Warforged NPCs [Level 7]
Warforged Battle Cleric [Level 7 Controller (Leader)]
Medium natural humanoid (living construct) [XP 300]
Initiative +3; Senses Perception +5
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 15, Will 19
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 6 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] Awe Strike (standard) ✦ Fear, Weapon
- +11 vs. Will; 1d10 + 6 damage, and the target is immobilized until the end of the warforged cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The warforged cleric or one creature touched by the warforged cleric regains hit points as if spending two healing surges.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 6 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 2d6 hit points. This
power can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the warforged cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ 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 +10, Religion +8
Str 19 (+7); Dex 11 (+3); Wis 15 (+5);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Devoted Cleric [Level 7 Controller (Leader)]
Medium natural humanoid (living construct) [XP 300]
Initiative +3; Senses Perception +6
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 15, Will 20
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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.
- ○ [R] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +8 vs. Will; 2d8 + 5 radiant damage, and the target takes a -2 penalty to attack rolls until the end of the warforged
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +8 vs. AC; 1d10 + 5 damage. The warforged cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The warforged cleric’s allies gain combat advantage against the target. The warforged cleric can move
the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the warforged cleric’s
next turn. Sustain Minor: Repeat the attack. The warforged cleric’s allies continue to gain combat advantage against
the weapon’s target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The warforged cleric or one creature touched by the warforged cleric regains hit points as if spending two healing surges.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 6 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 2d6 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 +11, Religion +8
Str 15 (+5); Dex 11 (+3); Wis 17 (+6);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Greatweapon Fighter [Level 7 Soldier]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +4
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 21, Reflex 16, Will 16
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 damage (crit 18 + 1d12). Miss: 4 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the warforged fighter. A target
that cannot end adjacent to the warforged fighter is not pulled. The warforged fighter then makes a close attack targeting
each adjacent enemy: +11 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +11 vs. AC; 3d12 + 6 damage (crit 42 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 6 temporary hit points.
- □ Defensive Training (minor) ✦ Stance
- The warforged fighter gains a +2 power bonus to the warforged fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the warforged fighter uses another stance power.
- 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 +12, Intimidate +8
Str 19 (+7); Dex 13 (+4); Wis 12 (+4);
Con 17 (+6); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Warforged Guardian Fighter [Level 7 Soldier]
Medium natural humanoid (living construct) [XP 300]
Initiative +5; Senses Perception +4
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 24; Fortitude 21, Reflex 19, Will 16
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+12 vs. AC; 1d8 + 6 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] Iron Bulwark (standard) ✦ Weapon
- +12 vs. AC; 2d8 + 6 damage. Hit or Miss: The warforged fighter gains a +2 power bonus to AC until the end of the warforged
fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +12 vs. AC; 2d8 + 6 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 6 temporary hit points.
- ○ Unbreakable (immediate reaction)
- When the warforged fighter is hit by an attack.
Reduce the damage from the attack by 7.
- 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 +9, Intimidate +8
Str 19 (+7); Dex 15 (+5); Wis 12 (+4);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Avenging Paladin [Level 7 Soldier]
Medium natural humanoid (living construct) [XP 300]
Initiative +3; Senses Perception +4
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 20, Reflex 16, Will 18
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +12 vs. AC; 1d10 + 6 radiant damage. If the warforged paladin has marked the target, the warforged paladin gains a +1 bonus
to the damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +12 vs. AC; 2d10 + 6 thunder damage, and the target is knocked prone. If the target is marked by the warforged paladin, the
attack can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The warforged paladin must spend a healing surge without regaining any hit points.
+12 vs. AC; 4d10 + 6 radiant damage. Miss: Half damage.
- ● 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 6 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.
- □ Wrath of the Gods (minor)
- The warforged paladin and each adjacent ally add +2 to damage rolls until the end of the encounter.
Skills Intimidate +10, Religion +8
Str 19 (+7); Dex 11 (+3); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Warforged Protecting Paladin [Level 7 Soldier]
Medium natural humanoid (living construct) [XP 300]
Initiative +3; Senses Perception +4
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 25; Fortitude 19, Reflex 18, Will 19
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and the warforged paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +8 vs. Will; 2d10 + 5 damage, and the target is pulled 1 square.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +8 vs. Reflex; 2d6 + 5 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The warforged paladin and the warforged paladin’s allies gain a +1 power bonus
to all defenses while within the zone.
