Warforged NPCs [Level 20]
Warforged Battle Cleric [Level 20 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +14
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 33, Reflex 28, Will 33
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 13 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
- +25 vs. Fortitude; 2d10 + 13 radiant damage, and the target is blinded until the end of the warforged cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +25 vs. AC; 3d10 + 13 damage. Miss: Half damage. Hit or Miss: The warforged cleric and each ally within 5 squares
of the warforged cleric regains hit points as if the warforged cleric had each spent a healing surge.
- □ 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 13 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 +15
Str 23 (+16); Dex 12 (+11); Wis 19 (+14);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Devoted Cleric [Level 20 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +15
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 30, Reflex 28, Will 34
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 10 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 3d6 + 12 thunder damage, and the target is pushed 7 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +22 vs. Reflex; 5d10 + 12 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the warforged cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 12 fire damage. 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 13 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 +20, Religion +15
Str 16 (+13); Dex 12 (+11); Wis 21 (+15);
Con 15 (+12); Int 11 (+10); Cha 19 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Greatweapon Fighter [Level 20 Soldier]
Medium natural humanoid (living construct) [XP 2800]
Initiative +12; Senses Perception +11
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 35, Reflex 29, Will 28
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12). Miss: 6 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +25 vs. AC; 3d12 + 13 damage (crit 49 + 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.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12). Miss: Half damage. Hit or
Miss: Until the start of the warforged fighter’s next turn, the warforged fighter can make a secondary attack as a free
action against any enemy that starts its turn adjacent to the warforged fighter. Secondary Attack: +25 vs. AC; 1d12
+ 13 damage (crit 25 + 2d12).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 13 temporary hit points.
- □ 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 +21, Intimidate +16
Str 23 (+16); Dex 14 (+12); Wis 13 (+11);
Con 21 (+15); Int 11 (+10); Cha 12 (+11)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Warforged Guardian Fighter [Level 20 Soldier]
Medium natural humanoid (living construct) [XP 2800]
Initiative +14; Senses Perception +11
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 36; Fortitude 35, Reflex 33, Will 28
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+26 vs. AC; 1d8 + 13 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
- +26 vs. AC; 3d8 + 13 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] Strike of the Watchful Guard (standard) ✦ Weapon
- +26 vs. AC; 4d8 + 13 damage. Hit or Miss: Until the end of the encounter, the warforged fighter can make a melee basic
attack against the target as a free action if the warforged fighter is adjacent to it and it either shifts or attacks one
of the warforged fighter’s allies.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 13 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 +16, Intimidate +16
Str 23 (+16); Dex 19 (+14); Wis 13 (+11);
Con 16 (+13); Int 11 (+10); Cha 12 (+11)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Avenging Paladin [Level 20 Soldier]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +12
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 34, Reflex 29, Will 32
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 1d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +26 vs. AC; 1d10 + 13 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
- +26 vs. AC; 3d10 + 13 damage, and the target is pushed 4 squares. The target can’t move nearer to the warforged paladin on
its next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +26 vs. AC; 4d10 + 13 damage. Miss: Half damage. Hit or Miss: The warforged paladin and allies adjacent to the
warforged paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 13 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 +19, Religion +15
Str 23 (+16); Dex 12 (+11); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 19 (+14)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Warforged Protecting Paladin [Level 20 Soldier]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +12
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 37; Fortitude 33, Reflex 31, Will 33
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage, and the warforged paladin gains 2 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +25 vs. Will; 2d8 + 12 damage, and the target is weakened until the end of the warforged paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +22 vs. Reflex; 3d10 + 12 fire damage, and the target grants combat advantage to
the warforged paladin and the warforged paladin’s allies until the end of the warforged paladin’s next turn. Miss:
Half damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts
until the end of the warforged paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7 fire
damage and grant combat advantage to the warforged paladin and the warforged paladin’s allies. Sustain Minor: The zone
persists.
