Warforged NPCs [Level 14]
Warforged Battle Cleric [Level 14 Controller (Leader)]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +11
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 28, Reflex 23, Will 28
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 11 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the warforged cleric’s next turn.
- ○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +20 vs. AC; 2d10 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+20 vs. AC; 1d10 + 11 lightning damage.
- ○ [R] Plague of Doom (standard)
- Ranged 10; +16 vs. Fortitude; 3d8 + 9 damage, and the target takes a -2 penalty to all defenses until the end of the warforged
cleric’s next turn.
- □ 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
+2 hit points.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 10 temporary hit points.
- ○○ Healing Word (minor) ✦ Healing
- The warforged cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +16, Religion +12
Str 22 (+13); Dex 12 (+8); Wis 18 (+11);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Devoted Cleric [Level 14 Controller (Leader)]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +12
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 25, Reflex 23, Will 29
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +17 vs. Reflex; 1d8 + 10 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] Plague of Doom (standard)
- Ranged 10; +17 vs. Fortitude; 3d8 + 10 damage, and the target takes a -4 penalty to all defenses until the end of the warforged
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +17 vs. Reflex; 2d10 + 10 fire damage, and ongoing 10 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
+4 hit points.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 10 temporary hit points.
- ○○ Healing Word (minor) ✦ Healing
- The warforged cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +17, Religion +12
Str 16 (+10); Dex 12 (+8); Wis 20 (+12);
Con 15 (+9); Int 11 (+7); Cha 18 (+11)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Greatweapon Fighter [Level 14 Soldier]
Medium natural humanoid (living construct) [XP 1000]
Initiative +9; Senses Perception +8
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 29; Fortitude 30, Reflex 24, Will 23
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 6 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +20 vs. AC; 2d12 + 16 damage (crit 40 + 2d12), and make a secondary attack against each enemy adjacent to the primary target
and within the warforged fighter’s melee reach. Secondary Attack: +20 vs. AC; 1d12 + 16 damage (crit 28 + 2d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +20 vs. AC; 2d12 + 11 damage (crit 35 + 2d12), and the warforged fighter slides the
target 1 square. Miss: Half damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 10 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 +18, Intimidate +13
Str 22 (+13); Dex 14 (+9); Wis 13 (+8);
Con 20 (+12); Int 11 (+7); Cha 12 (+8)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Warforged Guardian Fighter [Level 14 Soldier]
Medium natural humanoid (living construct) [XP 1000]
Initiative +11; Senses Perception +8
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 31; Fortitude 30, Reflex 28, Will 23
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+21 vs. AC; 1d8 + 11 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] Storm of Blows (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 15 damage. Hit or Miss: After the attack, the warforged fighter can shift 1 square and repeat the
attack against another target within reach. The warforged fighter can then shift 1 square and repeat the attack against a
third target within reach. After the final attack, the warforged fighter can shift 1 square.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +21 vs. AC; 3d8 + 11 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 10 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 +13, Intimidate +13
Str 22 (+13); Dex 18 (+11); Wis 13 (+8);
Con 16 (+10); Int 11 (+7); Cha 12 (+8)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Avenging Paladin [Level 14 Soldier]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +9
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 29, Reflex 24, Will 27
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +21 vs. AC; 1d10 + 11 radiant damage. If the warforged paladin has marked the target, the warforged paladin gains a +2 bonus
to the damage roll.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +21 vs. AC; 3d10 + 11 radiant damage, and the target is marked until the end of the warforged paladin’s next turn. The warforged
paladin can fly 2 squares and must charge as part of this attack.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +16 vs. Will; 2d8 + 9 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 10 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 10 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 +16, Religion +12
Str 22 (+13); Dex 12 (+8); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 18 (+11)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Warforged Protecting Paladin [Level 14 Soldier]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +9
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 32; Fortitude 28, Reflex 26, Will 28
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage, and the warforged paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +20 vs. AC; 2d8 + 10 damage, and one ally within 5 squares of the warforged paladin regains 12 hit points.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +17 vs. Fortitude; 1d10 + 10 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +17 vs. Fortitude; 1d10 + 10 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 11 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 10 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 +17, Religion +12
Str 20 (+12); Dex 12 (+8); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 20 (+12)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Archer Ranger [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +12; Senses Perception +14
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 24
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +20 vs. AC; 1d6 + 10 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +19 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +20/+20 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +20/+20 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
Hit: The target is immobilized
until the start of the warforged ranger’s next turn.