- ● 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 6 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The warforged paladin takes half that ally’s damage until the end of the encounter or until
the warforged paladin ends the effect as a free action. No power or effect can reduce the damage the warforged paladin takes
from this power.
Skills Intimidate +11, Religion +8
Str 17 (+6); Dex 11 (+3); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Archer Ranger [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +6; Senses Perception +9
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 19, Reflex 19, Will 16
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +10 vs. AC; 2d10 + 5 damage (first shot) and 1d10 + 5 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +10 vs. AC; 3d10 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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 6 temporary hit points.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the warforged ranger.
The warforged ranger can shift 1 square.
- 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 +9, Stealth +10
Str 17 (+6); Dex 17 (+6); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Warforged Two-Blade Ranger [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +5; Senses Perception +9
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 20; Fortitude 20, Reflex 18, Will 16
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +12/+12 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +12 vs. AC; 2d8 + 6 damage.
Longsword (off
hand): +12 vs. AC; 1d8 + 6 damage.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The warforged ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+12 vs. AC; 2d8 + 6 damage.
Longsword (off hand): +12 vs. AC; 1d8 + 6 damage.
Hit or Miss: After
attacking the primary target, the warforged ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +12 vs. AC; 1d8 + 6 damage (off-hand).
- ● 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 6 temporary hit points.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the warforged ranger can use this power to allow one ally
to avoid being surprised.
- 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 +9, Perception +9
Str 19 (+7); Dex 15 (+5); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Warforged Brawny Rogue [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +6; Senses Perception +3
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 20, Will 16
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 5 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +11 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +11 vs. Reflex; 1d6 + 5 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +11 vs. Fortitude; 1d6 + 5 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the warforged
rogue’s next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +11 vs. Fortitude; 2d6 + 5 damage, and ongoing 8 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the warforged rogue is marked, end that condition. The warforged rogue can shift a number of squares equal to the warforged
rogue’s speed.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 6 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 +11, Thievery +11
Str 17 (+6); Dex 17 (+6); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Warforged Trickster Rogue [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +6; Senses Perception +8
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 17
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
The warforged rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +11 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 2d6 + 5 damage.
Miss: Make a secondary attack against the target.
Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +11 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. Fortitude; 2d6 +
5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 6 temporary hit points.
- ● Chameleon (immediate interrupt)
- When the warforged rogue is hidden and loses cover or concealment against an opponent.
The warforged rogue makes a Stealth check. Until the end of the warforged rogue’s next turn, the warforged rogue remains hidden
from a creature with a clear line of sight to the warforged rogue if that creature does not beat the warforged rogue’s check
result with its Perception check. If at the end of the warforged rogue’s next turn, the warforged rogue is not behind cover
or concealment against a creature, that creature automatically notices the warforged rogue.
- 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 +11, Thievery +11
Str 15 (+5); Dex 17 (+6); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Warforged Fey-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +3; Senses Perception +4
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 17, Reflex 18, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the warforged warlock is invisible to the target until the start of the
warforged warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +8 vs. Will; 1d10 + 5 psychic damage, and the warforged warlock and all allies in range are invisible to the target
until the end of the warforged warlock’s next turn. Hit or Miss: The warforged warlock gains a +2 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 2d6 + 5 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the warforged warlock’s choice (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 6 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Skills Arcana +10, Bluff +11
Str 12 (+4); Dex 11 (+3); Wis 12 (+4);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Warforged Infernal-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +3
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 19; Fortitude 19, Reflex 18, Will 17
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +9 vs. Reflex; 1d6 + 6 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s
next turn, the target takes an extra 1d6 + 6 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +9 vs. Fortitude; 2d6 + 6 thunder damage, and the target is pushed 3 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +9 vs. Reflex; 2d10 + 6 fire damage. Hit or Miss: The targets take 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 6 temporary hit points.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The warforged warlock’s skin changes into living steel. The warforged warlock gains a +2 power bonus to AC and Fortitude defense
but take a –2 penalty to speed until the end of the encounter. The warforged warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains 7 temporary hit points.