- □ 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 13 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 +20, Religion +15
Str 21 (+15); Dex 12 (+11); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 21 (+15)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Archer Ranger [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +15; Senses Perception +17
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 33, Will 29
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +25 vs. AC; 1d6 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +24 vs. AC; 1d10 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +25/+25 vs. AC; 1d8 + 7 damage (main)/1d6 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +24 vs. AC (twice); 1d10 + 7 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +24 vs. AC; 1d10 + 12 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +24 vs. AC; 2d10 + 12 damage per attack. If the first attack hits, the warforged
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ 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 13 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 +17, Stealth +19
Str 21 (+15); Dex 21 (+15); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Warforged Two-Blade Ranger [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +14; Senses Perception +17
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○
AC 34; Fortitude 34, Reflex 32, Will 29
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +23 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +26/+26 vs. AC; 1d8 + 7 damage (main)/1d8 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +23 vs. AC (twice); 1d10 + 7 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +26 vs. AC; 1d8 + 13 damage, and the target is immobilized and knocked prone until
the end of the warforged ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +28 vs. AC; 2d8 + 13 damage.
Longsword (second attack; off hand): +28 vs. AC; 2d8 + 13 damage.
Longsword (third attack; main):
+28 vs. AC; 1d8 + 13 damage.
A target hit once is dazed until the end of the warforged ranger’s next turn. A target
hit twice is stunned until the end of the warforged ranger’s next turn. A target hit three times is weakened and stunned until
the end of the warforged ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or
weakened. Hit or Miss: After the first attack and after the second attack, the warforged ranger can shift 1 square.
- ● 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 13 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 +17, Perception +17
Str 23 (+16); Dex 19 (+14); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Warforged Brawny Rogue [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +15; Senses Perception +11
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 32, Reflex 34, Will 29
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +25 vs. AC; 1d6 + 12 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +25 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +25 vs. Reflex; 1d6 + 12 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Fortitude; 3d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 3d6 + 12 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: +25 vs. Fortitude; 2d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 2d6 + 12 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +25 vs. Fortitude; 4d6 + 12 damage, and the warforged rogue slides the target 5 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The warforged rogue slides the target 5 squares, and no damage from obstacles.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 13 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 +20, Thievery +20
Str 21 (+15); Dex 21 (+15); Wis 12 (+11);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Warforged Trickster Rogue [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +15; Senses Perception +16
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 34, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +23 vs. AC; 1d6 + 10 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +25 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
The warforged rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 3d6 + 12 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] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 5d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 5d6 + 12 damage.
Hit or Miss: Until the end of the warforged rogue’s next turn, all of the target’s defenses against the warforged
rogue’s attacks take a -4 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 13 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 +20, Thievery +20
Str 16 (+13); Dex 21 (+15); Wis 12 (+11);
Con 15 (+12); Int 11 (+10); Cha 19 (+14)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Warforged Fey-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +11
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 30, Reflex 32, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +22 vs. Will; 1d6 + 12 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; +22 vs. Fortitude; 3d6 + 12 damage, and the warforged warlock can spend a healing surge, regaining an additional
+4 hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +22 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the warforged warlock since the warforged warlock’s last turn. If no one attacked the warforged warlock since the
warforged warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor:
When the warforged warlock sustains this power, the warforged warlock can repeat the attack against the target. If the warforged
warlock misses, the warforged warlock can no longer sustain the power.
- ○ 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 13 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 +19, Bluff +20
Str 13 (+11); Dex 12 (+11); Wis 13 (+11);
Con 16 (+13); Int 19 (+14); Cha 21 (+15)
Equipment leather armor, spear
-1 Level / +1 Level
Warforged Infernal-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +11
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 33; Fortitude 33, Reflex 32, Will 30
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +23 vs. Reflex; 1d6 + 13 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s
next turn, the target takes an extra 1d6 + 13 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +23 vs. Fortitude; the warforged warlock takes 16 damage, and the target takes 3d10 + 23 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The warforged warlock conjures flames in the shape of diabolic imps that appear at the warforged warlock’s feet. The warforged
warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the warforged warlock takes 2d10 fire damage
and is pushed 3 squares. This effect applies once per creature per round. It ends when the warforged warlock has no temporary
hit points remaining.