- □ [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: +20 vs. AC; 3d8 + 10 damage.
Longbow: Ranged 20/40; +19 vs. AC; 3d10 + 10 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 2d6 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 10 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 3 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 +14, Stealth +16
Str 20 (+12); Dex 20 (+12); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 12 (+8)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Warforged Two-Blade Ranger [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +11; Senses Perception +14
HP 145; Bloodied 72
Healing Surges (+36 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 24
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +18 vs. AC; 1d10 + 9 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +21/+21 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +18 vs. AC (twice); 1d10 + 5 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +21 vs. AC; 1d8 + 11 damage.
Longsword (off hand):
+21 vs. AC; 1d8 + 11 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the warforged
ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the warforged ranger’s next
turn.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +21 vs. AC; 2d8 + 11 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 2d6 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 10 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 +10 hit points.
Skills Nature +14, Perception +14
Str 22 (+13); Dex 18 (+11); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 12 (+8)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Warforged Brawny Rogue [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +12; Senses Perception +8
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 27, Reflex 29, Will 24
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +20 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +20 vs. Reflex; 1d6 + 10 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +20 vs. AC; 3d6 + 10 damage, and the target cannot shift until the end of the warforged rogue’s next turn. If the target provokes
an opportunity attack from the warforged rogue before the start of the warforged rogue’s next turn, the warforged rogue gains
a +5 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +20 vs. Fortitude; 2d6 + 10 damage, and the target takes ongoing 10 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 10 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 3d6 damage.
Skills Acrobatics +17, Thievery +17
Str 20 (+12); Dex 20 (+12); Wis 12 (+8);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Warforged Trickster Rogue [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +12; Senses Perception +13
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 25, Reflex 29, Will 26
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +18 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +20 vs. AC; 1d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
The warforged rogue can move 2 squares before the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +20 vs. AC; 2d6 + 10 damage.
Hand
Crossbow: Ranged 10/20; +19 vs. AC; 2d6 + 10 damage.
Hit: The target slides 2 squares. Hit or Miss:
The warforged rogue can move 3 squares after making the attack.
- □ [M] Knockout (standard) ✦ Weapon
- +20 vs. Fortitude; 2d6 + 10 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 10 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 3d6 damage.
Skills Stealth +17, Thievery +17
Str 16 (+10); Dex 20 (+12); Wis 12 (+8);
Con 15 (+9); Int 11 (+7); Cha 18 (+11)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Warforged Fey-Pact Warlock [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +8
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 28; Fortitude 25, Reflex 27, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +17 vs. Reflex; 1d10 + 10 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 1d6 + 10 psychic damage, and the warforged warlock is invisible to the target until the start of
the warforged warlock’s next turn.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +17 vs. Will; until the end of the warforged warlock’s next turn, the target treats all creatures as enemies for
the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these
attack rolls.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +17 vs. Reflex; 2d8 + 10 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 5
cold damage (save ends). Sustain Minor: The target takes 2d8 + 5 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The warforged warlock can only curse one target per turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlock gains 10 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 +16, Bluff +17
Str 13 (+8); Dex 12 (+8); Wis 13 (+8);
Con 16 (+10); Int 18 (+11); Cha 20 (+12)
Equipment leather armor, spear
-1 Level / +1 Level
Warforged Infernal-Pact Warlock [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +8
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 25
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +18 vs. Reflex; 1d6 + 11 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s
next turn, the target takes an extra 1d6 + 11 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +18 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the warforged warlock’s next
turn.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +18 vs. Reflex; 3d10 + 11 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The warforged warlock can only curse one target per turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlock gains 10 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains 14 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 +16, Intimidate +14
