Warforged NPCs [Level 1]
Warforged Battle Cleric [Level 1 Controller (Leader)]
Medium natural humanoid (living construct) [XP 100]
Initiative +0; Senses Perception +2
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 10, Will 14
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +6 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 warforged cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 4 thunder damage, and the target is dazed until the end of the warforged cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +6 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.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 3 temporary hit points.
- ○○ Healing Word (minor) ✦ Healing
- The warforged 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 warforged cleric gains a +1 bonus to the warforged cleric’s next attack roll or saving throw before the end of the warforged
cleric’s next turn.
Skills Heal +7, Religion +5
Str 18 (+4); Dex 11 (+0); Wis 14 (+2);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Devoted Cleric [Level 1 Controller (Leader)]
Medium natural humanoid (living construct) [XP 100]
Initiative +0; Senses Perception +3
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 10, Will 15
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 2 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the warforged cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +3 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 warforged cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the warforged cleric’s attacks
(save ends). Miss: Half damage, and the target gains no vulnerability.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 3 temporary hit points.
- ○○ Healing Word (minor) ✦ Healing
- The warforged 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 warforged cleric gains a +1 bonus to the warforged cleric’s next attack roll or saving throw before the end of the warforged
cleric’s next turn.
Skills Heal +8, Religion +5
Str 15 (+2); Dex 11 (+0); Wis 16 (+3);
Con 14 (+2); Int 10 (+0); Cha 14 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Greatweapon Fighter [Level 1 Soldier]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +1
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 16, Reflex 11, Will 11
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 4 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +6 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and the target is slowed and cannot shift until end of the warforged fighter’s
next turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +6 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: The power is not expended.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 3 temporary hit points.
- Combat Challenge
- Every time the warforged fighter attacks an enemy, the warforged fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the warforged fighter’s next turn. If the marked creature makes an attack that doesn’t
include the warforged fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the warforged fighter and shifts or makes an attack that does not include the warforged fighter, the warforged
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +9, Intimidate +5
Str 18 (+4); Dex 13 (+1); Wis 12 (+1);
Con 16 (+3); Int 10 (+0); Cha 11 (+0)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Warforged Guardian Fighter [Level 1 Soldier]
Medium natural humanoid (living construct) [XP 100]
Initiative +2; Senses Perception +1
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 19; Fortitude 16, Reflex 14, Will 11
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+7 vs. AC; 1d8 + 4 damage, and the target is pushed 1 square if it is the warforged fighter’s size, smaller than the warforged
fighter, or one size category larger. The warforged fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +7 vs. AC; 2d8 + 4 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +7 vs. AC; 2d8 + 4 damage, and the warforged fighter can spend a healing surge. Miss: The power is not expended.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 3 temporary hit points.
- Combat Challenge
- Every time the warforged fighter attacks an enemy, the warforged fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the warforged fighter’s next turn. If the marked creature makes an attack that doesn’t
include the warforged fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the warforged fighter and shifts or makes an attack that does not include the warforged fighter, the warforged
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +6, Intimidate +5
Str 18 (+4); Dex 14 (+2); Wis 12 (+1);
Con 15 (+2); Int 10 (+0); Cha 11 (+0)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Avenging Paladin [Level 1 Soldier]
Medium natural humanoid (living construct) [XP 100]
Initiative +0; Senses Perception +1
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 18; Fortitude 15, Reflex 11, Will 13
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +7 vs. AC; 1d10 + 4 radiant damage. If the warforged paladin has marked the target, the warforged paladin gains a +1 bonus
to the damage roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +7 vs. AC; 2d10 + 5 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +7 vs. AC; 3d10 + 4 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- ● Divine Challenge (minor) ✦ Radiant
- The warforged paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
warforged 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 warforged 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 warforged paladin challenges another target. Divine Challenge
can only be used once per round.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged paladin gains 3 temporary hit points.
