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +6; low-light
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 17, Reflex 13, Will 13
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+7 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 1d12). When charging, the orc barbarian can use this power in place of a melee basic attack. If the orc barbarian is raging, the orc barbarian can move 2 extra squares as part of the charge.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc barbarian makes a basic melee attack and spends a healing surge.
○ [M] Vault the Fallen (standard) ✦ Weapon
Targets one or two creatures; +7 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 1d12). If the orc barbarian targets two creatures, the orc barbarian can shift 2 squares after the first attack.
□ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
Close burst 1; targets visible enemies; +7 vs. Reflex; 1d12 + 4 damage (crit 16 + 1d12), and the orc barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The orc barbarian enters the rage of the macetail behemoth. Until the rage ends, whenever the orc barbarian hits, the orc barbarian gains 4 temporary hit points.
Combat Sprint (move)
The orc barbarian moves the orc barbarian’s speed + 4. The orc barbarian gains a +4 bonus to all defenses against any opportunity attack the orc barbarian provoke with this movement.
○ [C] Roar of Triumph (free) ✦ Fear
When the 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 orc barbarian’s next turn.
Running Charge
When the orc barbarian charges, add 2 to the orc barbarian’s speed.
Thaneborn Triumph
Whenever the orc barbarian bloodies an enemy, the next attack by the orc barbarian or an ally against that enemy gains a +2 bonus to the attack roll.
Barbarian Agility
While the orc barbarian is not wearing heavy armor, the orc barbarian gains a +1 bonus to AC and Reflex.

Skills Athletics +9, 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

Orc Cunning Bard [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +1; Senses Perception +6; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 6

● [m] Longsword (standard) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +4 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the orc bard’s next turn.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc bard makes a basic melee attack and spends a healing surge.
○ [R] Blunder (standard) ✦ Charm
Ranged 5; +4 vs. Will; 1d6 + 3 damage, and the orc bard slides the target 3 squares. During the slide, the orc bard or one of the orc bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll.
□ [R] Stirring Shout (standard) ✦ Healing, Psychic
Ranged 10; +4 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits the target, that ally regains 3 hit points.
○○ Majestic Word (minor) ✦ Healing
The orc 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 orc 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 orc bard’s next turn. When the orc bard moves, the zone moves with the orc bard, remaining centered on the orc bard. While within the zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
Running Charge
When the orc bard charges, add 2 to the orc bard’s speed.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 7 squares of the orc bard, the orc bard can slide that ally 1 square as a free action.
Skill Versatility
The orc 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

Orc Valorous Bard [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +1; Senses Perception +6; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 18; Fortitude 14, Reflex 14, Will 15
Speed 5

● [m] Longsword (standard) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+7 vs. AC; 1d8 + 3 damage, and the target takes a –2 penalty to the defense of the orc bard’s choice until the end of the orc bard’s next turn.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc bard makes a basic melee attack and spends a healing surge.
○ [C] Shout of Triumph (standard) ✦ Thunder
Close blast 3; targets enemies; +4 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 3 squares. Hit or Miss: The orc bard slides each ally in the blast 1 square.
□ [M] Slayer’s Song (standard) ✦ Weapon
+7 vs. AC; 2d8 + 3 damage, and the target grants combat advantage to the orc bard and the orc bard’s allies (save ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the orc bard hits an enemy, that enemy grants combat advantage to the orc bard and the orc bard’s allies until the end of the orc bard’s next turn.
○○ Majestic Word (minor) ✦ Healing
The orc 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 orc 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 orc bard’s next turn. When the orc bard moves, the zone moves with the orc bard, remaining centered on the orc bard. While within the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
Running Charge
When the orc bard charges, add 2 to the orc bard’s speed.
Virtue of Valor
Once per round, when any ally within 5 squares of the orc bard reduces an enemy to 0 hit points or bloodies an enemy, the orc bard can grant 4 temporary hit points to that ally as a free action.
Skill Versatility
The orc bard gains a +1 bonus to untrained skill checks.

