Warforged NPCs [Level 23]

Warforged Battle Cleric [Level 23 Controller (Leader)]

Medium natural humanoid (living construct) [XP 5100]

Initiative +12; Senses Perception +16
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 37, Reflex 31, Will 37
Saving Throws +2 against ongoing damage
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+29 vs. AC; 2d10 + 16 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+29 vs. AC; 2d10 + 16 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target until the end of the warforged cleric’s next turn.
○ [M] Haunting Strike (standard) ✦ Weapon
+31 vs. AC; 4d10 + 16 damage. The next attack roll the warforged cleric makes against the target gains a +2 power bonus.
□ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
+29 vs. AC; 3d10 + 16 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.
Purify (standard)
Every effect that a save can end is removed from the warforged cleric and each ally within 10 squares.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged cleric gains 14 temporary hit points.
○○○ Healing Word (minor) ✦ Healing
The warforged cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +21, Religion +17
Str 24 (+18); Dex 13 (+12); Wis 20 (+16);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Warforged Devoted Cleric [Level 23 Controller (Leader)]

Medium natural humanoid (living construct) [XP 5100]

Initiative +12; Senses Perception +17
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 33, Reflex 31, Will 38
Saving Throws +2 against ongoing damage
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+25 vs. AC; 2d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 2d6 + 12 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +26 vs. Reflex; 2d8 + 15 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.
○ [A] Healing Torch (standard) ✦ Healing, Radiant
Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The warforged cleric and each ally in the burst gain a +5 power bonus to AC until the end of the warforged cleric’s next turn and can spend a healing surge. Add +5 to the hit points regained.
□ [A] Fire Storm (standard) ✦ Fire, Zone
Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 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 + 15 fire damage. Sustain Minor: The zone persists.
Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
The warforged cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the warforged cleric within 5 squares of its previous location.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged cleric gains 14 temporary hit points.
○○○ Healing Word (minor) ✦ Healing
The warforged cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +22, Religion +17
Str 17 (+14); Dex 13 (+12); Wis 22 (+17);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Warforged Greatweapon Fighter [Level 23 Soldier]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +13
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 39, Reflex 32, Will 32
Saving Throws +2 against ongoing damage
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +29 vs. AC; 2d6 + 16 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12). Miss: 7 damage.
○ [M] Hack’n’ Slash (standard) ✦ Weapon
+29 vs. AC; 4d12 + 22 damage (crit 70 + 3d12).
□ [C] Devastation’s Wake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +29 vs. AC; 3d12 + 16 damage (crit 52 + 3d12). 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: +29 vs. AC; 1d12 + 16 damage (crit 28 + 3d12).
Warforged Resolve (minor)
Usable only while bloodied.
The warforged fighter gains 14 temporary hit points.
No Surrender (no action) ✦ Healing
When the warforged fighter’s hit points drop to 0 or lower.
The warforged fighter regains hit points up to one-half the warforged fighter’s maximum hit points. However, the warforged fighter takes a –2 penalty to attack rolls until the end of the encounter.
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 +23, Intimidate +17
Str 24 (+18); Dex 15 (+13); Wis 14 (+13);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Warforged Guardian Fighter [Level 23 Soldier]

Medium natural humanoid (living construct) [XP 5100]

Initiative +16; Senses Perception +13
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 39, Reflex 37, Will 32
Saving Throws +2 against ongoing damage
Speed 5

● [m] Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 16 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+30 vs. AC; 2d8 + 16 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] Fangs of Steel (standard) ✦ Weapon
+30 vs. AC; 3d8 + 21 damage, and make a secondary attack against one creature adjacent to the primary target and within the warforged fighter’s melee reach. Secondary Attack: +30 vs. AC; 2d8 + 21 damage.
□ [M] Strike of the Watchful Guard (standard) ✦ Weapon
+30 vs. AC; 4d8 + 16 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 14 temporary hit points.
Act of Desperation (minor)
When an ally within 10 squares is dying.
The warforged fighter gains an action point that the warforged fighter must spend during the warforged fighter’s current turn.
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 +18, Intimidate +17
Str 24 (+18); Dex 20 (+16); Wis 14 (+13);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Warforged Avenging Paladin [Level 23 Soldier]

Medium natural humanoid (living construct) [XP 5100]

Initiative +12; Senses Perception +13
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 38, Reflex 32, Will 36
Saving Throws +2 against ongoing damage
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+30 vs. AC; 2d10 + 16 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+30 vs. AC; 2d10 + 16 radiant damage. If the warforged paladin has marked the target, the warforged paladin gains a +2 bonus to the damage roll.
○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
+30 vs. AC; 3d10 + 16 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent to the warforged paladin other than the primary target. Secondary Attack: +30 vs. AC; 1d10 + 16 thunder damage, and the target is knocked prone.
□ [M] Crusader’s Boon (standard) ✦ Weapon
+30 vs. AC; 4d10 + 16 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 14 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 14 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.
Cleansing Burst (minor)
The warforged paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties to attack rolls or defenses affecting the targets are removed.