- □ Lay on Hands (minor) ✦ Healing
- The warforged paladin spends a healing surge but regains no hit points. Instead, one creature touched by the warforged paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
Skills Intimidate +7, Religion +5
Str 18 (+4); Dex 11 (+0); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 14 (+2)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Warforged Protecting Paladin [Level 1 Soldier]
Medium natural humanoid (living construct) [XP 100]
Initiative +0; Senses Perception +1
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 20; Fortitude 14, Reflex 13, Will 14
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the warforged paladin gains 1 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage. Hit or Miss: Until the end of the warforged paladin’s next turn, one ally within 5 squares
of the warforged paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +3 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 warforged paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The warforged paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
warforged 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 warforged 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 warforged paladin challenges another target. Divine Challenge
can only be used once per round.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged paladin gains 3 temporary hit points.
- □ Lay on Hands (minor) ✦ Healing
- The warforged paladin spends a healing surge but regains no hit points. Instead, one creature touched by the warforged paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
Skills Intimidate +8, Religion +5
Str 16 (+3); Dex 11 (+0); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 16 (+3)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Archer Ranger [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +3; Senses Perception +6
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 11
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +6/+6 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The warforged ranger can shift 2 squares either before or after the attack.
Longsword: +6 vs. AC; 2d8 + 3 damage.
Longbow: Ranged 20/40; +5 vs. AC; 2d10 + 3 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +5 vs. AC; 2d10 + 3 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The warforged ranger can designate the nearest visible enemy as the warforged ranger’s quarry. Once per round when hitting
this quarry, the warforged ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter
or until the warforged ranger designates a different target as the quarry. The warforged ranger can only designate one enemy
as quarry at a time.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged ranger gains 3 temporary hit points.
- Archer Fighting Style
- The warforged ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The warforged ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +6, Stealth +7
Str 16 (+3); Dex 16 (+3); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Warforged Two-Blade Ranger [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +2; Senses Perception +6
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 15; Fortitude 15, Reflex 13, Will 11
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +4 vs. AC; 1d10 + 2 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +7/+7 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +4 vs. AC (twice); 1d10 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +7 vs. AC; 1d8 + 4 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +7 vs. AC; 2d8 + 4 damage.
Longsword (off hand):
+7 vs. AC; 2d8 + 4 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The warforged ranger can designate the nearest visible enemy as the warforged ranger’s quarry. Once per round when hitting
this quarry, the warforged ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter
or until the warforged ranger designates a different target as the quarry. The warforged ranger can only designate one enemy
as quarry at a time.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged ranger gains 3 temporary hit points.
- Two-Blade Fighting Style
- The warforged ranger can wield a one-handed weapon in the warforged ranger’s off hand as if it were an off-hand weapon. In
addition, the warforged ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The warforged ranger gains an additional +5 hit points.
Skills Nature +6, Perception +6
Str 18 (+4); Dex 14 (+2); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Warforged Brawny Rogue [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +3; Senses Perception +0
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 13, Reflex 15, Will 11
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 3 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +6 vs. AC; 1d6 + 3 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +6 vs. Reflex; 1d6 + 3 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +6 vs. AC; 2d6 + 3 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +6 vs. AC; 2d6 + 3 damage.
Shuriken: Ranged 6/12; +6 vs. AC; 2d6 + 3 damage.
Hit:
The target is slowed and grants combat advantage to the warforged rogue (save ends both). Miss: Half damage, and the
target grants combat advantage to the warforged rogue until the end of the warforged rogue’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 3 temporary hit points.
- First Strike
- At the start of an encounter, the warforged rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the warforged rogue’s weapon damage die increases by one size. When wielding a dagger, the warforged
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the warforged rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the warforged rogue deals an extra 2d6 damage.
Skills Acrobatics +8, Thievery +8
Str 16 (+3); Dex 16 (+3); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Warforged Trickster Rogue [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +3; Senses Perception +5
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 15, Will 12
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +6 vs. AC; 1d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
The warforged rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +6 vs. Reflex; 2d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +5 vs. Reflex; 2d6 + 3 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +6 vs. AC; 3d6 + 3 damage.
Hand Crossbow: Ranged 10/20; +5 vs. AC; 3d6 + 3 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the warforged rogue
hits the target the warforged rogue slides it 1 square.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 3 temporary hit points.
- First Strike
- At the start of an encounter, the warforged rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the warforged rogue’s weapon damage die increases by one size. When wielding a dagger, the warforged
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the warforged rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the warforged rogue deals an extra 2d6 damage.