Skills Arcana +7, Athletics +7
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

Orc Guardian Druid [Level 2 Controller]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +4; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 17; Fortitude 14, Reflex 13, Will 15
Speed 6

● [m] Scythe (standard) ✦ Weapon
+5 vs. AC; 2d4 + 2 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+4 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the 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; +4 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc druid makes a basic melee attack and spends a healing surge.
○ [R] Frost Flash (standard) ✦ Cold
Ranged 10; +4 vs. Fortitude; 1d6 + 6 cold damage, and the target is immobilized until the end of the orc druid’s next turn.
□ [A] Fires of Life (standard) ✦ Fire, Healing
Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 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 orc druid’s choice within 5 squares of the target regains 8 hit points. Aftereffect: One creature of the orc druid’s choice within 5 squares of the target regains 3 hit points. Miss: Half damage.
Wild Shape (minor) ✦ Polymorph
The orc druid changes from the orc druid’s humanoid form to beast form or vice versa. When the orc druid changes from beast form back to the orc druid’s humanoid form, the orc druid shifts 1 square. While the orc druid is in beast form, the orc druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the orc druid can sustain such powers. The orc druid can use this power once per round.
Barkskin (minor)
The orc druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the orc druid’s next turn.
Running Charge
When the orc druid charges, add 2 to the orc druid’s speed.
Primal Guardian
While the orc druid is not wearing heavy armor, the orc druid can use the orc druid’s Constitution modifier in place of the orc druid’s Dexterity or Intelligence modifier to determine the orc druid’s AC.

Skills Heal +9, Nature +9
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

Orc Predator Druid [Level 2 Controller]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +9; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 15
Speed 7

● [m] Scythe (standard) ✦ Weapon
+5 vs. AC; 2d4 + 2 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+4 vs. Reflex; 1d8 + 3 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; +4 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of the orc druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc druid makes a basic melee attack and spends a healing surge.
○ [M] Darting Bite (standard) ✦ Beast Form
Targets one or two creatures; +4 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the orc druid can shift 2 squares.
□ [C] Savage Frenzy (standard) ✦ Beast Form
Close burst 1; targets visible enemies; +4 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both). Miss: Half damage, and the target is slowed until the end of the orc druid’s next turn.
Wild Shape (minor) ✦ Polymorph
The orc druid changes from the orc druid’s humanoid form to beast form or vice versa. When the orc druid changes from beast form back to the orc druid’s humanoid form, the orc druid shifts 1 square. While the orc druid is in beast form, the orc druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the orc druid can sustain such powers. The orc druid can use this power once per round.
Fleet Pursuit (minor) ✦ Beast Form
Until the end of the encounter, the orc druid gains a +2 power bonus to the orc druid’s speed while the orc druid is in beast form.
Running Charge
When the orc druid charges, add 2 to the orc druid’s speed.
Primal Predator
While the orc druid is not wearing heavy armor, the orc druid gains a +1 bonus to the orc druid’s speed.

Skills Nature +9, 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

Orc Preserving Invoker [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +4; low-light
HP 33; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+4 vs. AC; 1d10 + 1 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +4 vs. Reflex; 1d8 + 3 radiant damage, and the orc invoker slides the target 1 square. The orc invoker can use this power as a ranged basic attack.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc invoker makes a basic melee attack and spends a healing surge.
○ [A] Blades of Astral Fire (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +4 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst gains a +3 power bonus to AC until the end of the orc invoker’s next turn.
□ [C] Binding Invocation of Chains (standard)
Close burst 10; targets enemies; +4 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until the end of the orc 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 orc invoker hits the orc invoker’s ally.
The orc invoker gains a +2 bonus to the orc invoker’s next attack roll against the triggering enemy if that attack occurs before the end of the orc invoker’s next turn.
Running Charge
When the orc invoker charges, add 2 to the orc invoker’s speed.
Covenant of Preservation
When the orc invoker uses a divine encounter or daily attack power on the orc invoker’s turn, the orc invoker can slide an ally within 10 squares of the orc 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