Skills Intimidate +21, Religion +17
Str 24 (+18); Dex 13 (+12); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Warforged Protecting Paladin [Level 23 Soldier]

Medium natural humanoid (living construct) [XP 5100]

Initiative +12; Senses Perception +13
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 40; Fortitude 37, Reflex 34, Will 37
Saving Throws +2 against ongoing damage
Speed 5

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+29 vs. AC; 2d8 + 15 damage, and the warforged paladin gains 2 temporary hit points.
○ [R] Here Waits Thy Doom (standard) ✦ Radiant
Ranged 5; +26 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 2 squares.
□ [A] Righteous Inferno (standard) ✦ Fire, Zone
Area burst 2 within 10; targets enemies; +26 vs. Reflex; 3d10 + 15 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 + 9 fire damage and grant combat advantage to the warforged paladin and the warforged paladin’s allies. Sustain Minor: The zone persists.
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 15 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 14 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.
United in Faith (minor) ✦ Healing
The warforged paladin and each ally within 5 squares can spend a healing surge.

Skills Intimidate +22, Religion +17
Str 22 (+17); Dex 13 (+12); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Warforged Archer Ranger [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +17; Senses Perception +18
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 37, Reflex 37, Will 32
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 15 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+29 vs. AC; 2d6 + 15 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +28 vs. AC; 2d10 + 15 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage (off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
○ [R] Hammer Shot (standard) ✦ Weapon
Ranged 20/40; +28 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 4 squares.
□ [R] Two-in-One Shot (standard) ✦ Weapon
Ranged 20/40; two attacks against one creature; +28 vs. AC; 2d10 + 15 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.
Forest Ghost (standard) ✦ Illusion
When it is not the warforged ranger’s turn, enemies treat the warforged ranger as invisible if the warforged ranger has cover or concealment from them. An enemy still knows the square occupied by the warforged ranger if it saw the warforged ranger in that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
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 3d6 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 14 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 +18, Stealth +21
Str 22 (+17); Dex 22 (+17); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Warforged Two-Blade Ranger [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +16; Senses Perception +18
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 38, Reflex 36, Will 32
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 16 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 16 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +27 vs. AC; 2d10 + 14 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage (off-hand).
Longbow: Ranged 20/40; +27 vs. AC (twice); 2d10 + 9 damage.
○ [M] Cloak of Thorns (standard) ✦ Weapon
Two attacks against one or two creatures.
Longsword (main): +30 vs. AC; 2d8 + 16 damage.
Longsword (off hand): +30 vs. AC; 2d8 + 16 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until the end of the warforged ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss: If any adjacent creature makes an attack against the warforged ranger and misses before the start of the warforged ranger’s next turn, make a melee basic attack against it with both the warforged ranger’s main weapon and the warforged ranger’s off-hand weapon as an immediate reaction.
□ [M] Cruel Cage of Steel (standard) ✦ Weapon
Three attacks against one, two, or three creatures;
Longsword (first attack; main): +32 vs. AC; 2d8 + 16 damage.
Longsword (second attack; off hand): +32 vs. AC; 2d8 + 16 damage.
Longsword (third attack; main): +32 vs. AC; 1d8 + 16 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 3d6 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 14 temporary hit points.
Hit the Dirt (immediate interrupt)
When the warforged ranger is hit by an area attack or a close attack.
Shift 2 squares.
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 +15 hit points.