Skills Arcana +10, Intimidate +9
Str 12 (+4); Dex 12 (+4); Wis 11 (+3);
Con 19 (+7); Int 15 (+5); Cha 13 (+4)
Equipment leather armor, mace
-1 Level / +1 Level
Warforged Star-Pact Warlock [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +3
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 18; Fortitude 19, Reflex 17, Will 18
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +9 vs. Fortitude; 1d6 + 6 radiant damage. If the target moves nearer to the warforged warlock on its next turn,
it takes an extra 1d6 + 6 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +7 vs. Will; 2d6 + 4 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the warforged warlock’s next turn, blocking
line of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor:
Make a secondary attack against each creature within the zone. Secondary Attack: +9 vs. Fortitude; 1d6 + 6 necrotic
damage.
- ● 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 6 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
Skills Arcana +9, Insight +8
Str 12 (+4); Dex 12 (+4); Wis 11 (+3);
Con 19 (+7); Int 13 (+4); Cha 15 (+5)
Equipment leather armor, sickle
-1 Level / +1 Level
Warforged Inspiring Warlord [Level 7 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 300]
Initiative +5; Senses Perception +3
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 20, Reflex 16, Will 18
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +11 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +11 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] Sunder Armor (standard) ✦ Weapon
- +11 vs. AC; 2d10 + 6 damage. Until the end of the warforged warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +11 vs. AC; 3d10 + 6 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
2 hit points.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 6 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 2d6 hit points. This
power can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The warforged warlord and each ally within 5 squares regain 12 hit points.
- Inspiring Presence
- When an ally who can see the warforged warlord spends an action point to take an extra action, that ally also regains 5 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 +8, History +9
Str 19 (+7); Dex 11 (+3); Wis 10 (+3);
Con 14 (+5); Int 13 (+4); Cha 15 (+5)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Warforged Tactical Warlord [Level 7 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 300]
Initiative +5; Senses Perception +3
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 17
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 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] Surprise Attack (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage, and an ally within 5 squares of the warforged warlord makes a basic attack with combat advantage
as a free action against a target of his or her choice. The ally gains a +2 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +12 vs. Reflex; 3d8 + 6 damage. Hit or Miss: Until the end of the encounter, when the warforged warlord is adjacent
to the target and it walks or runs, the warforged warlord can cancel that movement as an immediate interrupt.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 6 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 2d6 hit points. This
power can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +10
Str 19 (+7); Dex 11 (+3); Wis 10 (+3);
Con 14 (+5); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Warforged Control Wizard [Level 7 Artillery]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +5
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 cold damage, and the target is slowed until the end of the warforged wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +8 vs. Fortitude; 2d10 + 5 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +8 vs. Fortitude; 1d10 + 5 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the warforged wizard’s next turn. Creatures that enter the zone or start
their turns there take 1d10 + 5 poison damage. As a move action, the warforged wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The warforged wizard or one creature with 5 squares becomes invisible until the end of the warforged wizard’s next turn. If
the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the warforged
wizard can sustain the effect.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 6 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 +11, Insight +10
Str 12 (+4); Dex 13 (+4); Wis 15 (+5);
Con 14 (+5); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Warforged War Wizard [Level 7 Artillery]
Medium natural humanoid (living construct) [XP 300]
Initiative +5; Senses Perception +4
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 18
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 2d6 + 5 lightning damage. Also make a secondary attack against two creatures within 10 squares of
the primary target. Secondary Attack: +8 vs. Reflex; 1d6 + 5 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The warforged wizard teleports 10 squares.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 6 temporary hit points.
- ○ Wand of Accuracy (free)
- The warforged wizard gains a +2 bonus to a single attack roll.