- ○ 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 13 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains 20 temporary hit points.
Skills Arcana +19, Intimidate +17
Str 13 (+11); Dex 13 (+11); Wis 12 (+11);
Con 23 (+16); Int 19 (+14); Cha 14 (+12)
Equipment leather armor, mace
-1 Level / +1 Level
Warforged Star-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +11
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 30, Will 32
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +20 vs. AC; 1d6 + 8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +23 vs. Fortitude; 1d6 + 13 radiant damage. If the target moves nearer to the warforged warlock on its next turn,
it takes an extra 1d6 + 13 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +21 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 12 to all attacks until the end of the warforged
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +21 vs. Reflex; 4d10 + 11 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● 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 13 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 +17, Insight +16
Str 13 (+11); Dex 13 (+11); Wis 12 (+11);
Con 23 (+16); Int 14 (+12); Cha 19 (+14)
Equipment leather armor, sickle
-1 Level / +1 Level
Warforged Inspiring Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 2800]
Initiative +13; Senses Perception +10
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 34, Reflex 29, Will 32
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +25 vs. AC; 1d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +25 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
- +25 vs. AC; 3d10 + 13 damage, and every ally within 5 squares of the warforged warlord makes a saving throw with a +4 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 13 damage. Until the start of the warforged warlord’s next turn, every ally within 10 squares of the warforged
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the warforged
warlord’s next turn, one ally of the warforged warlord’s choice within 10 squares of the warforged warlord can follow up a
standard action with a basic attack made as a free action. Sustain Minor: Until the start of the warforged warlord’s
next turn, one ally of the warforged warlord’s choice within 10 squares of the warforged warlord can follow up a standard
action with a basic attack made as a free action.
- ○ 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 13 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 14 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 +15, History +17
Str 23 (+16); Dex 12 (+11); Wis 11 (+10);
Con 15 (+12); Int 14 (+12); Cha 19 (+14)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Warforged Tactical Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 2800]
Initiative +13; Senses Perception +10
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 34, Reflex 32, Will 30
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 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
- +26 vs. AC; 3d8 + 13 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] Break the Tempo (standard) ✦ Weapon
- +26 vs. AC; 4d8 + 13 damage. Hit or Miss: If the target attacks before the end of the warforged warlord’s next turn,
the warforged warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If
the warforged warlord deals damage, the target takes a -4 penalty to its attack roll. Sustain Minor: The effect continues
until the end of the warforged warlord’s next turn.
- □ 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 13 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 +15, History +19
Str 23 (+16); Dex 12 (+11); Wis 11 (+10);
Con 15 (+12); Int 19 (+14); Cha 14 (+12)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Warforged Control Wizard [Level 20 Artillery]
Medium natural humanoid (living construct) [XP 2800]
Initiative +12; Senses Perception +14
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +22 vs. Fortitude; 1d6 + 12 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; +22 vs. Reflex; 3d8 + 12 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.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +22 vs. Reflex; 2d10 + 12 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the warforged wizard’s next turn. Sustain Minor:
When the warforged wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 7 necrotic damage to creatures that are immobilized.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 13 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 +20, Insight +19
Str 13 (+11); Dex 14 (+12); Wis 19 (+14);
Con 15 (+12); Int 21 (+15); Cha 12 (+11)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Warforged War Wizard [Level 20 Artillery]
Medium natural humanoid (living construct) [XP 2800]
Initiative +14; Senses Perception +12
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +22 vs. Reflex; 1d6 + 12 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +22 vs. Reflex; 3d6 + 12 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] Acid Wave (standard) ✦ Acid
- Close blast 5; +22 vs. Reflex; 5d6 + 12 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (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 13 temporary hit points.
- ○ Wand of Accuracy (free)
- The warforged wizard gains a +4 bonus to a single attack roll.