Skills Nature +18, Perception +18
Str 24 (+18); Dex 20 (+16); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Warforged Brawny Rogue [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +17; Senses Perception +12
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 36, Reflex 38, Will 32
Saving Throws +2 against ongoing damage
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+29 vs. AC; 2d6 + 15 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +29 vs. AC; 2d6 + 15 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+29 vs. Reflex; 2d6 + 15 damage.
□ [M] Flying Foe (standard) ✦ Weapon
+29 vs. Fortitude; 4d6 + 15 damage, and the warforged rogue slides the target 6 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 6 squares, and no damage from obstacles.
Dazzling Acrobatics (move)
The warforged rogue can shift twice the warforged rogue’s speed. The warforged rogue can climb at full speed as part of this move. If an enemy attacks the warforged rogue while the warforged rogue shifts, the warforged rogue gains a +4 bonus to AC against that attack.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged rogue gains 14 temporary hit points.
○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
When an ally damages a creature adjacent to the warforged rogue.
Targets the creature the warforged rogue’s ally damaged; +29 vs. AC; 2d6 + 15 damage.
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 5d6 damage.

Skills Acrobatics +22, Thievery +22
Str 22 (+17); Dex 22 (+17); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Warforged Trickster Rogue [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +17; Senses Perception +17
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 35
Saving Throws +2 against ongoing damage
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+26 vs. AC; 2d6 + 12 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +29 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
The warforged rogue can move 2 squares before the attack.
○ [M/R] Knave’s Gambit (standard) ✦ Weapon
Short Sword: +29 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 4d6 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the warforged rogue. The warforged rogue chooses the target of its attack.
□ [M/R] Feinting Flurry (standard) ✦ Weapon
Short Sword: +29 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. Will; 5d6 + 15 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 -5 penalty. Sustain Minor: Sustain the penalty for another round.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged rogue gains 14 temporary hit points.
Hide from the Light (minor)
The warforged rogue must already be hidden to use this power. The warforged rogue is invisible until the end of the encounter or until the warforged rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack or an at-will attack.
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 5d6 damage.

Skills Stealth +22, Thievery +22
Str 17 (+14); Dex 22 (+17); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Warforged Fey-Pact Warlock [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +12; Senses Perception +13
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 33, Reflex 36, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Spear (standard) ✦ Weapon
+24 vs. AC; 2d8 + 11 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +26 vs. Will; 2d6 + 15 psychic damage, and the warforged warlock is invisible to the target until the start of the warforged warlock’s next turn.
○ [R] Thorns of Venom (standard) ✦ Poison
Ranged 10; +26 vs. Fortitude; 3d8 + 15 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex defense until the end of the warforged warlock’s next turn.
□ [R] Delusions of Loyalty (standard) ✦ Charm
Ranged 10; +26 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.
Raven’s Glamor (move) ✦ Illusion, Teleportation
The warforged warlock becomes invisible until the start of the warforged warlock’s next turn and teleports 20 squares. The warforged warlock leaves behind an illusory image of the warforged warlock that persists as long as the warforged warlock is invisible. This image stands in place, takes no actions, and uses the warforged warlock’s defenses if it is attacked. If the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If the warforged warlock makes an attack, the warforged warlock becomes visible. Sustain Standard: The warforged warlock remains invisible as long as the warforged warlock doesn’t make an attack.
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 3d6 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 14 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 +21, Bluff +22
Str 14 (+13); Dex 13 (+12); Wis 14 (+13);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment leather armor, spear

-1 Level / +1 Level

Warforged Infernal-Pact Warlock [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +12
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 37, Reflex 36, Will 33
Saving Throws +2 against ongoing damage
Speed 6

● [m] Mace (standard) ✦ Weapon
+24 vs. AC; 2d8 + 11 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +27 vs. Reflex; 2d6 + 16 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s next turn, the target takes an extra 2d6 + 16 fire damage.
○ [C] Spiteful Darts (standard)
Close blast 5; +27 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
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.
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 3d6 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 14 temporary hit points.
Wings of the Fiend (minor) ✦ Polymorph
The warforged warlock grows wings and gains a fly speed equal to the warforged warlock’s speed until the end of the encounter or for 5 minutes.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The warforged warlock gains 23 temporary hit points.

