Warforged NPCs [Level 10]
Warforged Battle Cleric [Level 10 Controller (Leader)]
Medium natural humanoid (living construct) [XP 500]
Initiative +5; Senses Perception +8
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 23, Reflex 18, Will 23
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage, and one ally within 5 squares gains a +5 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
- +15 vs. Will; 1d10 + 8 damage, and the target is immobilized until the end of the warforged cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +15 vs. Fortitude; 2d10 + 8 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the warforged cleric gains regeneration 5, and the warforged cleric and each
ally within the burst gain a +2 power bonus to AC.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The warforged cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+1 hit points.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 8 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 +13, Religion +10
Str 20 (+10); Dex 11 (+5); Wis 16 (+8);
Con 14 (+7); Int 10 (+5); Cha 13 (+6)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Devoted Cleric [Level 10 Controller (Leader)]
Medium natural humanoid (living construct) [XP 500]
Initiative +5; Senses Perception +9
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 18, Will 24
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +12 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 5 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +12 vs. Reflex; 1d8 + 7 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; +12 vs. Will; 2d8 + 7 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the warforged
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +12 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The warforged cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+3 hit points.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 8 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 +14, Religion +10
Str 15 (+7); Dex 11 (+5); Wis 18 (+9);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Greatweapon Fighter [Level 10 Soldier]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +6
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 25, Reflex 19, Will 19
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12). Miss: 5 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: +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +15 vs. AC; 2d12 + 8 damage (crit 32 + 1d12), and the warforged fighter slides the
target 1 square. Miss: Half damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 8 temporary hit points.
- ○ Into the Fray (minor)
- The warforged fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- 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 +15, Intimidate +10
Str 20 (+10); Dex 13 (+6); Wis 12 (+6);
Con 18 (+9); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Warforged Guardian Fighter [Level 10 Soldier]
Medium natural humanoid (living construct) [XP 500]
Initiative +8; Senses Perception +6
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 27; Fortitude 25, Reflex 23, Will 19
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 2d8 + 8 damage. Hit or Miss: The warforged fighter gains a +2 power bonus to AC until the end of the warforged
fighter’s next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +16 vs. AC; 3d8 + 8 damage, and the target is slowed (save ends). Miss: The power is not expended.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 8 temporary hit points.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the warforged fighter. 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 Heal +11, Intimidate +10
Str 20 (+10); Dex 16 (+8); Wis 12 (+6);
Con 15 (+7); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Avenging Paladin [Level 10 Soldier]
Medium natural humanoid (living construct) [XP 500]
Initiative +5; Senses Perception +6
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 26; Fortitude 24, Reflex 19, Will 22
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +16 vs. AC; 1d10 + 8 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
- +16 vs. AC; 2d10 + 8 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.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +11 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ● 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 8 temporary hit points.
- ○ Cleansing Spirit (minor)
- The warforged paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □ 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 +13, Religion +10
Str 20 (+10); Dex 11 (+5); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Warforged Protecting Paladin [Level 10 Soldier]
Medium natural humanoid (living construct) [XP 500]
Initiative +5; Senses Perception +6
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 28; Fortitude 23, Reflex 21, Will 23
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage, and the warforged paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +12 vs. Will; 2d10 + 7 damage, and the target is pulled 1 square.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +12 vs. Fortitude; 1d10 + 7 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- □ Turn the Tide (standard)
- The warforged paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ● 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 7 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 8 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 +14, Religion +10
Str 18 (+9); Dex 11 (+5); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 18 (+9)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Archer Ranger [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +9; Senses Perception +11
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 23, Reflex 23, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +14 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +15/+15 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +14 vs. AC; 2d10 + 7 damage (first shot) and 1d10 + 7 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The warforged ranger can move at full speed. At any point during the move, the warforged ranger can make two attacks.
Longsword: +15 vs. AC; 3d8 + 7 damage.
Longbow: Ranged 20/40; +14 vs. AC; 3d10 + 7 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 8 temporary hit points.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the warforged ranger.
The warforged ranger can shift 1 square and then move 2 squares. The warforged ranger cannot end the move adjacent to the
triggering enemy.
- 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 +11, Stealth +13
Str 18 (+9); Dex 18 (+9); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Warforged Two-Blade Ranger [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +8; Senses Perception +11
HP 107; Bloodied 53
Healing Surges (+26 hp) ○
AC 24; Fortitude 24, Reflex 22, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +16/+16 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +16 vs. AC; 2d8 + 8 damage.