Skills Arcana +20, History +20
Str 13 (+11); Dex 19 (+14); Wis 14 (+12);
Con 15 (+12); Int 21 (+15); Cha 12 (+11)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Warforged Isolating Avenger [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +15
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 10 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 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
- +25 vs. AC; 2d10 + 12 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.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +22 vs. Will; 4d8 + 12 psychic damage, and the target is pulled 3 squares. At
the start of each of the warforged avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage,
and the target is pulled 2 squares. At the start of the warforged avenger’s next turn, the target is pulled 3 squares.
- ○ [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 13 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 +18, Religion +19
Str 16 (+13); Dex 12 (+11); Wis 21 (+15);
Con 15 (+12); Int 19 (+14); Cha 11 (+10)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Warforged Pursuing Avenger [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +14; Senses Perception +15
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 10 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +23 vs. AC; 1d8 + 11 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 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
- +25 vs. AC; 2d10 + 12 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.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +25 vs. AC; 5d10 + 12 damage. Miss: Half damage. The warforged avenger gains a +5 power bonus to the warforged avenger’s
next damage roll against the target before the end of the encounter, unless the warforged avenger attacks another creature
first.
- ○ [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 13 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 +16, Stealth +19
Str 16 (+13); Dex 19 (+14); Wis 21 (+15);
Con 15 (+12); Int 12 (+11); Cha 11 (+10)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Warforged Rageblood Barbarian [Level 20 Brute]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +16
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 33; Fortitude 35, Reflex 30, Will 29
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+25 vs. AC; 1d12 + 2d8 + 13 damage (crit 41 + 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
- +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and the warforged barbarian gains 15 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +25 vs. AC; 4d12 + 13 damage (crit 61 + 2d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The warforged barbarian enters the rage of the hydra. Until the rage ends, once per round when the warforged barbarian makes
an attack that misses, the warforged barbarian can make a melee basic attack as a free action.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 13 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 +20, Perception +16
Str 23 (+16); Dex 13 (+11); Wis 12 (+11);
Con 21 (+15); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Thaneborn Barbarian [Level 20 Brute]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +16
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 33; Fortitude 35, Reflex 30, Will 31
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+25 vs. AC; 1d12 + 2d6 + 13 damage (crit 37 + 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
- +25 vs. AC; 4d12 + 13 damage (crit 61 + 2d12), and the target takes a –4 penalty to AC until the end of the warforged barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The warforged barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn
next to the warforged barbarian grants combat advantage to the warforged barbarian and the warforged barbarian’s allies until
the end of its next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 13 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 +20, Perception +16
Str 23 (+16); Dex 13 (+11); Wis 12 (+11);
Con 16 (+13); Int 11 (+10); Cha 19 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Cunning Bard [Level 20 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +15
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 35; Fortitude 30, Reflex 33, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 9 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +22 vs. Will; 1d6 + 12 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; +22 vs. Reflex; 2d8 + 12 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] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +22 vs. Reflex; 3d8 + 12 radiant damage. Miss: Half damage. Hit or Miss:
The warforged bard and each ally within 10 squares of the warforged bard can shift 5 squares 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 13 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 +19, Bluff +20
Str 15 (+12); Dex 12 (+11); Wis 11 (+10);
Con 16 (+13); Int 19 (+14); Cha 21 (+15)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Warforged Valorous Bard [Level 20 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +15
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 32, Reflex 31, Will 33
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 9 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 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
- +25 vs. AC; 2d8 + 12 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.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 13 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 +17, Athletics +16
Str 15 (+12); Dex 12 (+11); Wis 11 (+10);
Con 21 (+15); Int 14 (+12); Cha 21 (+15)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Warforged Guardian Druid [Level 20 Controller]