Skills Stealth +8, Thievery +8
Str 15 (+2); Dex 16 (+3); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 14 (+2)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Warforged Fey-Pact Warlock [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +0; Senses Perception +1
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 13, Will 14
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the warforged warlock is invisible to the target until the start of the
warforged warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –4 penalty to attack rolls until the end of the warforged
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ● Warlock’s Curse (minor)
- The warforged warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
warforged 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 warforged warlock can only curse one target per turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlock gains 3 temporary hit points.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock can immediately teleport 3 squares.
Skills Arcana +7, Bluff +8
Str 12 (+1); Dex 11 (+0); Wis 12 (+1);
Con 15 (+2); Int 14 (+2); Cha 16 (+3)
Equipment leather armor, spear
-1 Level / +1 Level
Warforged Infernal-Pact Warlock [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +0
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 14; Fortitude 14, Reflex 13, Will 12
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d6 + 4 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s
next turn, the target takes an extra 1d6 + 4 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +4 vs. Will; 2d8 + 4 necrotic damage, and the warforged warlock gains 7 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 3d10 + 4 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The warforged warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
warforged 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 warforged warlock can only curse one target per turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlock gains 3 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains 1 temporary hit points.
Skills Arcana +7, Intimidate +6
Str 12 (+1); Dex 12 (+1); Wis 11 (+0);
Con 18 (+4); Int 14 (+2); Cha 13 (+1)
Equipment leather armor, mace
-1 Level / +1 Level
Warforged Star-Pact Warlock [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +0
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 13; Fortitude 14, Reflex 12, Will 13
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +3 vs. AC; 1d6 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the warforged warlock on its next turn,
it takes an extra 1d6 + 4 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +2 vs. Will; 2d8 + 2 psychic damage, and the target takes a –2 penalty to Will defense until the end of the warforged
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +2 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the warforged warlock’s next
turn. Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ● Warlock’s Curse (minor)
- The warforged warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
warforged 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 warforged warlock can only curse one target per turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlock gains 3 temporary hit points.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains a +1 bonus to a single d20 roll the warforged warlock makes during the warforged warlock’s next
turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Skills Arcana +6, Insight +5
Str 12 (+1); Dex 12 (+1); Wis 11 (+0);
Con 18 (+4); Int 13 (+1); Cha 14 (+2)
Equipment leather armor, sickle
-1 Level / +1 Level
Warforged Inspiring Warlord [Level 1 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 100]
Initiative +2; Senses Perception +0
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 15, Reflex 11, Will 13
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +6 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +6 vs. Fortitude; 4 damage, and choose one ally adjacent to either the warforged 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] Guarding Attack (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 4 damage, and one ally adjacent to either the warforged warlord or the target gains a +3 power bonus to
AC against the target’s attacks until the end of the warforged warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +6 vs. AC; 3d10 + 4 damage, and allies within 5 squares of the warforged warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the warforged warlord gains 7 temporary hit points.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 3 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The warforged 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.
- Inspiring Presence
- When an ally who can see the warforged warlord spends an action point to take an extra action, that ally also regains 2 lost
hit points.
- Combat Leader
- The warforged warlord and each ally within 10 squares who can see and hear the warforged warlord gains a +2 power bonus to
initiative.
Skills Heal +5, History +6
Str 18 (+4); Dex 11 (+0); Wis 10 (+0);
Con 14 (+2); Int 13 (+1); Cha 14 (+2)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Warforged Tactical Warlord [Level 1 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 100]
Initiative +2; Senses Perception +0
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 12
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 4 damage. Before the warforged warlord attacks, one ally adjacent to either the warforged warlord or the
target may shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +7 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 warforged warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +7 vs. AC; 3d8 + 4 damage, and the warforged 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.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 3 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The warforged 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.
- Tactical Presence
- When an ally the warforged 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 warforged warlord and each ally within 10 squares who can see and hear the warforged warlord gains a +2 power bonus to
initiative.
Skills Heal +5, History +7
Str 18 (+4); Dex 11 (+0); Wis 10 (+0);
Con 14 (+2); Int 14 (+2); Cha 13 (+1)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Warforged Control Wizard [Level 1 Artillery]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +2
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 14
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the warforged wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +3 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 warforged wizard’s next turn. The warforged wizard can end this effect as a
minor action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +3 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).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 3 temporary hit points.