Orc Wrathful Invoker [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +4; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 17; Fortitude 15, Reflex 13, Will 15
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+4 vs. AC; 1d10 + 1 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +4 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +3 radiant damage. The orc invoker can use this power as a ranged basic attack.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc invoker makes a basic melee attack and spends a healing surge.
○ [R] Thunder of Judgment (standard) ✦ Thunder
Ranged 10; targets one, two, or three creatures; +4 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the orc invoker targets only one creature. In addition, the target is dazed until the end of the orc invoker’s next turn and is pushed 3 squares.
□ [R] Purging Flame (standard) ✦ Fire
Ranged 10; +4 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing 5 fire damage (save ends).
○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
When an enemy within 5 squares of the orc invoker hits the orc invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
Shroud of Warning (no action)
When the orc invoker and the orc invoker’s allies roll initiative at the beginning of an encounter.
The orc invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
Running Charge
When the orc invoker charges, add 2 to the orc invoker’s speed.
Covenant of Wrath
When the orc invoker uses a divine encounter or daily attack power on the orc invoker’s turn, the orc invoker gains a bonus to the damage roll equal to 1 for each enemy the orc 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

Orc Bear Shaman [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +9; low-light
HP 40; Bloodied 20
Healing Surges (+10 hp) ○
AC 14; Fortitude 15, Reflex 12, Will 15
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +4 vs. AC; 1d10 + 1 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +4 vs. Will; 1d8 + 3 damage, and each ally adjacent to the orc shaman’s spirit companion gains 3 temporary hit points.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc shaman makes a basic melee attack and spends a healing surge.
○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
Ranged 5; +4 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the orc shaman’s next turn, the orc shaman and the orc shaman’s allies gain 3 resistance to all damage while adjacent to the orc shaman’s spirit companion. In addition, the orc shaman or one ally within 5 squares of the orc shaman gains 3 temporary hit points.
□ [C] Spirit of the Healing Flood (standard) ✦ Healing
Close burst 5; targets enemies; +4 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the orc 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 orc shaman conjures the orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the orc shaman falls unconscious or until the orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the orc shaman takes a move action, the orc shaman can also move the spirit a number of squares equal to the 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 11 damage to the spirit, the spirit disappears, and the orc shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
○○ Healing Spirit (minor) ✦ Healing
The orc shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the orc 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 orc shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the orc shaman’s spirit companion regains 3 hit points.
Running Charge
When the orc shaman charges, add 2 to the orc shaman’s speed.
Protector Spirit
Any ally adjacent to the orc shaman’s spirit companion regains 3 additional hit points when he or she uses second wind or when the orc shaman uses a healing power on him or her.

Skills Nature +9, 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

Orc Panther Shaman [Level 2 Controller (Leader)]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +9; low-light
HP 39; Bloodied 19
Healing Surges (+9 hp) ○
AC 15; Fortitude 14, Reflex 13, Will 15
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +4 vs. AC; 1d10 + 1 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +4 vs. Fortitude; 1d10 + 3 damage, and until the end of the orc shaman’s next turn, the orc shaman’s spirit companion can flank with the orc shaman and the orc shaman’s allies. If the target is bloodied, the orc shaman gains a +1 bonus to the attack roll.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc shaman makes a basic melee attack and spends a healing surge.
○ [R] Twin Panthers (standard)
Ranged 5; two attacks against one or two creatures; +4 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the orc shaman gains a +2 bonus to the attack roll. Hit: Until the end of the orc shaman’s next turn, the orc shaman and the orc shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the orc shaman’s spirit companion.
□ [C] Wrath of the Spirit World (standard) ✦ Psychic
Close burst 2; targets enemies in burst and each enemy adjacent to the orc shaman’s spirit companion; +4 vs. Will; 3d6 + 3 psychic damage, and the orc shaman knocks the target prone. Miss: Half damage.
Call Spirit Companion (minor) ✦ Conjuration
The orc shaman conjures the orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the orc shaman falls unconscious or until the orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the orc shaman takes a move action, the orc shaman can also move the spirit a number of squares equal to the 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 11 damage to the spirit, the spirit disappears, and the orc shaman takes 6 damage. Otherwise, the spirit is unaffected by the attack.
○○ Healing Spirit (minor) ✦ Healing
The orc shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the orc 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 orc 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 orc shaman’s spirit companion without shifting.
Targets triggering enemy; +4 vs. Reflex; 1d10 + 3 damage.
Running Charge
When the orc shaman charges, add 2 to the orc shaman’s speed.
Stalker Spirit
Any ally adjacent to the orc shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.