Medium natural humanoid (living construct) [XP 2800]
Initiative +12; Senses Perception +15
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 35; Fortitude 32, Reflex 30, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +21 vs. AC; 2d4 + 9 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +22 vs. Reflex; 1d8 + 12 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; +22 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +22 vs. Fortitude; 3d6 + 12 damage, and the target slides 6 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +22 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 12 damage. Miss: 1d6 + 12 damage, and the target is immobilized until the end of the warforged druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The warforged druid changes from the warforged druid’s humanoid form to beast form or vice versa. When the warforged druid
changes from beast form back to the warforged druid’s humanoid form, the warforged druid shifts 1 square. While the warforged
druid is in beast form, the warforged druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the warforged druid can sustain such powers. The warforged druid can use this power once per round.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged druid gains 13 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 +20, Nature +20
Str 15 (+12); Dex 14 (+12); Wis 21 (+15);
Con 21 (+15); Int 12 (+11); Cha 11 (+10)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Predator Druid [Level 20 Controller]
Medium natural humanoid (living construct) [XP 2800]
Initiative +14; Senses Perception +20
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Saving Throws +2 against ongoing damage
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +21 vs. AC; 2d4 + 9 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 1d6 + 7 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
- +22 vs. Fortitude; 3d10 + 12 damage, the warforged druid grabs the target and shifts 4 squares, pulling the target with the
warforged druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +22 vs. Fortitude; 3d10 + 12 damage, and the warforged druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the warforged druid’s turn. Miss: Half damage, and the warforged druid grabs the target. Hit or
Miss: Until the end of the encounter, while the warforged druid is in beast form, the warforged druid gains a +2 bonus
to AC and Fortitude.
- ● 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 13 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 +20, Perception +20
Str 15 (+12); Dex 19 (+14); Wis 21 (+15);
Con 16 (+13); Int 12 (+11); Cha 11 (+10)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Preserving Invoker [Level 20 Artillery]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +15
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 8 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 2d8 + 12 damage. If the target moves more than 1 square before the end of the warforged
invoker’s next turn, the target takes 9 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +22 vs. Will; 5d6 + 12 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 13 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 +19, Religion +19
Str 13 (+11); Dex 13 (+11); Wis 21 (+15);
Con 16 (+13); Int 19 (+14); Cha 12 (+11)
Equipment hide armor, morningstar
-1 Level / +1 Level
Warforged Wrathful Invoker [Level 20 Artillery]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +15
HP 147; Bloodied 73
Healing Surges (+36 hp) ○○
AC 33; Fortitude 33, Reflex 30, Will 33
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 8 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +22 vs. Fortitude; 1d10 + 12 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; +22 vs. Will; 3d10 + 12 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] Astral Tempest (standard)
- Area burst 2 within 10; +22 vs. Fortitude; 7d6 + 12 damage, and the warforged invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the warforged invoker slides the target 3 squares and knock it prone.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 13 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 +21, Religion +17
Str 13 (+11); Dex 13 (+11); Wis 21 (+15);
Con 21 (+15); Int 14 (+12); Cha 12 (+11)
Equipment chainmail, morningstar
-1 Level / +1 Level
Warforged Bear Shaman [Level 20 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +20
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 29, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 1d10 + 9 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +22 vs. Will; 1d8 + 12 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; +22 vs. Will; 3d6 + 12 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] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +22 vs. Fortitude; 2d10 + 12 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The warforged shaman conjures a bear spirit in an unoccupied square
adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move
through its space, but allies can. As a move action, the warforged shaman can move the spirit 5 squares.
The spirit
can flank enemies with the warforged shaman and the warforged shaman’s allies, and it can make opportunity attacks against
the warforged shaman’s enemies: +22 vs. Reflex; 2d10 + 12 damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The warforged shaman conjures the warforged shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the warforged shaman falls unconscious or until the warforged shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the warforged shaman takes a move action, the
warforged shaman can also move the spirit a number of squares equal to the warforged shaman’s speed.