Longsword (off
hand): +16 vs. AC; 1d8 + 8 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +16 vs. AC; 2d8 + 8 damage. Miss: Half damage.
- ● 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 8 temporary hit points.
- ○ Expeditious Stride (minor)
- Until the end of the warforged ranger’s next turn, the warforged ranger’s speed increases by 4, and the warforged ranger can
shift 1 additional square when shifting.
- 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 +11, Perception +11
Str 20 (+10); Dex 16 (+8); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Warforged Brawny Rogue [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +9; Senses Perception +5
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 22, Reflex 24, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 7 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +15 vs. AC; 1d6 + 7 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +15 vs. Reflex; 1d6 + 7 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +15 vs. Fortitude; 1d6 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the warforged
rogue’s next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 7 damage, and the target takes ongoing 9 damage and grants combat advantage to the warforged rogue
(save ends both). Miss: Half damage, and no ongoing damage.
- □ Certain Freedom (move)
- The warforged rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 8 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 +14, Thievery +14
Str 18 (+9); Dex 18 (+9); Wis 11 (+5);
Con 14 (+7); Int 10 (+5); Cha 13 (+6)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Warforged Trickster Rogue [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +9; Senses Perception +10
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 24, Will 21
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 5 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
The warforged rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 7 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the warforged rogue’s
next turn.
- ● Shadow Stride (move)
- The warforged rogue must be hidden to use this power. The warforged rogue can move at full speed and must end the movement
in a space where the warforged rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth
check is successful, the warforged rogue remains during the movement, even if the warforged rogue has no cover or concealment
during it.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 8 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 +14, Thievery +14
Str 15 (+7); Dex 18 (+9); Wis 11 (+5);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Warforged Fey-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +5; Senses Perception +6
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 23; Fortitude 20, Reflex 22, Will 23
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 1d6 + 7 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; +12 vs. Will; 1d10 + 7 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 +3 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +12 vs. Reflex; 2d8 + 7 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the warforged warlock
can no longer sustain this power.
- □ Warlock’s Leap (move) ✦ Teleportation
- The warforged warlock can teleport 6 squares, even without a line of sight to the destination. If the warforged warlock attempts
to teleport to a space the warforged warlock can’t occupy, the power fails.
- ● 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 8 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 +13, Bluff +14
Str 12 (+6); Dex 11 (+5); Wis 12 (+6);
Con 15 (+7); Int 16 (+8); Cha 18 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Warforged Infernal-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +5
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 23; Fortitude 23, Reflex 22, Will 20
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +13 vs. Reflex; 1d6 + 8 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s
next turn, the target takes an extra 1d6 + 8 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +13 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +13 vs. Reflex; 3d10 + 8 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ● 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 8 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains 10 temporary hit points.
- □ Shielding Shades (immediate reaction)
- When the warforged warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Skills Arcana +13, Intimidate +11
Str 12 (+6); Dex 12 (+6); Wis 11 (+5);
Con 20 (+10); Int 16 (+8); Cha 13 (+6)
Equipment leather armor, mace
-1 Level / +1 Level
Warforged Star-Pact Warlock [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +5
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 21; Fortitude 23, Reflex 20, Will 22
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +13 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the warforged warlock on its next turn,
it takes an extra 1d6 + 8 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +11 vs. Will; 2d6 + 6 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.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +13 vs. Will; 2d10 + 8 psychic damage, and the warforged warlock teleports the target to an unoccupied square within
3 squares of the warforged warlock. Sustain Minor: Make a +13 vs. Will attack against the target. On a hit, the warforged
warlock teleports the target to an unoccupied square within 3 squares of the warforged warlock. On a miss, the effect 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 8 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.
- □ Shielding Shades (immediate reaction)
- When the warforged warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Skills Arcana +11, Insight +10
Str 12 (+6); Dex 12 (+6); Wis 11 (+5);
Con 20 (+10); Int 13 (+6); Cha 16 (+8)
Equipment leather armor, sickle
-1 Level / +1 Level
Warforged Inspiring Warlord [Level 10 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 500]
Initiative +7; Senses Perception +5
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 24, Reflex 19, Will 22
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +15 vs. Fortitude; 5 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 +3 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
- +15 vs. AC; 2d10 + 8 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] White Raven Strike (standard) ✦ Weapon
- +15 vs. AC; 3d10 + 8 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
warforged warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the warforged
warlord’s allies gain.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the warforged warlord’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 8 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.
