Warforged NPCs [Level 18]
Warforged Battle Cleric [Level 18 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +13
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 31, Reflex 26, Will 31
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 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] Blinding Light (standard) ✦ Radiant, Weapon
- +23 vs. Fortitude; 2d10 + 12 radiant damage, and the target is blinded until the end of the warforged cleric’s next turn.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +23 vs. Will; 2d10 + 12 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ Divine Armor (standard) ✦ Healing
- The warforged cleric gains a +2 power bonus to AC. The warforged cleric and each ally within 3 squares gain resist 5 to all
damage until the end of the encounter.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 12 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 4d6 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 +18, Religion +14
Str 23 (+15); Dex 12 (+10); Wis 19 (+13);
Con 15 (+11); Int 11 (+9); Cha 14 (+11)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Devoted Cleric [Level 18 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +14
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 28, Reflex 26, Will 32
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 9 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +20 vs. Reflex; 1d8 + 11 radiant damage, and one ally the warforged cleric can see gains a +2 power bonus to his
or her next attack roll against the target.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +20 vs. Reflex; 3d6 + 11 thunder damage, and the target is pushed 7 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +20 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the warforged
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the warforged cleric and the warforged cleric’s allies against ranged attacks until
the end of the warforged cleric’s next turn. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The warforged cleric and any allies gain the following benefits
while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack
rolls. The area remains hallowed until the end of the encounter.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged cleric gains 12 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 4d6 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 +19, Religion +14
Str 16 (+12); Dex 12 (+10); Wis 21 (+14);
Con 15 (+11); Int 11 (+9); Cha 19 (+13)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Greatweapon Fighter [Level 18 Soldier]
Medium natural humanoid (living construct) [XP 2000]
Initiative +11; Senses Perception +10
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 32; Fortitude 33, Reflex 27, Will 26
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 6 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +23 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
warforged fighter can shift the same distance the warforged fighter pushed the target. The warforged fighter must end the
move adjacent to the target.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 12 temporary hit points.
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The warforged fighter gains regeneration 5, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that
starts its turn adjacent to the warforged fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as
long as the warforged fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the warforged fighter uses another stance power.
- □ Iron Warrior (minor) ✦ Healing
- The warforged fighter spends a healing surge, regaining an additional 2d6 + 5 hit points, and makes a saving throw against
one effect that a save can end.
- 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 +20, Intimidate +15
Str 23 (+15); Dex 14 (+11); Wis 13 (+10);
Con 21 (+14); Int 11 (+9); Cha 12 (+10)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Warforged Guardian Fighter [Level 18 Soldier]
Medium natural humanoid (living construct) [XP 2000]
Initiative +13; Senses Perception +10
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 34; Fortitude 33, Reflex 31, Will 26
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+24 vs. AC; 1d8 + 12 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] Warrior’s Challenge (standard) ✦ Weapon
- +24 vs. AC; 3d8 + 12 damage, and the target is pushed 2 squares. All of the warforged fighter’s enemies within 2 squares of
the target are marked until the end of the warforged fighter’s next turn.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +24 vs. AC; 3d8 + 12 damage. Miss: Half damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 12 temporary hit points.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +15, Intimidate +15
Str 23 (+15); Dex 19 (+13); Wis 13 (+10);
Con 16 (+12); Int 11 (+9); Cha 12 (+10)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Avenging Paladin [Level 18 Soldier]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +11
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 32, Reflex 27, Will 30
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +24 vs. AC; 1d10 + 12 radiant damage. If the warforged paladin has marked the target, the warforged paladin gains a +2 bonus
to the damage roll.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +24 vs. AC; 3d10 + 12 damage, and the target is pushed 4 squares. The target can’t move nearer to the warforged paladin on
its next turn.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+24 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The warforged paladin can spend a healing surge.
- ● Divine Challenge (minor) ✦ Radiant
- The warforged paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
warforged paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes
such an attack, it takes 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 12 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the warforged paladin is hit by an attack.
The warforged paladin teleports adjacent to the ally and is hit by the attack instead.