- ○ Orb of Imposition (free)
- The warforged wizard can choose one creature suffering from one of the warforged 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 warforged
wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the warforged wizard’s current
turn, so that it lasts instead until the end of the warforged wizard’s next turn.
Skills Arcana +8, Insight +7
Str 12 (+1); Dex 13 (+1); Wis 14 (+2);
Con 14 (+2); Int 16 (+3); Cha 11 (+0)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Warforged War Wizard [Level 1 Artillery]
Medium natural humanoid (living construct) [XP 100]
Initiative +2; Senses Perception +1
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 13
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +3 vs. Reflex; 2d6 + 3 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +3 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: +3 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.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 3 temporary hit points.
- ○ Wand of Accuracy (free)
- The warforged wizard gains a +2 bonus to a single attack roll.
Skills Arcana +8, History +8
Str 12 (+1); Dex 14 (+2); Wis 13 (+1);
Con 14 (+2); Int 16 (+3); Cha 11 (+0)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Warforged Isolating Avenger [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +0; Senses Perception +3
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 2 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the warforged avenger shifts 1 square, sliding the target 1 square into the space the warforged
avenger occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 damage, and until the end of the warforged avenger’s next turn, any enemy that ends its turn adjacent
to the warforged avenger or that hits or misses the warforged avenger takes 7 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +6 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 warforged 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 warforged avenger can see in within 10 squares. When the warforged avenger makes a melee attack against
the target and the target is the only enemy adjacent to the warforged avenger, the warforged 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 warforged avenger regains the use of this power.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged avenger gains 3 temporary hit points.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the warforged avenger makes an attack roll against the warforged avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Censure of Retribution
- When any enemy other than the warforged avenger’s oath of enmity target hits the warforged avenger, the warforged avenger
gains a +2 bonus to damage rolls against the warforged avenger’s oath of enmity target until the end of the warforged avenger’s
next turn. This bonus is cumulative.
- Armor of Faith
- The favor of the warforged avenger’s deity wards the warforged avenger from harm. While the warforged avenger is neither wearing
heavy armor nor using a shield, the warforged avenger gains a +3 bonus to AC.
Skills Athletics +7, Religion +7
Str 15 (+2); Dex 11 (+0); Wis 16 (+3);
Con 14 (+2); Int 14 (+2); Cha 10 (+0)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Warforged Pursuing Avenger [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +2; Senses Perception +3
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 2 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +4 vs. AC; 1d8 + 2 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and if the target doesn’t end its next turn adjacent to the warforged avenger, the warforged avenger
can shift 3 squares as a free action. The warforged avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage. Before the attack, the warforged avenger shifts 3 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +6 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 warforged avenger at the start of the warforged avenger’s turn, the warforged avenger can
teleport to a space within 3 squares of it as a minor action. This effect ends if the warforged avenger ends the warforged
avenger’s turn more than 3 squares away from the target.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the warforged avenger can see in within 10 squares. When the warforged avenger makes a melee attack against
the target and the target is the only enemy adjacent to the warforged avenger, the warforged 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 warforged avenger regains the use of this power.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged avenger gains 3 temporary hit points.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the warforged avenger makes an attack roll against the warforged avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Censure of Pursuit
- If the warforged avenger’s oath of enmity target moves away from the warforged avenger willingly, the warforged avenger gains
a +4 bonus to damage rolls against the target until the end of the warforged avenger’s next turn.
- Armor of Faith
- The favor of the warforged avenger’s deity wards the warforged avenger from harm. While the warforged avenger is neither wearing
heavy armor nor using a shield, the warforged avenger gains a +3 bonus to AC.