Str 13 (+8); Dex 13 (+8); Wis 12 (+8);
Con 22 (+13); Int 18 (+11); Cha 14 (+9)
Equipment leather armor, mace
-1 Level / +1 Level
Warforged Star-Pact Warlock [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +8
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 26; Fortitude 28, Reflex 25, Will 27
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +15 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +18 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the warforged warlock on its next turn,
it takes an extra 1d6 + 11 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +18 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +18 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +18 vs. Will; 2d10 + 11 psychic damage, and the warforged warlock teleports the target to an unoccupied square
within 3 squares of the warforged warlock. Sustain Minor: Make a +18 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The warforged warlock can only curse one target per turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlock gains 10 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 +14, Insight +13
Str 13 (+8); Dex 13 (+8); Wis 12 (+8);
Con 22 (+13); Int 14 (+9); Cha 18 (+11)
Equipment leather armor, sickle
-1 Level / +1 Level
Warforged Inspiring Warlord [Level 14 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 1000]
Initiative +10; Senses Perception +7
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 29, Reflex 24, Will 27
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +20 vs. Fortitude; 6 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 +4 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Bolstering Blow (standard) ✦ Weapon
- +20 vs. AC; 3d10 + 11 damage, and the warforged warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +20 vs. AC; 3d10 + 11 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 +4 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 10 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The warforged warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 11 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 +12, History +14
Str 22 (+13); Dex 12 (+8); Wis 11 (+7);
Con 15 (+9); Int 14 (+9); Cha 18 (+11)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Warforged Tactical Warlord [Level 14 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 1000]
Initiative +10; Senses Perception +7
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 29, Reflex 27, Will 25
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 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] Beat Them into the Ground (standard) ✦ Weapon
- +21 vs. Fortitude; 2d8 + 11 damage, the target is knocked prone, and every ally within 5 squares of the warforged warlord
makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target
prone on a hit. The warforged warlord’s allies have a +4 power bonus to these attack rolls.
- □ [M] Iron Dragon Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+21 vs. AC; 3d8 + 11 damage. Hit or Miss: Until the end of the encounter, as an immediate reaction, an ally of the
warforged warlord’s choice within 5 squares of the warforged warlord can charge a target that the warforged warlord charges.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 10 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The warforged warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 5 squares.
- Tactical Presence
- When an ally the warforged warlord can see spends an action point to make an extra attack, the ally gains a +4 bonus to the
attack roll.
- Combat Leader
- The 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 +12, History +16
Str 22 (+13); Dex 12 (+8); Wis 11 (+7);
Con 15 (+9); Int 18 (+11); Cha 14 (+9)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Warforged Control Wizard [Level 14 Artillery]
Medium natural humanoid (living construct) [XP 1000]
Initiative +9; Senses Perception +11
HP 105; Bloodied 52
Healing Surges (+26 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +17 vs. Fortitude; 1d6 + 10 cold damage, and the target is slowed until the end of the warforged wizard’s next
turn.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +17 vs. Will; 2d6 + 10 psychic damage, and the target
is immobilized until the end of the warforged wizard’s next turn. If the warforged wizard targets only one creature with this
power, the warforged wizard gains a +4 power bonus to the attack roll.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +17 vs. Reflex; 2d12 + 10 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 10 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 -4 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 +17, Insight +16
Str 13 (+8); Dex 14 (+9); Wis 18 (+11);
Con 15 (+9); Int 20 (+12); Cha 12 (+8)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Warforged War Wizard [Level 14 Artillery]
Medium natural humanoid (living construct) [XP 1000]
Initiative +11; Senses Perception +9
HP 105; Bloodied 52
Healing Surges (+26 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 26
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +17 vs. Reflex; 1d6 + 10 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +17 vs. Reflex; 4d6 + 10 thunder damage, and the target is pushed 4 squares.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +17 vs. Fortitude; 2d8 + 10 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 10 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 +4 bonus to a single attack roll.