Skills Intimidate +18, Religion +14
Str 23 (+15); Dex 12 (+10); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 19 (+13)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Warforged Protecting Paladin [Level 18 Soldier]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +11
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 35; Fortitude 31, Reflex 29, Will 31
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage, and the warforged paladin gains 2 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +23 vs. Will; 2d8 + 11 damage, and the target is weakened until the end of the warforged paladin’s next turn.
- □ [R] True Nemesis (standard)
- Ranged 5; +20 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the warforged paladin and attacks the warforged paladin or an ally, the warforged paladin
can make a secondary attack against the target as an immediate reaction. Secondary Attack: +20 vs. Will; 2d10 + 11
damage. Miss: Half damage.
- □ Death Ward (standard) ✦ Healing
- The warforged paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the
target regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
- ● 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 12 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 +19, Religion +14
Str 21 (+14); Dex 12 (+10); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 21 (+14)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Archer Ranger [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +14; Senses Perception +16
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 27
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +23 vs. AC; 1d6 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +22 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +23/+23 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 11 damage per attack.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 11 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d10 damage. Miss: The target is dazed (save ends).
- □ Momentary Respite (standard)
- The warforged ranger shifts 2 squares and makes a saving throw. The warforged ranger is no longer marked by any enemy.
- ● 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 12 temporary hit points.
- Archer Fighting Style
- The warforged ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The warforged ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +16, Stealth +18
Str 21 (+14); Dex 21 (+14); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 12 (+10)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Warforged Two-Blade Ranger [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +13; Senses Perception +16
HP 177; Bloodied 88
Healing Surges (+44 hp) ○○
AC 32; Fortitude 32, Reflex 30, Will 27
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +21 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +24/+24 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +24 vs. AC; 1d8 + 12 damage, and the target is immobilized and knocked prone until
the end of the warforged ranger’s next turn.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Longsword (main): +24 vs. AC; 2d8 + 12 damage.
Longsword (off hand):
+24 vs. AC; 2d8 + 12 damage.
Alternate main and off-hand weapon attacks until the warforged ranger misses or until
the warforged ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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 12 temporary hit points.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the warforged ranger with a melee attack.
Shift 1 square away from the enemy.
- 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 +16, Perception +16
Str 23 (+15); Dex 19 (+13); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 12 (+10)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Warforged Brawny Rogue [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +14; Senses Perception +10
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 30, Reflex 32, Will 27
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +23 vs. AC; 1d6 + 11 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +23 vs. AC; 1d6 + 11 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +23 vs. Reflex; 1d6 + 11 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +23 vs. Fortitude; 3d6 + 11 damage.
Shuriken: Ranged 6/12; +23 vs. Fortitude; 3d6 + 11 damage.
Hit: If the target attacks the warforged rogue before the start of the warforged rogue’s next turn, the warforged
rogue can attack it again as an immediate interrupt.
Short Sword: +23 vs. Fortitude; 2d6 + 11 damage.
Shuriken: Ranged 6/12; +23 vs. Fortitude; 2d6 + 11 damage.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The warforged rogue can use this power as a minor action if the warforged rogue has already grabbed a creature. Doing so requires
no attack roll. +23 vs. Reflex; 2d6 + 11 damage, and the warforged rogue grabs the target. Until the target escapes, the warforged
rogue has cover, and any melee attack or ranged attack that misses the warforged rogue hits the target instead. Sustain
Minor: Sustain the grab for another round. The third time the warforged rogue sustains the grab after using this power,
the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 12 temporary hit points.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the warforged rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 +19, Thievery +19
Str 21 (+14); Dex 21 (+14); Wis 12 (+10);
Con 15 (+11); Int 11 (+9); Cha 14 (+11)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Warforged Trickster Rogue [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +14; Senses Perception +15
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 29
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 9 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +23 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
The warforged rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +23 vs. Will; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +22 vs. Will; 3d6 + 11 damage.
Hit: Until the end of the warforged rogue’s next turn, the warforged rogue gains combat advantage against the
target and a +1 power bonus to all defenses against its attacks.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +23 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 3d6 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 14 damage (short sword) or
5d6 + 14 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 12 temporary hit points.