- Inspiring Presence
- When an ally who can see the warforged warlord spends an action point to take an extra action, that ally also regains 8 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 +10, History +11
Str 20 (+10); Dex 11 (+5); Wis 10 (+5);
Con 14 (+7); Int 13 (+6); Cha 16 (+8)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Warforged Tactical Warlord [Level 10 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 500]
Initiative +7; Senses Perception +5
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 24, Reflex 22, Will 20
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 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
- +16 vs. AC; 1d8 + 8 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 +3 bonus to the attack roll.
- □ [M] Knock Them Down (standard) ✦ Weapon
- +16 vs. AC; 3d8 + 8 damage, and the target is knocked prone. Every ally within 10 squares of the warforged warlord can move
3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage
but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 8 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.
- □ Tactical Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
- Tactical Presence
- When an ally the warforged warlord can see spends an action point to make an extra attack, the ally gains a +3 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 +10, History +13
Str 20 (+10); Dex 11 (+5); Wis 10 (+5);
Con 14 (+7); Int 16 (+8); Cha 13 (+6)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Warforged Control Wizard [Level 10 Artillery]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +8
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 23
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +12 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the warforged wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +12 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +12 vs. Reflex; 2d12 + 7 lightning damage, 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 wizard gains 8 temporary hit points.
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the warforged wizard’s space, and the warforged wizard gains a +6 power bonus to AC. Each
time an attack misses the warforged wizard, one of the duplicate images disappears and the bonus granted by this power decreases
by 2. When the bonus reaches 0, all the warforged wizard’s images are gone and the power ends. Otherwise, the effect lasts
for 1 hour.
- ○ 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 -3 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 +14, Insight +13
Str 12 (+6); Dex 13 (+6); Wis 16 (+8);
Con 14 (+7); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Warforged War Wizard [Level 10 Artillery]
Medium natural humanoid (living construct) [XP 500]
Initiative +8; Senses Perception +6
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 21
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +12 vs. Reflex; 1d6 + 7 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +12 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +12 vs. Reflex; 1d6 + 7 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +12 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 8 temporary hit points.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the warforged wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares
away from the warforged wizard cannot see the warforged wizard.
- ○ Wand of Accuracy (free)
- The warforged wizard gains a +3 bonus to a single attack roll.
Skills Arcana +14, History +14
Str 12 (+6); Dex 16 (+8); Wis 13 (+6);
Con 14 (+7); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Warforged Isolating Avenger [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +5; Senses Perception +9
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 5 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 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
- +15 vs. AC; 1d10 + 7 damage, and the warforged avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +15 vs. AC; 3d10 + 7 damage, and the warforged avenger makes a saving throw with a +5 bonus. Miss: Half damage, and
the warforged avenger makes a saving throw.
- ○ [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 8 temporary hit points.
- □ River of Life (minor) ✦ Healing
- The warforged avenger gains regeneration 5 until the end of the encounter.
- ○ [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 +3 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 +12, Religion +13
Str 15 (+7); Dex 11 (+5); Wis 18 (+9);
Con 14 (+7); Int 16 (+8); Cha 10 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Warforged Pursuing Avenger [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +8; Senses Perception +9
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 5 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 6 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage, and if the target doesn’t end its next turn adjacent to the warforged avenger, the warforged
avenger can shift 4 squares as a free action. The warforged avenger must end that shift closer to the target.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +15 vs. AC; 2d10 + 7 damage. Before the attack, the warforged avenger gains phasing until the end of the warforged avenger’s
turn, and the warforged avenger shifts 5 squares.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +15 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the warforged avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The warforged
avenger must end this movement closer to 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 8 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.
- □ Avenger’s Readiness (no action)
- When the warforged avenger rolls initiative at the beginning of an encounter.
The warforged avenger gains a +5 power bonus to the initiative check. The warforged avenger shifts 3 squares as a free action
when the first creature in the initiative order starts its turn, even if the warforged avenger is surprised.