Skills Arcana +17, History +17
Str 13 (+8); Dex 18 (+11); Wis 14 (+9);
Con 15 (+9); Int 20 (+12); Cha 12 (+8)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Warforged Isolating Avenger [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +12
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 10 damage, and the warforged avenger shifts 1 square, sliding the target 1 square into the space the warforged
avenger occupied.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +20 vs. Will; 2d10 + 10 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the warforged avenger’s next turn or until the warforged avenger dismisses it as a minor action. Any enemy
that enters the zone is dazed until the end of the warforged avenger’s next turn. Hit or Miss: Until the end of the
warforged avenger’s next turn, the warforged avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +20 vs. AC; 3d10 + 10 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 10 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 +4 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 +15, Religion +16
Str 16 (+10); Dex 12 (+8); Wis 20 (+12);
Con 15 (+9); Int 18 (+11); Cha 11 (+7)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Warforged Pursuing Avenger [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +11; Senses Perception +12
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +18 vs. AC; 1d8 + 9 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 10 damage, and if the target doesn’t end its next turn adjacent to the warforged avenger, the warforged
avenger can shift 5 squares as a free action. The warforged avenger must end that shift closer to the target.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +17 vs. Will; 2d8 + 10 thunder damage, and the warforged avenger teleports the target 5 squares. The warforged
avenger then teleports to a space adjacent to the target. Until the end of the warforged avenger’s next turn, any enemy that
ends its turn adjacent to the warforged avenger takes 4 thunder damage.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +20 vs. AC; 2d10 + 10 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 10 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 +8 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 +13, Stealth +16
Str 16 (+10); Dex 18 (+11); Wis 20 (+12);
Con 15 (+9); Int 12 (+8); Cha 11 (+7)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Warforged Rageblood Barbarian [Level 14 Brute]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +13
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○
AC 28; Fortitude 30, Reflex 25, Will 24
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+20 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 2d12). 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +20 vs. AC; 2d12 + 11 damage (crit 35 + 2d12) and the target is pushed 1 square.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +20 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), 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 +5 damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 10 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 10 temporary hit
points.
- Barbarian Agility
- While the warforged barbarian is not wearing heavy armor, the warforged barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +17, Perception +13
Str 22 (+13); Dex 13 (+8); Wis 12 (+8);
Con 20 (+12); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Thaneborn Barbarian [Level 14 Brute]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +13
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 28; Fortitude 30, Reflex 25, Will 26
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+20 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 2d12). 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +20 vs. Fortitude; 3d12 + 11 damage (crit 47 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack:
+18 vs. Will; the secondary target moves 2 squares away from the warforged barbarian as a free action and takes a –4 penalty
to attack rolls until the end of the warforged barbarian’s next turn.
- □ [M] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +20 vs. AC; 2d12 + 11 acid damage (crit 35 + 2d12), 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 10 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.
- □ 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 +4 bonus to the attack roll.
- Barbarian Agility
- While the warforged barbarian is not wearing heavy armor, the warforged barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +17, Perception +13
Str 22 (+13); Dex 13 (+8); Wis 12 (+8);
Con 16 (+10); Int 11 (+7); Cha 18 (+11)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Cunning Bard [Level 14 Controller (Leader)]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +12
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 30; Fortitude 25, Reflex 28, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 1d6 + 10 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the warforged
bard’s next turn.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 1d10 + 10 psychic damage. Until the end of the warforged bard’s next turn, any attack the target
makes provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 3d8 + 10 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 10 temporary hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The warforged bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 5 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 9 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 +16, Bluff +17
Str 15 (+9); Dex 12 (+8); Wis 11 (+7);
Con 16 (+10); Int 18 (+11); Cha 20 (+12)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Warforged Valorous Bard [Level 14 Controller (Leader)]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +12
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 29; Fortitude 27, Reflex 26, Will 28
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 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] Earthquake Strike (standard) ✦ Weapon
- +20 vs. AC; 2d8 + 10 damage, and the warforged bard knocks the target prone. Until the end of the warforged bard’s next turn,
each ally within 10 squares of the warforged bard can knock prone any creature he or she hits and gains a +5 bonus to damage