Skills Religion +5, Stealth +7
Str 15 (+2); Dex 14 (+2); Wis 16 (+3);
Con 14 (+2); Int 11 (+0); Cha 10 (+0)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Warforged Rageblood Barbarian [Level 1 Brute]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +5
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 15; Fortitude 16, Reflex 12, Will 11
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 1d12). Hit or Miss: Until the start of the warforged barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the warforged barbarian. If the warforged barbarian is raging, attackers
do not gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +6 vs. AC; 3d12 + 7 damage (crit 43 + 1d12). Hit or Miss: Until the start of the warforged barbarian’s next turn, any
attacker gains a +4 bonus to attack rolls against the warforged barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +6 vs. AC; 3d12 + 4 damage (crit 40 + 1d12). Miss: Half damage. Hit or Miss: The warforged barbarian enters
the rage of the bloodhunt. Until the rage ends, the warforged barbarian gains a +3 bonus to melee damage rolls if either the
warforged barbarian or the warforged barbarian’s target is bloodied.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 3 temporary hit points.
- ○ Swift Charge (free)
- When the warforged barbarian’s attack reduces an enemy to 0 hit points.
The warforged barbarian charges an enemy.
- Rageblood Vigor
- Whenever the warforged barbarian’s attack reduces an enemy to 0 hit points, the warforged barbarian gains 3 temporary hit
points.
- Barbarian Agility
- While the warforged barbarian is not wearing heavy armor, the warforged barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +5
Str 18 (+4); Dex 12 (+1); Wis 11 (+0);
Con 16 (+3); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Thaneborn Barbarian [Level 1 Brute]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +5
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 15; Fortitude 16, Reflex 12, Will 12
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+6 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 1d12). When charging, the warforged barbarian can use this power in place of a
melee basic attack. If the warforged barbarian is raging, the warforged barbarian can move 2 extra squares as part of the
charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +6 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 1d12). If the warforged barbarian targets two creatures,
the warforged barbarian can shift 2 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +6 vs. Reflex; 1d12 + 4 damage (crit 16 + 1d12), and the warforged barbarian knocks
the target prone. Miss: Half damage. Hit or Miss: The warforged barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the warforged barbarian hits, the warforged barbarian gains 4 temporary hit points.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 3 temporary hit points.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the warforged 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 warforged barbarian’s next turn.
- Thaneborn Triumph
- Whenever the warforged barbarian bloodies an enemy, the next attack by the warforged barbarian or an ally against that enemy
gains a +2 bonus to the attack roll.
- Barbarian Agility
- While the warforged barbarian is not wearing heavy armor, the warforged barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +8, Perception +5
Str 18 (+4); Dex 12 (+1); Wis 11 (+0);
Con 15 (+2); Int 10 (+0); Cha 14 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Cunning Bard [Level 1 Controller (Leader)]
Medium natural humanoid (living construct) [XP 100]
Initiative +0; Senses Perception +5
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 14
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the warforged
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +3 vs. Will; 1d6 + 3 damage, and the warforged bard slides the target 3 squares. During the slide, the warforged
bard or one of the warforged 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; +3 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.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 3 temporary hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The warforged 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 warforged bard can also slide the target 1 square.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the warforged bard, the warforged bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The warforged bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Bluff +8
Str 14 (+2); Dex 11 (+0); Wis 10 (+0);
Con 15 (+2); Int 14 (+2); Cha 16 (+3)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Warforged Valorous Bard [Level 1 Controller (Leader)]
Medium natural humanoid (living construct) [XP 100]
Initiative +0; Senses Perception +5
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 13, Reflex 13, Will 14
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the target takes a –2 penalty to the defense of the warforged bard’s choice until the end of
the warforged bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +3 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 3 squares. Hit or Miss:
The warforged bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and the target grants combat advantage to the warforged bard and the warforged bard’s allies (save
ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the warforged bard hits an enemy,
that enemy grants combat advantage to the warforged bard and the warforged bard’s allies until the end of the warforged bard’s
next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 3 temporary hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The warforged 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 warforged bard can also slide the target 1 square.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the warforged bard reduces an enemy to 0 hit points or bloodies an enemy,
the warforged bard can grant 4 temporary hit points to that ally as a free action.
- Skill Versatility
- The warforged bard gains a +1 bonus to untrained skill checks.