- ○ Hide in Plain Sight (minor)
- The warforged rogue must already be hidden to use this power. The warforged rogue is invisible until the warforged rogue leaves
the warforged rogue’s current square. No other action that the warforged rogue performs makes the warforged rogue visible.
- 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 +19, Thievery +19
Str 16 (+12); Dex 21 (+14); Wis 12 (+10);
Con 15 (+11); Int 11 (+9); Cha 19 (+13)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Warforged Fey-Pact Warlock [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +10
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 31; Fortitude 28, Reflex 30, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 11 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d6 + 11 psychic damage, and the warforged warlock is invisible to the target until the start of
the warforged warlock’s next turn.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +20 vs. Fortitude; 3d6 + 11 damage, and the warforged warlock can spend a healing surge, regaining an additional
+4 hit points.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +20 vs. Will; The target loses its next standard action. Sustain Standard: Make a +20 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The warforged warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the warforged
warlock’s next turn.
- ● 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 12 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 +18, Bluff +19
Str 13 (+10); Dex 12 (+10); Wis 13 (+10);
Con 16 (+12); Int 19 (+13); Cha 21 (+14)
Equipment leather armor, spear
-1 Level / +1 Level
Warforged Infernal-Pact Warlock [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +10
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 31; Fortitude 31, Reflex 30, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +21 vs. Reflex; 1d6 + 12 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s
next turn, the target takes an extra 1d6 + 12 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +21 vs. Fortitude; the warforged warlock takes 14 damage, and the target takes 3d10 + 21 damage.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +21 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +21 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 12 fire and poison damage. On a miss, the warforged
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The warforged warlock can fly a number of squares equal to the warforged warlock’s speed + 2. If the warforged warlock doesn’t
land at the end of this move, the warforged warlock falls. Until the end of the warforged warlock’s next turn, the warforged
warlock is insubstantial, and the warforged warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 12 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains 18 temporary hit points.
Skills Arcana +18, Intimidate +16
Str 13 (+10); Dex 13 (+10); Wis 12 (+10);
Con 23 (+15); Int 19 (+13); Cha 14 (+11)
Equipment leather armor, mace
-1 Level / +1 Level
Warforged Star-Pact Warlock [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +10
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 29; Fortitude 31, Reflex 28, Will 30
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +18 vs. AC; 1d6 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +21 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the warforged warlock on its next turn,
it takes an extra 1d6 + 12 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +19 vs. Reflex; 1d8 + 10 damage, and the target gains vulnerability 12 to all attacks until the end of the warforged
warlock’s next turn.
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +21 vs. Fortitude; 4d10 + 12 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the warforged warlock’s next turn. Sustain Minor:
Make a +21 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 12 cold damage and
is immobilized (save ends).
- ● Warlock’s Curse (minor)
- The warforged warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
warforged warlock can deal an extra 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 12 temporary hit points.
- □ Eye of the Warlock (minor)
- Ranged 10; the warforged warlock sees through the target’s eyes. The target is not aware that the warforged warlock is doing
so. The warforged warlock has line of sight and line of effect from the target for the warforged warlock’s attacks. The warforged
warlock’s warlock powers can originate in the target’s square. Each time the warforged warlock uses a power through this link,
a mystical third eye briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains a +1 bonus to a single d20 roll the warforged warlock makes during the warforged warlock’s next
turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Skills Arcana +16, Insight +15
Str 13 (+10); Dex 13 (+10); Wis 12 (+10);
Con 23 (+15); Int 14 (+11); Cha 19 (+13)
Equipment leather armor, sickle
-1 Level / +1 Level
Warforged Inspiring Warlord [Level 18 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 2000]
Initiative +12; Senses Perception +9
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 32, Reflex 27, Will 30
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +23 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] Battle On (standard) ✦ Weapon
- +23 vs. AC; 3d10 + 12 damage, and every ally within 5 squares of the warforged warlord makes a saving throw with a +4 bonus.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +23 vs. AC; 3d10 + 12 damage, and each ally who has line of sight to the warforged warlord regains hit points as if he or
she had spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to
the warforged warlord regains 14 hit points.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the warforged warlord’s next turn, each target gains
a +2 power bonus to attack rolls.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 12 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 4d6 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 13 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 +14, History +16
Str 23 (+15); Dex 12 (+10); Wis 11 (+9);
Con 15 (+11); Int 14 (+11); Cha 19 (+13)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Warforged Tactical Warlord [Level 18 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 2000]
Initiative +12; Senses Perception +9
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 32, Reflex 30, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 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] Thunderous Fury (standard) ✦ Weapon
- +24 vs. AC; 3d8 + 12 damage, and the target is dazed until the end of the warforged warlord’s next turn. Until the end of
the warforged warlord’s next turn, the warforged warlord’s allies gain a +4 power bonus to attack rolls against the target.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +24 vs. AC; 3d8 + 12 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the
warforged warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 12 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 4d6 hit points. This
power can only be used once per round.