Skills Arcana +21, Intimidate +18
Str 14 (+13); Dex 14 (+13); Wis 13 (+12);
Con 24 (+18); Int 20 (+16); Cha 15 (+13)
Equipment leather armor, mace

-1 Level / +1 Level

Warforged Star-Pact Warlock [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +12
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 34; Fortitude 37, Reflex 33, Will 36
Saving Throws +2 against ongoing damage
Speed 6

● [m] Sickle (standard) ✦ Weapon
+24 vs. AC; 2d6 + 11 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +27 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the warforged warlock on its next turn, it takes an extra 2d6 + 16 damage.
○ [R] Dark Transport (standard) ✦ Teleportation
Ranged 10; +25 vs. Will; 4d10 + 14 damage, and the warforged warlock can swap places with the target. After swapping places with the target, the warforged warlock can teleport 2 squares..
□ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
Ranged 10; +25 vs. Reflex; 4d10 + 14 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 + 9 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 3d6 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 14 temporary hit points.
Entropic Ward (minor)
Until the end of the warforged warlock’s next turn, anyone who attacks the warforged warlock must roll two dice and take the lower result. Each time an attack misses due to this effect, the warforged warlock gains a cumulative +1 power bonus to the warforged warlock’s next attack roll.
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 +18, Insight +17
Str 14 (+13); Dex 14 (+13); Wis 13 (+12);
Con 24 (+18); Int 15 (+13); Cha 20 (+16)
Equipment leather armor, sickle

-1 Level / +1 Level

Warforged Inspiring Warlord [Level 23 Soldier (Leader)]

Medium natural humanoid (living construct) [XP 5100]

Initiative +14; Senses Perception +12
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 38, Reflex 32, Will 36
Saving Throws +2 against ongoing damage
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +29 vs. AC; 2d10 + 16 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M] Furious Smash (standard) ✦ Weapon
+29 vs. Fortitude; 7 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 +5 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
+29 vs. AC; 3d10 + 16 damage, and the target is weakened until the end of the warforged warlord’s next turn. Until the end of the encounter, the warforged warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
□ [M] Victory Surge (standard) ✦ Weapon
+29 vs. AC; 2d10 + 16 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.
Heart of the Titan (standard)
The warforged warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5. Until the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warlord gains 14 temporary hit points.
○○○ Inspiring Word (minor) ✦ Healing
The warforged warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 16 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 +17, History +18
Str 24 (+18); Dex 13 (+12); Wis 12 (+12);
Con 16 (+14); Int 15 (+13); Cha 20 (+16)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Warforged Tactical Warlord [Level 23 Soldier (Leader)]

Medium natural humanoid (living construct) [XP 5100]

Initiative +14; Senses Perception +12
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 33
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+30 vs. AC; 2d8 + 16 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+30 vs. AC; 2d8 + 16 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] Sudden Assault (standard) ✦ Weapon
+30 vs. AC; 1d8 + 16 damage, and an ally of the warforged warlord’s choice within 5 squares of the warforged warlord takes a standard action. The warforged warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the warforged warlord for attacks made with this extra standard action.
□ [M] Break the Tempo (standard) ✦ Weapon
+30 vs. AC; 4d8 + 16 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 -5 penalty to its attack roll. Sustain Minor: The effect continues until the end of the warforged warlord’s next turn.
Own the Battlefield (standard)
Close burst 10; targets visible enemies; the warforged warlord slides each target 5 squares.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warlord gains 14 temporary hit points.
○○○ Inspiring Word (minor) ✦ Healing
The warforged warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +17, History +21
Str 24 (+18); Dex 13 (+12); Wis 12 (+12);
Con 16 (+14); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Warforged Control Wizard [Level 23 Artillery]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +16
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+24 vs. AC; 2d8 + 11 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the warforged wizard’s next turn.
○ [A] Acid Storm (standard) ✦ Acid
Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage. The cloud lasts until the end of the warforged wizard’s next turn, or the warforged wizard can dismiss it as a minor action.
□ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 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 + 9 necrotic damage to creatures that are immobilized.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged wizard gains 14 temporary hit points.
Time Stop (minor)
The warforged wizard gains two extra standard actions, which the warforged wizard can’t use to attack other creatures.
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 -5 penalty to its saving throws against that effect. Alternatively, the warforged wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the warforged wizard’s current turn, so that it lasts instead until the end of the warforged wizard’s next turn.