Skills Arcana +6, Athletics +6
Str 14 (+2); Dex 11 (+0); Wis 10 (+0);
Con 16 (+3); Int 13 (+1); Cha 16 (+3)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Warforged Guardian Druid [Level 1 Controller]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +3
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 13, Reflex 12, Will 14
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 2 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the warforged druid’s next turn. This power can be
used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 6 cold damage, and the target is immobilized until the end of the warforged druid’s next
turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +3 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 warforged druid’s choice within
5 squares of the target regains 8 hit points. Aftereffect: One creature of the warforged druid’s choice within 5 squares
of the target regains 3 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The warforged druid changes from the warforged druid’s humanoid form to beast form or vice versa. When the warforged druid
changes from beast form back to the warforged druid’s humanoid form, the warforged druid shifts 1 square. While the warforged
druid is in beast form, the warforged druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the warforged druid can sustain such powers. The warforged druid can use this power once per round.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged druid gains 3 temporary hit points.
- Primal Guardian
- While the warforged druid is not wearing heavy armor, the warforged druid can use the warforged druid’s Constitution modifier
in place of the warforged druid’s Dexterity or Intelligence modifier to determine the warforged druid’s AC.
Skills Heal +8, Nature +8
Str 14 (+2); Dex 13 (+1); Wis 16 (+3);
Con 16 (+3); Int 11 (+0); Cha 10 (+0)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Predator Druid [Level 1 Controller]
Medium natural humanoid (living construct) [XP 100]
Initiative +2; Senses Perception +8
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 12, Reflex 13, Will 14
Saving Throws +2 against ongoing damage
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +4 vs. AC; 2d4 + 2 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +3 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; +3 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the warforged druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +3 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the warforged druid can
shift 2 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +3 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 warforged druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The warforged druid changes from the warforged druid’s humanoid form to beast form or vice versa. When the warforged druid
changes from beast form back to the warforged druid’s humanoid form, the warforged druid shifts 1 square. While the warforged
druid is in beast form, the warforged druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the warforged druid can sustain such powers. The warforged druid can use this power once per round.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged druid gains 3 temporary hit points.
- Primal Predator
- While the warforged druid is not wearing heavy armor, the warforged druid gains a +1 bonus to the warforged druid’s speed.
Skills Nature +8, Perception +8
Str 14 (+2); Dex 14 (+2); Wis 16 (+3);
Con 15 (+2); Int 11 (+0); Cha 10 (+0)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Preserving Invoker [Level 1 Artillery]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +3
HP 27; Bloodied 13
Healing Surges (+6 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 + 1 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +3 vs. Reflex; 1d8 + 3 radiant damage, and the warforged invoker slides the target 1 square. The warforged invoker
can use this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +3 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 warforged invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +3 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the warforged invoker’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 3 temporary hit points.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the warforged invoker hits the warforged invoker’s ally.
The warforged invoker gains a +2 bonus to the warforged invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the warforged invoker’s next turn.
- Covenant of Preservation
- When the warforged invoker uses a divine encounter or daily attack power on the warforged invoker’s turn, the warforged invoker
can slide an ally within 10 squares of the warforged invoker 1 square.
Skills Arcana +7, Religion +7
Str 12 (+1); Dex 12 (+1); Wis 16 (+3);
Con 15 (+2); Int 14 (+2); Cha 11 (+0)
Equipment hide armor, morningstar
-1 Level / +1 Level
Warforged Wrathful Invoker [Level 1 Artillery]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +3
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 12, Will 14
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 + 1 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The warforged invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +3 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
warforged invoker targets only one creature. In addition, the target is dazed until the end of the warforged invoker’s next
turn and is pushed 3 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 3 temporary hit points.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the warforged invoker hits the warforged invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
- Covenant of Wrath
- When the warforged invoker uses a divine encounter or daily attack power on the warforged invoker’s turn, the warforged invoker
gains a bonus to the damage roll equal to 1 for each enemy the warforged invoker attacks with the power.
Skills Endurance +9, Religion +6
Str 12 (+1); Dex 12 (+1); Wis 16 (+3);
Con 16 (+3); Int 13 (+1); Cha 11 (+0)
Equipment chainmail, morningstar
-1 Level / +1 Level
Warforged Bear Shaman [Level 1 Controller (Leader)]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +8
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 13; Fortitude 14, Reflex 11, Will 14
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 + 1 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Will; 1d8 + 3 damage, and each ally adjacent to the warforged shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +3 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the warforged shaman’s next turn, the warforged shaman
and the warforged shaman’s allies gain 3 resistance to all damage while adjacent to the warforged shaman’s spirit companion.