- Tactical Presence
- When an ally the warforged warlord can see spends an action point to make an extra attack, the ally gains a +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 +14, History +18
Str 23 (+15); Dex 12 (+10); Wis 11 (+9);
Con 15 (+11); Int 19 (+13); Cha 14 (+11)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Warforged Control Wizard [Level 18 Artillery]
Medium natural humanoid (living construct) [XP 2000]
Initiative +11; Senses Perception +13
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 30; Fortitude 27, Reflex 30, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +20 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the warforged wizard’s next
turn.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +20 vs. Reflex; 3d8 + 11 force damage, and the target is immobilized until the end of the warforged
wizard’s next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This
effect ends at the end of the warforged wizard’s next turn, and the warforged wizard can dismiss it as a minor action.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +20 vs. Fortitude, Reflex, Will. The warforged wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 +
11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and
ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject
to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against
each ongoing effect separately.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 12 temporary hit points.
- ○ Orb of Imposition (free)
- The warforged wizard can choose one creature suffering from one of the warforged wizard’s wizard spells whose effect ends
on a saving throw. That creature takes a -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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the warforged wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Skills Arcana +19, Insight +18
Str 13 (+10); Dex 14 (+11); Wis 19 (+13);
Con 15 (+11); Int 21 (+14); Cha 12 (+10)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Warforged War Wizard [Level 18 Artillery]
Medium natural humanoid (living construct) [XP 2000]
Initiative +13; Senses Perception +11
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 30; Fortitude 27, Reflex 30, Will 29
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +20 vs. Reflex; 1d6 + 11 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +20 vs. Reflex; 3d6 + 11 force damage, and the target
is dazed 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.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +20 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The warforged wizard or one ally touched by the warforged wizard gains resist 10 to all damage until the end of the encounter
or for 5 minutes.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 12 temporary hit points.
- ○ Wand of Accuracy (free)
- The warforged wizard gains a +4 bonus to a single attack roll.
Skills Arcana +19, History +19
Str 13 (+10); Dex 19 (+13); Wis 14 (+11);
Con 15 (+11); Int 21 (+14); Cha 12 (+10)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Warforged Isolating Avenger [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +14
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 9 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 11 damage, and the warforged avenger shifts 1 square, sliding the target 1 square into the space the warforged
avenger occupied.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +23 vs. AC; 2d10 + 11 thunder damage, and the warforged avenger pushes any enemy within 2 squares of the warforged avenger,
other than the target, 2 squares. Until the end of the warforged avenger’s next turn, if any enemy other than the target enters
a square adjacent to the warforged avenger or hits or misses the warforged avenger from a square within the warforged avenger’s
reach, the warforged avenger can make a melee basic attack against that enemy as an opportunity action. The warforged avenger
gains a +4 power bonus to the attack roll of the melee basic attack.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +23 vs. AC; 3d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the warforged avenger or that hits or misses the warforged avenger with a melee attack takes 5
damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the warforged avenger can see in within 10 squares. When the warforged avenger makes a melee attack against
the target and the target is the only enemy adjacent to the warforged avenger, the warforged avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the warforged avenger regains the use of this power.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged avenger gains 12 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.
- ○ Bulwark of Defiance (no action)
- When the warforged avenger fails a saving throw other than a death saving throw.
Until the end of the warforged avenger’s next turn, the effect the warforged avenger failed the saving throw against doesn’t
affect the warforged avenger, but the warforged avenger makes saving throws against it as normal.