Skills Nature +9, 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

Orc Chaos Sorcerer [Level 2 Artillery]

Medium natural humanoid [XP 125]

Initiative +3; Senses Perception +1; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 13; Fortitude 13, Reflex 13, Will 16
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +6 vs. AC; 1d4 + 2 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +4 vs. Will; 1d10 + 5 psychic damage and if the 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: +4 vs. Will; 1d6 + 2 psychic damage. If the orc sorcerer rolled an even number for the secondary attack roll, repeat the secondary attack. The orc sorcerer can attack a creature only once with a single use of this power.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc sorcerer makes a basic melee attack and spends a healing surge.
○ [C] Bedeviling Burst (standard) ✦ Psychic
Close burst 3; targets one or two creatures; +4 vs. Will; 1d10 + 5 psychic damage, and the target is pushed 2 squares. If the orc sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
□ [R] Dazzling Ray (standard) ✦ Radiant
Ranged 10; +4 vs. Will; 6d6 + 5 radiant damage and if the orc sorcerer rolled an even number on the attack roll, the target takes a -2 penalty to attack rolls against the orc sorcerer (save ends). Miss: Half damage.
Stretch Spell (minor)
Until the end of the orc sorcerer’s turn, add +2 to the range of the orc sorcerer’s ranged arcane powers.
Running Charge
When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
Chaos Power
The orc sorcerer gains a +2 bonus to the damage rolls of arcane powers.
Unfettered Power
When the orc sorcerer rolls a natural 20 on an attack roll for an arcane power, the orc sorcerer slides the target 1 square and knock it prone after applying the attack’s other effects. When the orc sorcerer rolls a natural 1 on an attack roll for an arcane power, the orc sorcerer must push each creature within 5 squares of the orc 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

Orc Dragon Sorcerer [Level 2 Skirmisher]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +1; low-light
HP 38; Bloodied 19
Healing Surges (+9 hp) ○
AC 14; Fortitude 14, Reflex 12, Will 16
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+6 vs. AC; 1d8 + 3 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +4 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the orc sorcerer with a melee attack before the end of the orc sorcerer’s next turn takes 3 fire damage.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc sorcerer makes a basic melee attack and spends a healing surge.
○ [C] Tempest Breath (standard) ✦ Acid
Close blast 3; +4 vs. Reflex; 2d6 + 6 acid damage, and the target can’t gain combat advantage against any creature until the end of the orc sorcerer’s next turn. The orc sorcerer gains concealment until the end of the orc sorcerer’s next turn.
□ [C] Lightning Breath (standard) ✦ Lightning
Close blast 3; +4 vs. Reflex; 3d8 + 6 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the orc sorcerer’s next turn, whenever an enemy hits the orc sorcerer with a melee attack, the orc sorcerer pushes that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
Dragonflame Mantle (immediate interrupt) ✦ Fire
When the orc sorcerer is hit by an attack.
Until the end of the orc sorcerer’s next turn, the orc sorcerer gains a +1 power bonus to all defenses, and any creature that hits the orc sorcerer with a melee attack takes 1d6 + 3 fire damage.
Running Charge
When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
Draconic Power
The orc sorcerer gains a +3 bonus to the damage rolls of arcane powers.
Draconic Resilience
While the orc sorcerer is not wearing heavy armor, the orc sorcerer can use the orc sorcerer’s Strength modifier in place of the orc sorcerer’s Dexterity or Intelligence modifier to determine the orc sorcerer’s AC.