In addition, the warforged shaman or one ally within 5 squares of the warforged shaman gains 3 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +3 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the warforged 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.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The warforged shaman conjures the warforged shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the warforged shaman falls unconscious or until the warforged shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the warforged shaman takes a move action, the
warforged shaman can also move the spirit a number of squares equal to the warforged 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 10 damage to
the spirit, the spirit disappears, and the warforged shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 3 temporary hit points.
- ○○ Healing Spirit (minor) ✦ Healing
- The warforged shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
warforged 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 warforged shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the warforged shaman’s
spirit companion regains 3 hit points.
- Protector Spirit
- Any ally adjacent to the warforged shaman’s spirit companion regains 3 additional hit points when he or she uses second wind
or when the warforged shaman uses a healing power on him or her.
Skills Nature +8, Perception +8
Str 13 (+1); Dex 12 (+1); Wis 16 (+3);
Con 16 (+3); Int 13 (+1); Cha 10 (+0)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Panther Shaman [Level 1 Controller (Leader)]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +8
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 13, Reflex 12, Will 14
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +3 vs. AC; 1d10 + 1 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Fortitude; 1d10 + 3 damage, and until the end of the warforged shaman’s next turn, the warforged shaman’s
spirit companion can flank with the warforged shaman and the warforged shaman’s allies. If the target is bloodied, the warforged
shaman gains a +1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +3 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the warforged
shaman gains a +2 bonus to the attack roll. Hit: Until the end of the warforged shaman’s next turn, the warforged shaman
and the warforged shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the warforged
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 warforged shaman’s spirit companion; +3 vs. Will; 3d6
+ 3 psychic damage, and the warforged shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The warforged shaman conjures the warforged shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the warforged shaman falls unconscious or until the warforged shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the warforged shaman takes a move action, the
warforged shaman can also move the spirit a number of squares equal to the warforged 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 10 damage to
the spirit, the spirit disappears, and the warforged shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 3 temporary hit points.
- ○○ Healing Spirit (minor) ✦ Healing
- The warforged shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
warforged shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the warforged shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 1d10 + 3 damage.
- Stalker Spirit
- Any ally adjacent to the warforged shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +8, Perception +8
Str 13 (+1); Dex 12 (+1); Wis 16 (+3);
Con 15 (+2); Int 14 (+2); Cha 10 (+0)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Chaos Sorcerer [Level 1 Artillery]
Medium natural humanoid (living construct) [XP 100]
Initiative +2; Senses Perception +0
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 12; Fortitude 12, Reflex 12, Will 15
Saving Throws +2 against ongoing damage
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d4 + 2 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +3 vs. Will; 1d10 + 5 psychic damage and if the warforged 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:
+3 vs. Will; 1d6 + 2 psychic damage. If the warforged sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The warforged sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +3 vs. Will; 1d10 + 5 psychic damage, and the target is pushed 2 squares. If
the warforged sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 6d6 + 5 radiant damage and if the warforged sorcerer rolled an even number on the attack roll, the
target takes a -2 penalty to attack rolls against the warforged sorcerer (save ends). Miss: Half damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 3 temporary hit points.
- Chaos Power
- The warforged sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the warforged sorcerer rolls a natural 20 on an attack roll for an arcane power, the warforged sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the warforged sorcerer rolls a natural 1 on
an attack roll for an arcane power, the warforged sorcerer must push each creature within 5 squares of the warforged sorcerer
1 square.
Skills Arcana +5, Bluff +8
Str 15 (+2); Dex 14 (+2); Wis 10 (+0);
Con 14 (+2); Int 11 (+0); Cha 16 (+3)
Equipment cloth armor, dagger
-1 Level / +1 Level
Warforged Dragon Sorcerer [Level 1 Skirmisher]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +0
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 13; Fortitude 13, Reflex 11, Will 15
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +3 vs. Reflex; 1d8 + 6 fire damage. The next enemy that hits the warforged sorcerer with a melee attack before
the end of the warforged sorcerer’s next turn takes 3 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +3 vs. Reflex; 2d6 + 6 acid damage, and the target can’t gain combat advantage against any creature until the
end of the warforged sorcerer’s next turn. The warforged sorcerer gains concealment until the end of the warforged sorcerer’s
next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +3 vs. Reflex; 3d8 + 6 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
warforged sorcerer’s next turn, whenever an enemy hits the warforged sorcerer with a melee attack, the warforged sorcerer
pushes that enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 3 temporary hit points.