Skills Arcana +22, Insight +21
Str 14 (+13); Dex 15 (+13); Wis 20 (+16);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Warforged War Wizard [Level 23 Artillery]

Medium natural humanoid (living construct) [XP 5100]

Initiative +16; Senses Perception +13
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 34
Saving Throws +2 against ongoing damage
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+24 vs. AC; 2d8 + 11 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
○ [R] Chain Lightning (standard) ✦ Lightning
Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within 5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26 vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
□ [C] Acid Wave (standard) ✦ Acid
Close blast 5; +26 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and ongoing 5 acid damage (save ends).
Mass Fly (standard)
The warforged wizard and each ally within 5 squares gain a speed of fly 8 until the end of the warforged wizard’s next turn. Sustain Minor: The warforged wizard can sustain this power until the end of the encounter or for 5 minutes. If the warforged wizard does not sustain this power, all targets float to the ground without taking falling damage.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged wizard gains 14 temporary hit points.
Wand of Accuracy (free)
The warforged wizard gains a +5 bonus to a single attack roll.

Skills Arcana +22, History +22
Str 14 (+13); Dex 20 (+16); Wis 15 (+13);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Warforged Isolating Avenger [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +12; Senses Perception +17
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+26 vs. AC; 2d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 2d6 + 12 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+29 vs. AC; 2d10 + 15 damage, and the warforged avenger shifts 1 square, sliding the target 1 square into the space the warforged avenger occupied.
○ [M] Phase Duel (standard) ✦ Weapon
+29 vs. AC; 3d10 + 15 damage, and until the end of the warforged avenger’s next turn, the warforged avenger and the target are immobilized. In addition, no other creature has line of sight or line of effect to either the target or the warforged avenger, both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the target or the warforged avenger before the end of the warforged avenger’s next turn. Hit or Miss: Until the end of the warforged avenger’s next turn, the warforged avenger gains a +5 bonus to all defenses against the target’s attacks.
□ [C] Aspect of Awe (standard) ✦ Charm, Psychic
Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 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 14 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.
Oath of the Final Strike (immediate interrupt)
When an attack reduces the warforged avenger to 0 hit points or fewer and doesn’t kill you.
The warforged avenger is dying but doesn’t fall unconscious. Until the end of the warforged avenger’s next turn, the warforged avenger doesn’t take any damage after the triggering attack, and the warforged avenger gains a +4 bonus to attack rolls. At the end of the warforged avenger’s next turn, the warforged avenger falls unconscious if the warforged avenger is still dying.
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 +5 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 +19, Religion +21
Str 17 (+14); Dex 13 (+12); Wis 22 (+17);
Con 16 (+14); Int 20 (+16); Cha 12 (+12)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Warforged Pursuing Avenger [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +16; Senses Perception +17
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+26 vs. AC; 2d10 + 12 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +27 vs. AC; 2d8 + 14 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+29 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the warforged avenger, the warforged avenger can shift 6 squares as a free action. The warforged avenger must end that shift closer to the target.
○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
+29 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the warforged avenger at the start of the warforged avenger’s next turn, the warforged avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the warforged avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage to the target.
□ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
+29 vs. AC; 5d10 + 15 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 14 temporary hit points.
Ghostly Vengeance (minor)
Until the end of the encounter, the warforged avenger gains phasing, and the warforged avenger takes half damage from opportunity attacks.
○ [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 +11 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 +17, Stealth +21
Str 17 (+14); Dex 20 (+16); Wis 22 (+17);
Con 16 (+14); Int 13 (+12); Cha 12 (+12)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Warforged Rageblood Barbarian [Level 23 Brute]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +17
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 38; Fortitude 39, Reflex 35, Will 32
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d8 + 16 damage (crit 64 + 3d12). 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] Fatal Strike (standard) ✦ Weapon
+29 vs. AC; 4d12 + 22 damage (crit 70 + 3d12), and the target cannot regain hit points until the start of the warforged barbarian’s next turn.
□ [M] Hydra Rage (standard) ✦ Rage, Weapon
+29 vs. AC; 4d12 + 16 damage (crit 64 + 3d12), 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 14 temporary hit points.
Swift Charge (free)
When the warforged barbarian’s attack reduces an enemy to 0 hit points.
The warforged barbarian charges an enemy.
Primal Vigor (immediate interrupt)
When the warforged barbarian is hit by an attack.
Until the end of the warforged barbarian’s next turn, the warforged barbarian gains resist 17 to all damage.
Rageblood Vigor
Whenever the warforged barbarian’s attack reduces an enemy to 0 hit points, the warforged barbarian gains 16 temporary hit points.
Barbarian Agility
While the warforged barbarian is not wearing heavy armor, the warforged barbarian gains a +3 bonus to AC and Reflex.