The spirit can
be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 20 damage to
the spirit, the spirit disappears, and the warforged shaman takes 15 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 13 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; +22 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 +20, Perception +20
Str 14 (+12); Dex 13 (+11); Wis 21 (+15);
Con 21 (+15); Int 14 (+12); Cha 11 (+10)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Panther Shaman [Level 20 Controller (Leader)]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +20
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +21 vs. AC; 1d10 + 9 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +22 vs. Fortitude; 1d10 + 12 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; +22 vs. Reflex; 2d10 + 12 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.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +22 vs. Reflex; 4d8 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the warforged shaman’s
next turn, the warforged shaman and the warforged shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage
rolls against the target. As a free action before the warforged shaman’s next turn, each ally within 20 squares of the target
can make a saving throw and shift 3 squares as the first action of his or her turn.
- ● 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 20 damage to
the spirit, the spirit disappears, and the warforged shaman takes 15 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 13 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; +22 vs. Reflex; 1d10 + 12 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 +20, Perception +20
Str 14 (+12); Dex 13 (+11); Wis 21 (+15);
Con 16 (+13); Int 19 (+14); Cha 11 (+10)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Chaos Sorcerer [Level 20 Artillery]
Medium natural humanoid (living construct) [XP 2800]
Initiative +14; Senses Perception +10
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 31; Fortitude 30, Reflex 31, Will 34
Saving Throws +2 against ongoing damage
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d4 + 11 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +22 vs. Will; 1d10 + 18 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:
+22 vs. Will; 1d6 + 13 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; +22 vs. Will; 3d8 + 18 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] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +22 vs. Reflex; 6d6 + 18 lightning damage. If the warforged sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the warforged sorcerer rolled an odd number on the attack
roll, the target is dazed (save ends). Miss: Half damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 13 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 +16, Bluff +20
Str 16 (+13); Dex 19 (+14); Wis 11 (+10);
Con 15 (+12); Int 12 (+11); Cha 21 (+15)
Equipment cloth armor, dagger
-1 Level / +1 Level
Warforged Dragon Sorcerer [Level 20 Skirmisher]
Medium natural humanoid (living construct) [XP 2800]
Initiative +12; Senses Perception +10
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 32; Fortitude 32, Reflex 29, Will 34
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 12 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +22 vs. Reflex; 1d8 + 19 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.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +22 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the warforged sorcerer
slides the target 5 squares.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 13 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; +22 vs. Reflex; 2d10 + 19 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 +16, Athletics +20
Str 21 (+15); Dex 14 (+12); Wis 11 (+10);
Con 15 (+12); Int 12 (+11); Cha 21 (+15)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Warforged Earth Warden [Level 20 Brute]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +17
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 37; Fortitude 34, Reflex 30, Will 30
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 13 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
- +25 vs. AC; 2d10 + 13 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the warforged
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +25 vs. AC; 4d10 + 13 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the warforged warden’s next turn. Hit or Miss: Each enemy within
3 squares of the warforged warden, other than the target, is slowed until the end of the warforged warden’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 13 temporary hit points.
- ● [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 +18, Perception +17
Str 23 (+16); Dex 13 (+11); Wis 14 (+12);
Con 21 (+15); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Warforged Wild Warden [Level 20 Brute]
Medium natural humanoid (living construct) [XP 2800]
Initiative +11; Senses Perception +19
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 34; Fortitude 34, Reflex 28, Will 32
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +25 vs. AC; 1d12 + 13 damage (crit 25 + 2d12), and the target is slowed until the end of the warforged warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +25 vs. Fortitude; 2d12 + 17 damage (crit 41 + 2d12), and the target is weakened until the end of the warforged warden’s next
turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the warforged warden shifts 1 square. +25 vs. AC; 3d12 + 13 damage (crit 49 + 2d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 13 temporary hit points.
- □ 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; +25 vs. Fortitude; 1d12 + 13 damage (crit 25 + 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 +20, Perception +19
Str 23 (+16); Dex 13 (+11); Wis 19 (+14);
Con 16 (+13); Int 11 (+10); Cha 12 (+11)
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.