- Draconic Power
- The warforged sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the warforged sorcerer is not wearing heavy armor, the warforged sorcerer can use the warforged sorcerer’s Strength
modifier in place of the warforged sorcerer’s Dexterity or Intelligence modifier to determine the warforged sorcerer’s AC.
Skills Arcana +5, Athletics +8
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 14 (+2); Int 11 (+0); Cha 16 (+3)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Warforged Earth Warden [Level 1 Brute]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +6
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 15, Reflex 13, Will 12
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 4 damage, and the warforged warden gains a +1 power bonus to AC until the end of the warforged warden’s
next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +6 vs. AC; 1d10 + 4 thunder damage, and the warforged warden pushes the target 3 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +6 vs. Fortitude; 1d6 thunder damage, and the warforged warden pushes the secondary target 1 square.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 3 temporary hit points.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The warforged warden assumes the guardian form of the willow sentinel until the end of the encounter. While the warforged
warden is in this form, the warforged warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power
bonus to Fortitude while adjacent to the warforged warden. Once during this encounter, the warforged warden can make the following
attack while the warforged warden is in this form as an immediate interrupt when an enemy adjacent to the warforged warden
makes an attack roll against the warforged warden’s ally.
Secondary Attack: Targets the triggering enemy; +6
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 warforged warden that is within 5 squares of the warforged warden makes an attack that does
not include the warforged warden as a target.
Targets the triggering enemy; The warforged warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Earthstrength
- When the warforged warden uses the warforged warden’s second wind, the warforged warden gains an additional +3 bonus to AC.
The bonus lasts until the end of the warforged warden’s next turn.
- Font of Life
- At the start of the warforged warden’s turn, the warforged 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 warforged warden on the warforged warden’s current
turn. If the warforged warden fails the saving throw, the warforged warden still makes a saving throw against the effect at
the end of the warforged warden’s turn.
- Nature’s Wrath
- Once during each of the warforged warden’s turns, the warforged warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the warforged warden’s next turn.
Skills Athletics +6, Perception +6
Str 18 (+4); Dex 12 (+1); Wis 13 (+1);
Con 16 (+3); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Warforged Wild Warden [Level 1 Brute]
Medium natural humanoid (living construct) [XP 100]
Initiative +1; Senses Perception +7
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 15; Fortitude 15, Reflex 11, Will 13
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +6 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the warforged warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +6 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 3 temporary hit points.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The warforged warden assumes the guardian form of the relentless panther until the end of the encounter. While the warforged
warden is in this form, the warforged warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked
by the warforged warden. In addition, the warforged warden can shift 2 squares as a move action. Once during this encounter,
the warforged warden can make the following attack while the warforged warden is in this form as a standard action.
Secondary Attack: Before the attack, the warforged warden shifts the warforged warden’s speed; +6 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 warforged warden makes an attack that does not include the warforged warden as a target.
Targets the triggering enemy; +6 vs. Fortitude; 1d12 + 4 damage (crit 16 + 1d12), and the target grants combat advantage to
the warforged warden and the warforged warden’s allies until the end of the warforged warden’s next turn.
- Wildblood
- When the warforged warden uses the warforged warden’s second wind, each enemy marked by the warforged warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the warforged warden as a target, until the end of the warforged
warden’s next turn.
- Font of Life
- At the start of the warforged warden’s turn, the warforged 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 warforged warden on the warforged warden’s current
turn. If the warforged warden fails the saving throw, the warforged warden still makes a saving throw against the effect at
the end of the warforged warden’s turn.
- Nature’s Wrath
- Once during each of the warforged warden’s turns, the warforged warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the warforged warden’s next turn.
Skills Athletics +8, Perception +7
Str 18 (+4); Dex 12 (+1); Wis 14 (+2);
Con 15 (+2); Int 10 (+0); Cha 11 (+0)
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.