rolls.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +20 vs. AC; 3d8 + 10 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 10 temporary hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The warforged bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 5 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 8 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 +14, Athletics +13
Str 15 (+9); Dex 12 (+8); Wis 11 (+7);
Con 20 (+12); Int 14 (+9); Cha 20 (+12)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Warforged Guardian Druid [Level 14 Controller]
Medium natural humanoid (living construct) [XP 1000]
Initiative +9; Senses Perception +12
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 30; Fortitude 27, Reflex 25, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +16 vs. AC; 2d4 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +17 vs. Fortitude; 2d6 + 10 damage, and the warforged druid slides the target 3 squares.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +17 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 10 radiant
damage. Miss: 1d10 + 10 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 10 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 +17, Nature +17
Str 15 (+9); Dex 14 (+9); Wis 20 (+12);
Con 20 (+12); Int 12 (+8); Cha 11 (+7)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Predator Druid [Level 14 Controller]
Medium natural humanoid (living construct) [XP 1000]
Initiative +11; Senses Perception +17
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Saving Throws +2 against ongoing damage
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +16 vs. AC; 2d4 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 vs. Reflex; 1d6 + 5 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 5 fire damage.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +17 vs. Reflex; 2d6 + 10 damage, and until the end of the warforged druid’s next turn, the warforged druid can make a melee
basic attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the warforged druid that hits or
misses with an attack.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +17 vs. Reflex; 2d8 + 10 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 10 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 3 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 +17, Perception +17
Str 15 (+9); Dex 18 (+11); Wis 20 (+12);
Con 16 (+10); Int 12 (+8); Cha 11 (+7)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Preserving Invoker [Level 14 Artillery]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +12
HP 106; Bloodied 53
Healing Surges (+26 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +17 vs. Reflex; 1d8 + 10 radiant damage, and the warforged invoker slides the target 1 square. The warforged invoker
can use this power as a ranged basic attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +17 vs. Fortitude; 3d6 + 10 damage, and the warforged invoker either slides the target
5 squares or the warforged invoker slides the target 1 square and knocks it prone.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +17 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 10 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 +4 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 +16, Religion +16
Str 13 (+8); Dex 13 (+8); Wis 20 (+12);
Con 16 (+10); Int 18 (+11); Cha 12 (+8)
Equipment hide armor, morningstar
-1 Level / +1 Level
Warforged Wrathful Invoker [Level 14 Artillery]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +12
HP 110; Bloodied 55
Healing Surges (+27 hp) ○○
AC 28; Fortitude 28, Reflex 25, Will 28
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +17 vs. Fortitude; 1d10 + 10 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The warforged invoker can use this power as a ranged basic attack.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +17 vs. Will; 2d8 + 10 damage, or 3d8 + 10 damage if the warforged invoker
targets only one creature. The target takes a –5 penalty to all saving throws until the end of the warforged invoker’s next
turn.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +17 vs. Reflex; 3d6 + 10 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 10 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 1d6+5 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 +18, Religion +14
Str 13 (+8); Dex 13 (+8); Wis 20 (+12);
Con 20 (+12); Int 14 (+9); Cha 12 (+8)
Equipment chainmail, morningstar
-1 Level / +1 Level
Warforged Bear Shaman [Level 14 Controller (Leader)]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +17
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 26; Fortitude 28, Reflex 24, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +16 vs. AC; 1d10 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Will; 1d8 + 10 damage, and each ally adjacent to the warforged shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 2d6 + 10 damage. Until the end of the warforged shaman’s next turn, the warforged shaman
and the warforged shaman’s allies gain resist 9 to all damage while adjacent to the warforged shaman’s spirit companion.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +17 vs. Will; 2d8 + 10 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 17 damage to
the spirit, the spirit disappears, and the warforged shaman takes 12 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 10 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 3d6 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; +17 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the warforged shaman’s
spirit companion regains 5 hit points.
- Protector Spirit
- Any ally adjacent to the warforged shaman’s spirit companion regains 5 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 +17, Perception +17
Str 14 (+9); Dex 13 (+8); Wis 20 (+12);
Con 20 (+12); Int 14 (+9); Cha 11 (+7)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Panther Shaman [Level 14 Controller (Leader)]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +17
HP 136; Bloodied 68
Healing Surges (+34 hp) ○○
AC 28; Fortitude 26, Reflex 26, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +16 vs. AC; 1d10 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 1d10 + 10 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 +2 bonus to the attack roll.