Skills Arcana +11, History +11
Str 12 (+4); Dex 15 (+5); Wis 13 (+4);
Con 14 (+5); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Warforged Isolating Avenger [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +3; Senses Perception +6
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 damage, and the warforged avenger shifts 1 square, sliding the target 1 square into the space the warforged
avenger occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +11 vs. AC; 1d10 + 5 damage, and the warforged avenger teleports each enemy within 2 squares of the target 3 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +11 vs. AC; 2d10 + 5 damage, and the warforged avenger is invisible to the target (save ends). Aftereffect: The warforged
avenger is invisible to the target until the end of the warforged avenger’s next turn. Miss: Half damage, and the warforged
avenger is invisible to the target until the end of the warforged avenger’s next turn.
- ○ [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 6 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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the warforged avenger.
If the warforged avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical
hit’s damage.
- 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 +10, Religion +10
Str 15 (+5); Dex 11 (+3); Wis 17 (+6);
Con 14 (+5); Int 15 (+5); Cha 10 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Warforged Pursuing Avenger [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +5; Senses Perception +6
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 5 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] Inexorable Pursuit (standard) ✦ Weapon
- +11 vs. AC; 2d10 + 5 damage. Before the attack, the warforged avenger gains phasing until the end of the warforged avenger’s
turn, and the warforged avenger shifts 4 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the warforged avenger hits the target with a divine power,
the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the warforged avenger hits the target
with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the warforged
avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The warforged avenger shifts 5 squares, and the warforged avenger gains a +2 bonus to AC and Reflex until the end of the warforged
avenger’s next turn.
- ○ [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 6 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 +8, Stealth +10
Str 15 (+5); Dex 15 (+5); Wis 17 (+6);
Con 14 (+5); Int 11 (+3); Cha 10 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Warforged Rageblood Barbarian [Level 7 Brute]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +8
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 20; Fortitude 21, Reflex 17, Will 16
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+11 vs. AC; 1d12 + 1d8 + 6 damage (crit 26 + 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] Tide of Blood (standard) ✦ Weapon
- +11 vs. AC; 2d12 + 6 damage (crit 30 + 1d12). The attack deals 1 extra damage for each enemy within 3 squares of the warforged
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +11 vs. AC; 2d12 + 6 fire damage (crit 30 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The warforged barbarian enters the rage of the silver phoenix. Until the rage ends, the warforged barbarian gains
regeneration 3. In addition, the first time the warforged barbarian drops to 0 hit points or fewer, the warforged barbarian
can spend a healing surge as an immediate interrupt.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 6 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.
- □ Combat Surge (free)
- When the warforged barbarian misses with an attack.
Must be raging.
The warforged barbarian rerolls the attack.
- 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 +11, Perception +8
Str 19 (+7); Dex 12 (+4); Wis 11 (+3);
Con 17 (+6); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Thaneborn Barbarian [Level 7 Brute]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +8
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 21, Reflex 17, Will 17
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+11 vs. AC; 1d12 + 1d6 + 6 damage (crit 24 + 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] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the warforged barbarian as a free action. If it does so,
the warforged barbarian’s attack deals 1d12 damage extra cold damage.
+11 vs. AC; 3d12 + 6 cold damage (crit 42 + 1d12).
Miss: Half damage. Hit or Miss: The warforged barbarian enters the rage of the frost wolf. Until the rage ends,
any enemy that hits the warforged barbarian with a melee attack takes 5 cold damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 6 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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the warforged barbarian hits or misses the warforged barbarian.
Targets the triggering enemy; +13 vs. AC; 3d12 + 6 damage (crit 42 + 1d12).
- □ Instinctive Charge (no action)
- When the warforged barbarian rolls initiative at the beginning of an encounter.
The warforged barbarian gains a +5 power bonus to the warforged barbarian’s initiative. The warforged barbarian also gains
a +2 power bonus to the warforged barbarian’s first attack roll during the encounter.