- 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 +17, Religion +18
Str 16 (+12); Dex 12 (+10); Wis 21 (+14);
Con 15 (+11); Int 19 (+13); Cha 11 (+9)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Warforged Pursuing Avenger [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +13; Senses Perception +14
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 9 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +21 vs. AC; 1d8 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 11 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.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 11 damage, and the target is immobilized until the end of the warforged avenger’s next turn. The warforged
avenger gains a +6 bonus to the warforged avenger’s next attack roll against the target before the end of the warforged avenger’s
next turn.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +20 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the warforged avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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 12 temporary hit points.
- ○ Astral Cloak (minor) ✦ Illusion
- The warforged avenger becomes invisible until the end of the warforged avenger’s turn.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the warforged avenger makes an attack roll against the warforged avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Censure of Pursuit
- If the warforged avenger’s oath of enmity target moves away from the warforged avenger willingly, the warforged avenger gains
a +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 +15, Stealth +18
Str 16 (+12); Dex 19 (+13); Wis 21 (+14);
Con 15 (+11); Int 12 (+10); Cha 11 (+9)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Warforged Rageblood Barbarian [Level 18 Brute]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +15
HP 211; Bloodied 105
Healing Surges (+52 hp) ○○
AC 31; Fortitude 33, Reflex 28, Will 27
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+23 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 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.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +23 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the warforged barbarian gains 14 temporary hit points.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +23 vs. AC; 4d12 + 12 damage (crit 60 + 2d12). Miss: Half damage. Hit or Miss: The warforged barbarian enters
the rage of the hunting lion. Until the rage ends, the warforged barbarian gains a +2 power bonus to attack rolls against
any target that is granting combat advantage to the warforged barbarian.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 12 temporary hit points.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the warforged barbarian gains resist 10 against a damage type of the warforged barbarian’s choice:
acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the warforged barbarian uses another stance power.
- ○ Swift Charge (free)
- When the warforged barbarian’s attack reduces an enemy to 0 hit points.
The warforged barbarian charges an enemy.
- Rageblood Vigor
- Whenever the warforged barbarian’s attack reduces an enemy to 0 hit points, the warforged barbarian gains 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 +19, Perception +15
Str 23 (+15); Dex 13 (+10); Wis 12 (+10);
Con 21 (+14); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Thaneborn Barbarian [Level 18 Brute]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +15
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○
AC 31; Fortitude 33, Reflex 28, Will 29
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+23 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 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] Devastating Blow (standard) ✦ Weapon
- +23 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target takes a –4 penalty to AC until the end of the warforged barbarian’s
next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +23 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the warforged barbarian knocks the target prone. Miss: Half damage.
Hit or Miss: The warforged barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent
to the warforged barbarian hits or misses the warforged barbarian, the warforged barbarian can make a melee basic attack against
that enemy as an immediate reaction.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 12 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.
- □ Spur the Cycle (free)
- When the warforged barbarian reducees an enemy to 0 hit points during the warforged barbarian’s turn.
The warforged barbarian takes a standard action.
- 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 +19, Perception +15
Str 23 (+15); Dex 13 (+10); Wis 12 (+10);
Con 16 (+12); Int 11 (+9); Cha 19 (+13)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Cunning Bard [Level 18 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +14
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 33; Fortitude 28, Reflex 31, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 1d6 + 11 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the warforged
bard’s next turn.