- ○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Reflex; 2d10 + 10 damage. Until the start of the warforged shaman’s next turn, if an ally adjacent
to the warforged shaman’s spirit companion misses with an attack, the warforged shaman can use an immediate interrupt to allow
that ally to reroll the attack with a +4 bonus to the attack roll.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +17 vs. Fortitude; 3d6 + 10 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 17 damage to
the spirit, the spirit disappears, and the warforged shaman takes 12 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 10 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 3d6 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; +17 vs. Reflex; 1d10 + 10 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +17, Perception +17
Str 14 (+9); Dex 13 (+8); Wis 20 (+12);
Con 16 (+10); Int 18 (+11); Cha 11 (+7)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Chaos Sorcerer [Level 14 Artillery]
Medium natural humanoid (living construct) [XP 1000]
Initiative +11; Senses Perception +7
HP 105; Bloodied 52
Healing Surges (+26 hp) ○○
AC 26; Fortitude 25, Reflex 26, Will 29
Saving Throws +2 against ongoing damage
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +19 vs. AC; 1d4 + 9 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +17 vs. Will; 1d10 + 16 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:
+17 vs. Will; 1d6 + 11 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.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +17 vs. Will; 2d10 + 16 psychic damage, and the warforged sorcerer knocks the target prone. If the warforged sorcerer
rolled an even number on the attack roll, the target can’t stand up until the end of the warforged sorcerer’s next turn. If
the warforged sorcerer rolled an odd number on the attack roll, the warforged sorcerer slides the target 4 squares.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +17 vs. Fortitude; 2d10 + 16 poison damage. Hit or Miss: The warforged sorcerer slides the target 5 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 + 11 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 + 11 poison damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 10 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 +6 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 +13, Bluff +17
Str 16 (+10); Dex 18 (+11); Wis 11 (+7);
Con 15 (+9); Int 12 (+8); Cha 20 (+12)
Equipment cloth armor, dagger
-1 Level / +1 Level
Warforged Dragon Sorcerer [Level 14 Skirmisher]
Medium natural humanoid (living construct) [XP 1000]
Initiative +9; Senses Perception +7
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 27; Fortitude 27, Reflex 24, Will 29
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +17 vs. Reflex; 1d8 + 17 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 5 fire damage.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +17 vs. Fortitude; 2d6 + 17 thunder damage, and the target is dazed and slowed until the end of the warforged
sorcerer’s next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +17 vs. Fortitude; 2d6 + 17 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The warforged sorcerer gains a +5 power bonus to AC until the end of the
encounter.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 10 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 +7 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 +13, Athletics +17
Str 20 (+12); Dex 14 (+9); Wis 11 (+7);
Con 15 (+9); Int 12 (+8); Cha 20 (+12)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Warforged Earth Warden [Level 14 Brute]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +14
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○
AC 32; Fortitude 29, Reflex 25, Will 25
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 11 damage, and the warforged warden gains a +1 power bonus to AC until the end of the warforged warden’s
next turn.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +20 vs. AC; 3d10 + 11 damage. Hit or Miss: The target provokes an opportunity attack from the warforged warden if it
shifts before the end of the warforged warden’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 10 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 6 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; +20 vs. AC; 2d10
+ 11 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 +5 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 +15, Perception +14
Str 22 (+13); Dex 13 (+8); Wis 14 (+9);
Con 20 (+12); Int 11 (+7); Cha 12 (+8)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Warforged Wild Warden [Level 14 Brute]
Medium natural humanoid (living construct) [XP 1000]
Initiative +8; Senses Perception +16
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 29; Fortitude 29, Reflex 23, Will 27
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the warforged warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +20 vs. AC; 1d12 + 11 radiant damage (crit 23 + 2d12), and the target is blinded until the end of the warforged warden’s next
turn. If the target is bloodied, the warforged warden shifts 2 squares.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 10 temporary hit points.
- □ Returning Strength (minor) ✦ Healing
- The warforged warden spends a healing surge and regains +6 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: +20 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), 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; +20 vs. Fortitude; 1d12 + 11 damage (crit 23 + 2d12), 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
-4 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 +17, Perception +16
Str 22 (+13); Dex 13 (+8); Wis 18 (+11);
Con 16 (+10); Int 11 (+7); Cha 12 (+8)
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.