- 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 +11, Perception +8
Str 19 (+7); Dex 12 (+4); Wis 11 (+3);
Con 15 (+5); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Cunning Bard [Level 7 Controller (Leader)]
Medium natural humanoid (living construct) [XP 300]
Initiative +3; Senses Perception +8
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the warforged
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +8 vs. Will; 2d8 + 5 thunder damage, and the target takes a –6 penalty to opportunity attack rolls until the end
of the warforged bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +8 vs. Will; the target is dominated until the end of the warforged bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the warforged bard’s choice as a free action.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 6 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 1d6 + 3 hit points. This
power can only be used once per round. The warforged bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the warforged bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
- 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 +10, Bluff +11
Str 14 (+5); Dex 11 (+3); Wis 10 (+3);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Warforged Valorous Bard [Level 7 Controller (Leader)]
Medium natural humanoid (living construct) [XP 300]
Initiative +3; Senses Perception +8
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 19
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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.
- ○ [M] Scorpion’s Claw Strike (standard) ✦ Weapon
- +11 vs. AC; 2d8 + 5 damage, and the warforged bard slides an ally who is adjacent to the target to another space adjacent
to it. Until the end of the warforged bard’s next turn, the ally also gains a +3 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +8 vs. Will; 2d6 + 5 psychic damage, and the target is affected by the warforged bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the warforged bard
than where it started its turn, the target takes 1d6 + 5 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The warforged bard pushes the target 3 squares.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 6 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 1d6 + 3 hit points. This
power can only be used once per round. The warforged bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The warforged bard transfers one effect on the target that a save can end to the warforged
bard or to another ally with 5 squares. The new subject of the effect gains a +3 power bonus to saving throws against that
effect.
- 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 +9, Athletics +9
Str 14 (+5); Dex 11 (+3); Wis 10 (+3);
Con 17 (+6); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Warforged Guardian Druid [Level 7 Controller]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +6
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 21; Fortitude 18, Reflex 17, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +9 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage, and the warforged druid pulls each creature within 3 squares of the target 1 square.
If the warforged druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 3 damage.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The warforged druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high
and must be on a solid surface, and it lasts until the end of the warforged druid’s next turn. The wall provides cover. A
creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall
square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes
1d10 + 5 damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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 6 temporary hit points.
- ○ Camouflage Cloak (minor)
- The warforged druid or one ally within 5 squares becomes invisible until moving or until the end of the warforged druid’s
next turn.
- 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 +11, Nature +11
Str 14 (+5); Dex 13 (+4); Wis 17 (+6);
Con 17 (+6); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Predator Druid [Level 7 Controller]
Medium natural humanoid (living construct) [XP 300]
Initiative +5; Senses Perception +11
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Saving Throws +2 against ongoing damage
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +9 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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] Latch On (standard) ✦ Beast Form
- +8 vs. Reflex; 2d10 + 5 damage, and the warforged druid grabs the target. The target takes a -2 penalty to checks to escape
the grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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 6 temporary hit points.
- □ Stalker’s Eyes (minor)
- The warforged druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +11, Perception +11
Str 14 (+5); Dex 15 (+5); Wis 17 (+6);
Con 15 (+5); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Preserving Invoker [Level 7 Artillery]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +6
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 radiant damage, and the warforged invoker slides the target 1 square. The warforged invoker
can use this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +8 vs. Fortitude; 2d8 + 5 thunder damage, and the target is pushed 3 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the warforged invoker’s next turn. Miss: Half damage, and the target is blinded until the end
of the warforged invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The warforged invoker and each ally within 5 squares teleports 5 squares.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 6 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 +10, Religion +10
Str 12 (+4); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 11 (+3)
Equipment hide armor, morningstar
-1 Level / +1 Level
Warforged Wrathful Invoker [Level 7 Artillery]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +6
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 19
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +13 vs. Will; 2d6 + 5 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 6 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the warforged invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +12, Religion +9
Str 12 (+4); Dex 12 (+4); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 11 (+3)
Equipment chainmail, morningstar
-1 Level / +1 Level
Warforged Bear Shaman [Level 7 Controller (Leader)]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +11
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 18; Fortitude 19, Reflex 16, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d10 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 damage, and each ally adjacent to the warforged shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +8 vs. Fortitude; 1d10 + 5 cold damage, and before the end of the warforged shaman’s next turn, as an immediate
interrupt, the warforged shaman can grant an ally adjacent to the warforged shaman’s spirit companion a +6 bonus to AC against
an attack that hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +8 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
warforged shaman and the warforged shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 13 damage to
the spirit, the spirit disappears, and the warforged shaman takes 8 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 6 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the warforged shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +8 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 +11, Perception +11
Str 13 (+4); Dex 12 (+4); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Panther Shaman [Level 7 Controller (Leader)]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +11
HP 79; Bloodied 39
Healing Surges (+19 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d10 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 2d10 + 5 damage, and until the end of the warforged shaman’s next turn, any ally adjacent to
the warforged shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +2 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 damage, and the warforged shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● 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 13 damage to
the spirit, the spirit disappears, and the warforged shaman takes 8 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 6 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 13 (+4); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 10 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Chaos Sorcerer [Level 7 Artillery]
Medium natural humanoid (living construct) [XP 300]
Initiative +5; Senses Perception +3
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 20
Saving Throws +2 against ongoing damage
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +8 vs. Will; 1d10 + 7 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:
+8 vs. Will; 1d6 + 4 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +8 vs. Reflex; 2d6 + 7 lightning damage. Hit or Miss: The warforged sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 6 temporary hit points.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the warforged sorcerer is hit by an area or a close attack.