- ○ [R] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +20 vs. Reflex; 2d8 + 11 thunder damage, and the warforged bard and each ally within 10 squares of the warforged
bard can shift 5 squares as a free action.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the warforged bard’s choice as a free action (save ends). Miss: Half damage. As
the first action of the target’s next turn, the target makes a melee basic attack against a creature of the warforged bard’s
choice as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the warforged bard’s next
turn. While within the zone, the warforged bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares
as a move action. Sustain Minor: The zone persists.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 12 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 3d6 + 5 hit points. This
power can only be used once per round. The warforged bard can also slide the target 1 square.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 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 +18, Bluff +19
Str 15 (+11); Dex 12 (+10); Wis 11 (+9);
Con 16 (+12); Int 19 (+13); Cha 21 (+14)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Warforged Valorous Bard [Level 18 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +14
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 31
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +23 vs. AC; 2d8 + 11 damage, and the warforged bard teleports an ally within 10 squares of the warforged bard to a space adjacent
to the warforged bard and gains a +5 power bonus to attack rolls against the target.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +23 vs. AC; 3d8 + 11 damage, and until the end of the warforged bard’s next turn, the target is marked by an ally within 10
squares of the warforged bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy
that is adjacent to any of the warforged bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 12 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 3d6 + 5 hit points. This
power can only be used once per round. The warforged bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the warforged bard’s next turn. When the
warforged bard moves, the zone moves with the warforged bard, remaining centered on the warforged bard. Any ally who starts
his or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
- 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 +16, Athletics +15
Str 15 (+11); Dex 12 (+10); Wis 11 (+9);
Con 21 (+14); Int 14 (+11); Cha 21 (+14)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Warforged Guardian Druid [Level 18 Controller]
Medium natural humanoid (living construct) [XP 2000]
Initiative +11; Senses Perception +14
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 33; Fortitude 30, Reflex 28, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +19 vs. AC; 2d4 + 8 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 11 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; +20 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +20 vs. Fortitude; 3d6 + 11 damage, and the target slides 6 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +20 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the warforged druid’s next turn. Any creature that enters the zone or starts its turn
there is slowed until the end of the warforged druid’s next turn. As a move action, the warforged druid can move the zone
5 squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning damage.
- ● Wild Shape (minor) ✦ Polymorph
- The warforged druid changes from the warforged druid’s humanoid form to beast form or vice versa. When the warforged druid
changes from beast form back to the warforged druid’s humanoid form, the warforged druid shifts 1 square. While the warforged
druid is in beast form, the warforged druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the warforged druid can sustain such powers. The warforged druid can use this power once per round.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged druid gains 12 temporary hit points.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The warforged druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 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 +19, Nature +19
Str 15 (+11); Dex 14 (+11); Wis 21 (+14);
Con 21 (+14); Int 12 (+10); Cha 11 (+9)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Predator Druid [Level 18 Controller]
Medium natural humanoid (living construct) [XP 2000]
Initiative +13; Senses Perception +19
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 32; Fortitude 28, Reflex 30, Will 31
Saving Throws +2 against ongoing damage
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +19 vs. AC; 2d4 + 8 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 11 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; +20 vs. Reflex; 1d6 + 6 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] Scavenger’s Prize (standard) ✦ Beast Form
- +20 vs. Fortitude; 3d10 + 11 damage, the warforged druid grabs the target and shifts 4 squares, pulling the target with the
warforged druid.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +20 vs. Reflex; 3d8 + 11 damage, and remove from the warforged druid every effect that a save can end. Miss: Half damage,
and the warforged druid makes a saving throw against each effect that a save can end.
- ● 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 12 temporary hit points.
- □ Insect Plague (free)
- Until the end of the encounter, the warforged druid can use wild shape to assume the form of a cloud of insects. In this form,
the warforged druid gains a fly speed equal to the warforged druid’s speed, and the warforged druid can hover. The warforged
druid also becomes insubstantial. When the warforged druid squeezes, the warforged druid can move at full speed instead of
half speed and can fit through any opening large enough to accommodate even a single insect. The warforged druid can’t attack,
pick up anything, or manipulate objects. Until this power ends, the warforged druid can use wild shape to change among this
form, another beast form, and the warforged druid’s humanoid form.