- Censure of Pursuit
- If the warforged avenger’s oath of enmity target moves away from the warforged avenger willingly, the warforged avenger gains
a +5 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 +10, Stealth +13
Str 15 (+7); Dex 16 (+8); Wis 18 (+9);
Con 14 (+7); Int 11 (+5); Cha 10 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Warforged Rageblood Barbarian [Level 10 Brute]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +10
HP 128; Bloodied 64
Healing Surges (+32 hp) ○
AC 23; Fortitude 25, Reflex 20, Will 19
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 1d8 + 8 damage (crit 28 + 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
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 1d12). The attack deals 1 extra damage for each enemy within 4 squares of the warforged
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +15 vs. AC; 3d12 + 8 damage (crit 44 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss:
The warforged barbarian enters the rage of the oak hammer. Until the rage ends, whenever the warforged barbarian hits a target
with a melee attack, the warforged barbarian knocks that target prone. If that target is already prone, the attack instead
deals an extra +4 damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 8 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.
- □ Deny Death (immediate interrupt)
- When the warforged barbarian drops to 0 hit points or fewer and doesn’t die.
The warforged barbarian is dying but don’t fall unconscious because of that condition. At the end of the warforged barbarian’s
next turn, the warforged barbarian falls unconscious if the warforged barbarian is still dying.
- Rageblood Vigor
- Whenever the warforged barbarian’s attack reduces an enemy to 0 hit points, the warforged barbarian gains 4 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 +14, Perception +10
Str 20 (+10); Dex 12 (+6); Wis 11 (+5);
Con 18 (+9); Int 10 (+5); Cha 13 (+6)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Thaneborn Barbarian [Level 10 Brute]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +10
HP 125; Bloodied 62
Healing Surges (+31 hp) ○
AC 23; Fortitude 25, Reflex 20, Will 21
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+15 vs. AC; 1d12 + 1d6 + 8 damage (crit 26 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +15 vs. AC; 2d12 + 8 acid damage (crit 32 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit
or Miss: The warforged barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the
warforged barbarian’s turns, each enemy adjacent to the warforged barbarian is blinded until the end of the warforged barbarian’s
turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 8 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; +18 vs. AC; 3d12 + 8 damage (crit 44 + 1d12).
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the warforged barbarian is pulled, pushed, or slid.
The warforged barbarian negates the forced movement. Until the stance ends, the warforged barbarian can negate forced movement
against the warforged barbarian. Stance: This power lasts until the end of the encounter or until the warforged barbarian uses another stance power.
- Thaneborn Triumph
- Whenever the warforged barbarian bloodies an enemy, the next attack by the warforged barbarian or an ally against that enemy
gains a +3 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 +14, Perception +10
Str 20 (+10); Dex 12 (+6); Wis 11 (+5);
Con 15 (+7); Int 10 (+5); Cha 16 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Cunning Bard [Level 10 Controller (Leader)]
Medium natural humanoid (living construct) [XP 500]
Initiative +5; Senses Perception +10
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 1d6 + 7 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; +12 vs. Will; 2d8 + 7 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the warforged bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 3d8 + 7 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions until the end of the warforged bard’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 8 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 + 4 hit points. This
power can only be used once per round. The warforged bard can also slide the target 1 square.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the warforged bard’s next turn, and the warforged bard slides
the target 2 squares.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 8 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 +13, Bluff +14
Str 14 (+7); Dex 11 (+5); Wis 10 (+5);
Con 15 (+7); Int 16 (+8); Cha 18 (+9)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Warforged Valorous Bard [Level 10 Controller (Leader)]
Medium natural humanoid (living construct) [XP 500]
Initiative +5; Senses Perception +10
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 21, Will 23
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 7 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
- +15 vs. AC; 2d8 + 7 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 +4 power bonus to AC.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +15 vs. AC; 3d8 + 7 thunder damage, and the warforged bard slides the target 2 squares. Hit or Miss: Until the end
of the encounter, whenever the warforged bard hits a target with an at-will attack power, the warforged bard slides the target
2 squares to a space that must be adjacent to at least one of the warforged bard’s allies.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 8 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 + 4 hit points. This
power can only be used once per round. The warforged bard can also slide the target 1 square.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the warforged bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the
warforged bard’s next turn.
- 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 5 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 +11, Athletics +11
Str 14 (+7); Dex 11 (+5); Wis 10 (+5);
Con 18 (+9); Int 13 (+6); Cha 18 (+9)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Warforged Guardian Druid [Level 10 Controller]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +9
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 20, Will 23
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +12 vs. Reflex; 1d8 + 7 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; +12 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 7 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 4 damage.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +12 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant
damage. Miss: 1d10 + 7 radiant damage.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The warforged druid teleports to a safe place in the Feywild. While the warforged druid is there, the warforged druid can’t
take any actions other than using the warforged druid’s second wind and wild shape. At the end of the warforged druid’s next
turn or as a move action before then, the warforged druid reappears in an unoccupied space within 10 squares of the space
the warforged druid left.