The warforged sorcerer teleports 4 squares.
- 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 +8, Bluff +11
Str 15 (+5); Dex 15 (+5); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, dagger
-1 Level / +1 Level
Warforged Dragon Sorcerer [Level 7 Skirmisher]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +3
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 18; Fortitude 18, Reflex 16, Will 20
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d8 + 8 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] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +8 vs. Fortitude; 2d8 + 8 cold damage, and the warforged sorcerer knocks the target prone.
The target also takes a –2 penalty to Fortitude until the end of the warforged sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +8 vs. Fortitude; 2d6 + 8 thunder damage. Hit or Miss: The warforged sorcerer jumps a number of squares
equal to the warforged sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +8 vs. Fortitude; 2d6 + 5 thunder damage, and the warforged sorcerer
pushes the secondary target 1 square.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 6 temporary hit points.
- ○ Sudden Scales (immediate interrupt)
- When the warforged sorcerer is hit by an attack.
The warforged sorcerer gains a +6 bonus to all defenses against the triggering attack.
- 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 +8, Athletics +11
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Warforged Earth Warden [Level 7 Brute]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +9
HP 97; Bloodied 48
Healing Surges (+24 hp) ○
AC 23; Fortitude 20, Reflex 18, Will 17
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 6 damage, and the warforged warden gains a +1 power bonus to AC until the end of the warforged warden’s
next turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +11 vs. Fortitude; 2d10 + 6 damage, and the target takes a –4 penalty to melee attack rolls until the end of the warforged
warden’s next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the warforged warden teleports 5 squares. +11 vs. Reflex; 2d10 + 6 thunder damage, and the target is dazed
(save ends). Miss: Half damage, and the target is dazed until the end of the warforged warden’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 6 temporary hit points.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the warforged warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the warforged warden uses another stance power.
- ● [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 +9, Perception +9
Str 19 (+7); Dex 12 (+4); Wis 13 (+4);
Con 17 (+6); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Warforged Wild Warden [Level 7 Brute]
Medium natural humanoid (living construct) [XP 300]
Initiative +4; Senses Perception +10
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 16, Will 18
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 damage (crit 18 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +11 vs. AC; 1d12 + 6 damage (crit 18 + 1d12), and the target is slowed until the end of the warforged warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +11 vs. AC; 2d12 + 6 damage (crit 30 + 1d12), and the warforged warden slides the target 1 square. The warforged warden can
slide the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second
creature take 2 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the warforged warden can see; +11 vs. Reflex; 1d12 + 6 poison damage (crit 18 + 1d12), and
the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed
(save ends).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 6 temporary hit points.
- ● [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; +11 vs. Fortitude; 1d12 + 6 damage (crit 18 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the warforged warden drops to 0 hit points or fewer.
The warforged warden regains hit points as if the warforged warden had spent a healing surge.
- 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 +11, Perception +10
Str 19 (+7); Dex 12 (+4); Wis 15 (+5);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
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.