- 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 +19, Perception +19
Str 15 (+11); Dex 19 (+13); Wis 21 (+14);
Con 16 (+12); Int 12 (+10); Cha 11 (+9)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Preserving Invoker [Level 18 Artillery]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +14
HP 130; Bloodied 65
Healing Surges (+32 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 7 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +20 vs. Reflex; 1d8 + 11 radiant damage, and the warforged invoker slides the target 1 square. The warforged invoker
can use this power as a ranged basic attack.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +20 vs. Reflex; 2d8 + 11 damage. If the target moves more than 1 square before the end of the warforged
invoker’s next turn, the target takes 9 damage.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +20 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the warforged invoker
can teleport a creature within the zone 5 squares.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 12 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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the warforged invoker makes an attack roll against the warforged invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the warforged invoker’s next turn,
any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +18, Religion +18
Str 13 (+10); Dex 13 (+10); Wis 21 (+14);
Con 16 (+12); Int 19 (+13); Cha 12 (+10)
Equipment hide armor, morningstar
-1 Level / +1 Level
Warforged Wrathful Invoker [Level 18 Artillery]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +14
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 31
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 7 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +20 vs. Fortitude; 1d10 + 11 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] Blood Debt (standard) ✦ Radiant
- Ranged 10; +20 vs. Will; 3d10 + 11 radiant damage, and until the end of the warforged invoker’s next turn, each creature that
the target attacks gains a +6 bonus to its next attack roll against the target.
- □ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the warforged invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall
can be up to 4 squares high, and it lasts until the end of the warforged invoker’s next turn. The wall provides cover to the
warforged invoker and the warforged invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10
+ 11 radiant damage. While the warforged invoker is within 5 squares of the wall, the warforged invoker can make the following
attack as a standard action. Secondary Attack: Ranged 10; +20 vs. Reflex; 2d10 + 11 radiant damage. Before the attack,
remove a square of the wall. Sustain Minor: The wall persists.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 12 temporary hit points.
- □ Walk Between Worlds (minor)
- The warforged invoker or one ally within 10 squares gains phasing until the end of the warforged invoker’s next turn. Sustain
Minor: The effect persists.
- ○ [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.
- 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 +20, Religion +16
Str 13 (+10); Dex 13 (+10); Wis 21 (+14);
Con 21 (+14); Int 14 (+11); Cha 12 (+10)
Equipment chainmail, morningstar
-1 Level / +1 Level
Warforged Bear Shaman [Level 18 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +19
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 29; Fortitude 31, Reflex 27, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +19 vs. AC; 1d10 + 8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Will; 1d8 + 11 damage, and each ally adjacent to the warforged shaman’s spirit companion gains 5 temporary
hit points.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +20 vs. Will; 3d6 + 11 damage, and each ally adjacent to the warforged shaman’s spirit companion can spend a healing
surge and regains an additional 10 hit points.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +20 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 19 damage to
the spirit, the spirit disappears, and the warforged shaman takes 14 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 12 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the warforged shaman’s next turn or until it attacks.
- ● [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; +20 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 +19, Perception +19
Str 14 (+11); Dex 13 (+10); Wis 21 (+14);
Con 21 (+14); Int 14 (+11); Cha 11 (+9)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Panther Shaman [Level 18 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +19
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 31; Fortitude 29, Reflex 29, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +19 vs. AC; 1d10 + 8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Fortitude; 1d10 + 11 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +20 vs. Reflex; 2d10 + 11 damage. Until the end of the warforged shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the warforged shaman’s spirit companion.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +20 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The
warforged shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 19 damage to
the spirit, the spirit disappears, and the warforged shaman takes 14 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 12 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the warforged
shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a
move action, the warforged shaman can move the zone 5 squares.
- ● [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; +20 vs. Reflex; 1d10 + 11 damage.
- Stalker Spirit
- Any ally adjacent to the warforged shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.
Skills Nature +19, Perception +19
Str 14 (+11); Dex 13 (+10); Wis 21 (+14);
Con 16 (+12); Int 19 (+13); Cha 11 (+9)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Chaos Sorcerer [Level 18 Artillery]
Medium natural humanoid (living construct) [XP 2000]
Initiative +13; Senses Perception +9
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 29; Fortitude 28, Reflex 29, Will 32
Saving Throws +2 against ongoing damage
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d4 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +20 vs. Will; 1d10 + 17 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:
+20 vs. Will; 1d6 + 12 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +20 vs. Will; 3d8 + 17 thunder damage, and the warforged sorcerer teleports
the target to a space adjacent to the warforged sorcerer’s enemy that is nearest to it. If the warforged sorcerer rolled an
even number on the attack roll, the warforged sorcerer can teleport the target to a space adjacent to the warforged sorcerer’s
ally, not the warforged sorcerer’s enemy, who is nearest to it.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +20 vs. Will; 5d6 + 17 psychic damage, and as a free action, the target charges the warforged sorcerer’s enemy
nearest to it that it can charge and makes a melee basic attack. If the warforged sorcerer rolled an even number on the attack
roll, the warforged sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity
attack that they provoke (save ends). Miss: Half damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 12 temporary hit points.