Skills Arcana +6, Athletics +9
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

Orc Earth Warden [Level 2 Brute]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +7; low-light
HP 46; Bloodied 23
Healing Surges (+11 hp) ○
AC 19; Fortitude 16, Reflex 14, Will 13
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+7 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+7 vs. AC; 1d10 + 4 damage, and the orc warden gains a +1 power bonus to AC until the end of the orc warden’s next turn.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc warden makes a basic melee attack and spends a healing surge.
○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
+7 vs. AC; 1d10 + 4 thunder damage, and the orc warden pushes the target 3 squares. Make a secondary attack. Secondary Attack: Close blast 3; +7 vs. Fortitude; 1d6 thunder damage, and the orc warden pushes the secondary target 1 square.
Nature’s Abundance (standard) ✦ Zone
Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The orc warden and the orc warden’s allies have cover while within the zone.
Form of the Willow Sentinel (minor) ✦ Polymorph
The orc warden assumes the guardian form of the willow sentinel until the end of the encounter. While the orc warden is in this form, the orc warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude while adjacent to the orc warden. Once during this encounter, the orc warden can make the following attack while the orc warden is in this form as an immediate interrupt when an enemy adjacent to the orc warden makes an attack roll against the orc warden’s ally.
Secondary Attack: Targets the triggering enemy; +7 vs. AC; 1d10 + 4 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 orc warden that is within 5 squares of the orc warden makes an attack that does not include the orc warden as a target.
Targets the triggering enemy; The orc warden slides the target 1 square. The target is slowed and cannot shift until the end of its turn.
Running Charge
When the orc warden charges, add 2 to the orc warden’s speed.
Earthstrength
When the orc warden uses the orc warden’s second wind, the orc warden gains an additional +3 bonus to AC. The bonus lasts until the end of the orc warden’s next turn.
Font of Life
At the start of the orc warden’s turn, the 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 orc warden on the orc warden’s current turn. If the orc warden fails the saving throw, the orc warden still makes a saving throw against the effect at the end of the orc warden’s turn.
Nature’s Wrath
Once during each of the orc warden’s turns, the orc warden can mark each adjacent enemy as a free action. This mark lasts until the end of the orc warden’s next turn.

Skills Athletics +7, 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

Orc Wild Warden [Level 2 Brute]

Medium natural humanoid [XP 125]

Initiative +2; Senses Perception +8; low-light
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 16, Reflex 12, Will 14
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 4 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+7 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the orc warden’s next turn.
○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
The orc warden makes a basic melee attack and spends a healing surge.
○ [M] Wildblood Frenzy (standard) ✦ Weapon
Two attacks against one or two targets; +7 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
Eyes of the Hawk (minor)
The orc warden makes a Perception check with a +10 power bonus.
Form of the Relentless Panther (minor) ✦ Polymorph
The orc warden assumes the guardian form of the relentless panther until the end of the encounter. While the orc warden is in this form, the orc warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the orc warden. In addition, the orc warden can shift 2 squares as a move action. Once during this encounter, the orc warden can make the following attack while the orc warden is in this form as a standard action.
Secondary Attack: Before the attack, the orc warden shifts the orc warden’s speed; +7 vs. Reflex; 2d12 + 4 damage (crit 28 + 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 orc warden makes an attack that does not include the orc warden as a target.
Targets the triggering enemy; +7 vs. Fortitude; 1d12 + 4 damage (crit 16 + 1d12), and the target grants combat advantage to the orc warden and the orc warden’s allies until the end of the orc warden’s next turn.
Running Charge
When the orc warden charges, add 2 to the orc warden’s speed.
Wildblood
When the orc warden uses the orc warden’s second wind, each enemy marked by the orc warden takes an additional -2 penalty to attack rolls for attacks that don’t include the orc warden as a target, until the end of the orc warden’s next turn.
Font of Life
At the start of the orc warden’s turn, the 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 orc warden on the orc warden’s current turn. If the orc warden fails the saving throw, the orc warden still makes a saving throw against the effect at the end of the orc warden’s turn.
Nature’s Wrath
Once during each of the orc warden’s turns, the orc warden can mark each adjacent enemy as a free action. This mark lasts until the end of the orc warden’s next turn.

Skills Athletics +9, 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.