- ● 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 8 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 +14, Nature +14
Str 14 (+7); Dex 13 (+6); Wis 18 (+9);
Con 18 (+9); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Predator Druid [Level 10 Controller]
Medium natural humanoid (living construct) [XP 500]
Initiative +8; Senses Perception +14
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 23
Saving Throws +2 against ongoing damage
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +12 vs. AC; 2d4 + 5 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +12 vs. Reflex; 1d8 + 7 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; +12 vs. Reflex; 1d6 + 3 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 4 fire damage.
- ○ [M] Latch On (standard) ✦ Beast Form
- +12 vs. Reflex; 2d10 + 7 damage, and the warforged druid grabs the target. The target takes a -3 penalty to checks to escape
the grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +12 vs. Reflex; 2d8 + 7 damage, the warforged druid knocks the target prone, and it can’t stand up (save ends). Miss:
Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the warforged druid gains
a +2 bonus to attack rolls against prone targets. In addition, whenever the warforged druid hits an enemy with a melee attack
while the warforged druid is in beast form, the warforged druid can knock that enemy prone.
- ● 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 8 temporary hit points.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the warforged druid is in beast form, the warforged druid gains resist 2 to all damage.
- 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 +14, Perception +14
Str 14 (+7); Dex 16 (+8); Wis 18 (+9);
Con 15 (+7); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Preserving Invoker [Level 10 Artillery]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +9
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +12 vs. Reflex; 1d8 + 7 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; +12 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +12 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the warforged invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the warforged invoker takes 5 psychic damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 8 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 +3 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the warforged invoker makes an attack roll against the warforged invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +13, Religion +13
Str 12 (+6); Dex 12 (+6); Wis 18 (+9);
Con 15 (+7); Int 16 (+8); Cha 11 (+5)
Equipment hide armor, morningstar
-1 Level / +1 Level
Warforged Wrathful Invoker [Level 10 Artillery]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +9
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 23, Reflex 20, Will 23
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+4 radiant damage. The warforged invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +17 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 3 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +12 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the warforged invoker’s next turn. Any creature that starts its turn
within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 8 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 4 radiant damage and is pushed 2 squares.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the warforged invoker makes an attack roll against the warforged invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 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 +15, Religion +11
Str 12 (+6); Dex 12 (+6); Wis 18 (+9);
Con 18 (+9); Int 13 (+6); Cha 11 (+5)
Equipment chainmail, morningstar
-1 Level / +1 Level
Warforged Bear Shaman [Level 10 Controller (Leader)]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +14
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 21; Fortitude 23, Reflex 19, Will 23
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +11 vs. AC; 1d10 + 4 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Will; 1d8 + 7 damage, and each ally adjacent to the warforged shaman’s spirit companion gains 4 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +12 vs. Fortitude; 1d10 + 7 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 +7 bonus to AC against
an attack that hits.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +12 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● 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 15 damage to
the spirit, the spirit disappears, and the warforged shaman takes 10 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 8 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.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the warforged shaman can move the
zone 5 squares.
- ● [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; +12 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the warforged shaman’s
spirit companion regains 4 hit points.
- Protector Spirit
- Any ally adjacent to the warforged shaman’s spirit companion regains 4 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 +14, Perception +14
Str 13 (+6); Dex 12 (+6); Wis 18 (+9);
Con 18 (+9); Int 13 (+6); Cha 10 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Panther Shaman [Level 10 Controller (Leader)]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +14
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 23; Fortitude 21, Reflex 21, Will 23
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +11 vs. AC; 1d10 + 4 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +12 vs. Fortitude; 1d10 + 7 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; +12 vs. Will; 2d10 + 7 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 +3 bonus to damage rolls.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +12 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The warforged shaman and each
ally within 10 squares of the warforged shaman regains 5 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 15 damage to
the spirit, the spirit disappears, and the warforged shaman takes 10 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 8 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.
- ● [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; +12 vs. Reflex; 1d10 + 7 damage.
- □ Spirit Summons (free)
- Until the end of the encounter, the warforged shaman can use the warforged shaman’s call spirit companion power to conjure
a second spirit companion. When the warforged shaman attacks with a spirit power, the warforged shaman chooses which spirit
companion to use for the attack. When an effect applies to creatures adjacent to the warforged shaman’s spirit companion,
that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of
the encounter.