- □ Chaos Echoes (immediate reaction)
- When the warforged sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- 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 +15, Bluff +19
Str 16 (+12); Dex 19 (+13); Wis 11 (+9);
Con 15 (+11); Int 12 (+10); Cha 21 (+14)
Equipment cloth armor, dagger
-1 Level / +1 Level
Warforged Dragon Sorcerer [Level 18 Skirmisher]
Medium natural humanoid (living construct) [XP 2000]
Initiative +11; Senses Perception +9
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 32
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +20 vs. Reflex; 1d8 + 18 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] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +20 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the warforged sorcerer takes 7 fire damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 12 temporary hit points.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the warforged sorcerer’s next turn. When the warforged
sorcerer moves, the zone moves with the warforged sorcerer, remaining centered on the warforged sorcerer. The zone is difficult
terrain for the warforged sorcerer’s enemies. While within the zone, any enemy takes a -5 penalty to attack rolls.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the warforged sorcerer.
Targets the triggering creature; +20 vs. Reflex; 2d10 + 18 lightning damage and the warforged sorcerer pushes the target 5
squares.
- 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 +15, Athletics +19
Str 21 (+14); Dex 14 (+11); Wis 11 (+9);
Con 15 (+11); Int 12 (+10); Cha 21 (+14)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Warforged Earth Warden [Level 18 Brute]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +16
HP 211; Bloodied 105
Healing Surges (+52 hp) ○○
AC 35; Fortitude 32, Reflex 28, Will 28
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage, and the warforged warden gains a +1 power bonus to AC until the end of the warforged warden’s
next turn.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 12 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the warforged
warden’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 12 temporary hit points.
- □ Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The warforged warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the warforged warden
is in this form, the warforged warden gains resist 10 lightning, and the warforged warden’s melee reach increases by 1. In
addition, if any enemy starts its turn within 3 squares of the warforged warden and the warforged warden is able to take actions,
that enemy is marked until the end of the warforged warden’s next turn. 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:
+23 vs. AC; 2d10 + 12 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss:
Half damage, and the target is dazed until the end of the warforged warden’s next turn.
- ● [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.
- ○ Cleansing Earth (immediate reaction)
- When the warforged warden is subjected to an effect that a save can end.
The warforged warden makes a saving throw against the triggering effect, with a +6 power bonus.
- 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 +17, Perception +16
Str 23 (+15); Dex 13 (+10); Wis 14 (+11);
Con 21 (+14); Int 11 (+9); Cha 12 (+10)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Warforged Wild Warden [Level 18 Brute]
Medium natural humanoid (living construct) [XP 2000]
Initiative +10; Senses Perception +18
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○
AC 32; Fortitude 32, Reflex 26, Will 30
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +23 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is slowed until the end of the warforged warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +23 vs. Fortitude; 2d12 + 16 damage (crit 40 + 2d12), and the target is weakened until the end of the warforged warden’s next
turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 12 temporary hit points.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The warforged warden assumes the guardian form of the charging boar until the end of the encounter. While the warforged warden
is in this form, the warforged warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during
this encounter, the warforged warden can make the following attack while the warforged warden is in this form as a standard
action.
Secondary Attack: Before the attack, the warforged warden moves the warforged warden’s speed; +23 vs.
Reflex; 3d12 + 12 damage (crit 48 + 2d12), and the warforged warden slides the target 2 squares. Miss: Half damage,
and the warforged warden slides the target 1 square.
- □ Verdant Life (minor) ✦ Healing
- The warforged warden can spend two healing surges.
- ● [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; +23 vs. Fortitude; 1d12 + 12 damage (crit 24 + 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 +19, Perception +18
Str 23 (+15); Dex 13 (+10); Wis 19 (+13);
Con 16 (+12); Int 11 (+9); Cha 12 (+10)
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.