- Stalker Spirit
- Any ally adjacent to the warforged shaman’s spirit companion gains a +3 bonus to damage rolls against bloodied enemies.
Skills Nature +14, Perception +14
Str 13 (+6); Dex 12 (+6); Wis 18 (+9);
Con 15 (+7); Int 16 (+8); Cha 10 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Chaos Sorcerer [Level 10 Artillery]
Medium natural humanoid (living construct) [XP 500]
Initiative +8; Senses Perception +5
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 21; Fortitude 20, Reflex 21, Will 24
Saving Throws +2 against ongoing damage
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 6 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +12 vs. Will; 1d10 + 10 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:
+12 vs. Will; 1d6 + 6 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; +12 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The warforged sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +12 vs. Fortitude; 2d10 + 10 poison damage. Hit or Miss: The warforged sorcerer slides the target 4 squares.
The target is poisonous to the warforged sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 6 poison damage. If the warforged sorcerer rolled an even number on the attack
roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 6 poison damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 8 temporary hit points.
- □ Chaos Link (immediate reaction)
- When the warforged sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- Chaos Power
- The warforged sorcerer gains a +3 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 +10, Bluff +14
Str 15 (+7); Dex 16 (+8); Wis 10 (+5);
Con 14 (+7); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, dagger
-1 Level / +1 Level
Warforged Dragon Sorcerer [Level 10 Skirmisher]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +5
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 22; Fortitude 22, Reflex 19, Will 24
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +12 vs. Reflex; 1d8 + 11 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 4 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +12 vs. Fortitude; 2d8 + 11 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] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +12 vs. Fortitude; 2d6 + 11 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The warforged sorcerer gains a +4 power bonus to AC until the end of the
encounter.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 8 temporary hit points.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- Draconic Power
- The warforged sorcerer gains a +4 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 +10, Athletics +14
Str 18 (+9); Dex 13 (+6); Wis 10 (+5);
Con 14 (+7); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Warforged Earth Warden [Level 10 Brute]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +11
HP 128; Bloodied 64
Healing Surges (+32 hp) ○
AC 27; Fortitude 24, Reflex 21, Will 20
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 8 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
- +15 vs. Fortitude; 2d10 + 8 damage, and the target takes a –5 penalty to melee attack rolls until the end of the warforged
warden’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 8 temporary hit points.
- □ Shield of Stone (minor)
- The warforged warden slides one ally within 5 squares by 5 squares. Until the end of the warforged warden’s next turn, that
ally gains resist 5 to all damage and a +2 power bonus to all defenses.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The warforged warden assumes the guardian form of the oak sentinel until the end of the encounter. While the warforged warden
is in this form, the warforged warden’s melee reach increases by 1. In addition, any enemy that hits the warforged warden
with a melee attack takes 5 damage. 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 within the warforged warden’s reach makes a melee
attack against the warforged warden’s ally.
Secondary Attack: targets the triggering enemy; +15 vs. AC; 2d10
+ 8 damage. Miss: Half damage. Hit or Miss: The warforged warden becomes the target of the triggering attack,
even if the warforged warden is not within that attack’s range.
- ● [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 +4 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 +12, Perception +11
Str 20 (+10); Dex 12 (+6); Wis 13 (+6);
Con 18 (+9); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Warforged Wild Warden [Level 10 Brute]
Medium natural humanoid (living construct) [XP 500]
Initiative +6; Senses Perception +13
HP 125; Bloodied 62
Healing Surges (+31 hp) ○
AC 24; Fortitude 24, Reflex 19, Will 22
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +15 vs. AC; 1d12 + 8 damage (crit 20 + 1d12), and the target is slowed until the end of the warforged warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +15 vs. AC; 2d12 + 8 damage (crit 32 + 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 3 psychic damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 8 temporary hit points.
- □ Returning Strength (minor) ✦ Healing
- The warforged warden spends a healing surge and regains +5 additional hit points.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The warforged warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the warforged
warden is in this form, the warforged warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking
ongoing damage. In addition, the warforged warden can use the warforged warden’s second wind as a minor 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: +15 vs. AC; 1d12 + 8 damage (crit 20 + 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; +15 vs. Fortitude; 1d12 + 8 damage (crit 20 + 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
-3 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 +14, Perception +13
Str 20 (+10); Dex 12 (+6); Wis 16 (+8);
Con 15 (+7); Int 10 (+5); Cha 11 (+5)
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.