Skills Athletics +22, Perception +17
Str 24 (+18); Dex 14 (+13); Wis 13 (+12);
Con 22 (+17); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Warforged Thaneborn Barbarian [Level 23 Brute]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +17
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 39, Reflex 35, Will 35
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d6 + 16 damage (crit 58 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
+29 vs. AC; 5d12 + 16 damage (crit 76 + 3d12), and each enemy adjacent to the warforged barbarian takes a –5 penalty to attack rolls until the end of the warforged barbarian’s next turn.
□ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
+29 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), 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 14 temporary hit points.
Untouched (minor)
The warforged barbarian makes a saving throw against each effect on the warforged barbarian that a save can end. The warforged barbarian gains a +3 bonus to each saving throw.
○ [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.
Thaneborn Triumph
Whenever the warforged barbarian bloodies an enemy, the next attack by the warforged barbarian or an ally against that enemy gains a +5 bonus to the attack roll.
Barbarian Agility
While the warforged barbarian is not wearing heavy armor, the warforged barbarian gains a +3 bonus to AC and Reflex.

Skills Athletics +22, Perception +17
Str 24 (+18); Dex 14 (+13); Wis 13 (+12);
Con 17 (+14); Int 12 (+12); Cha 20 (+16)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Warforged Cunning Bard [Level 23 Controller (Leader)]

Medium natural humanoid (living construct) [XP 5100]

Initiative +12; Senses Perception +17
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 2d8 + 12 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +26 vs. Will; 2d6 + 15 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the warforged bard’s next turn.
○ [R] Echoes in Time (standard) ✦ Force, Teleportation
Ranged 10; +26 vs. Reflex; 3d8 + 15 force damage. Each ally within 10 squares of the warforged bard, as the last action of his or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the warforged bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
□ [R] Encircling Dance (standard) ✦ Radiant
Ranged 10; targets one or two creatures; +26 vs. Reflex; 3d8 + 15 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.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged bard gains 14 temporary hit points.
○○○ Majestic Word (minor) ✦ Healing
The warforged bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power can only be used once per round. The warforged bard can also slide the target 1 square.
Mirrored Entourage (minor) ✦ Illusion
Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear, the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by 2.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 10 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 +21, Bluff +22
Str 16 (+14); Dex 13 (+12); Wis 12 (+12);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Warforged Valorous Bard [Level 23 Controller (Leader)]

Medium natural humanoid (living construct) [XP 5100]

Initiative +12; Senses Perception +17
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 37
Saving Throws +2 against ongoing damage
Speed 5

● [m] Longsword (standard) ✦ Weapon
+26 vs. AC; 2d8 + 12 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+29 vs. AC; 2d8 + 15 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] Weal and Woe (standard) ✦ Weapon
+29 vs. AC; 3d8 + 15 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +6 power bonus to his or her next attack roll 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 14 temporary hit points.
○○○ Majestic Word (minor) ✦ Healing
The warforged bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power can only be used once per round. The warforged bard can also slide the target 1 square.
Elegy Unwritten (immediate interrupt) ✦ Healing
When an ally within 5 squares of the warforged bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares as a free action.
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 11 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 +18, Athletics +18
Str 16 (+14); Dex 13 (+12); Wis 12 (+12);
Con 22 (+17); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Warforged Guardian Druid [Level 23 Controller]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +17
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 36, Reflex 33, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Scythe (standard) ✦ Weapon
+25 vs. AC; 4d4 + 12 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
○ [A] Stormburst (standard) ✦ Lightning
Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the warforged druid’s next turn. Hit or Miss: Until the end of the warforged druid’s next turn, any creature that enters the area of the burst or starts its turn there takes 5 lightning damage.
□ [A] Entangling Thorns (standard)
Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect: 2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the warforged druid’s next turn.
Unyielding Roots (standard) ✦ Healing
The warforged druid and each ally with 5 squares grows revitalizing roots. Until the end of the warforged druid’s next turn, each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he or she regains 6 hit points. Sustain Minor: The effect persists.
Wild Shape (minor) ✦ Polymorph
The warforged druid changes from the warforged druid’s humanoid form to beast form or vice versa. When the warforged druid changes from beast form back to the warforged druid’s humanoid form, the warforged druid shifts 1 square. While the warforged druid is in beast form, the warforged druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the warforged druid can sustain such powers. The warforged druid can use this power once per round.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged druid gains 14 temporary hit points.
Primal Guardian
While the warforged druid is not wearing heavy armor, the warforged druid can use the warforged druid’s Constitution modifier in place of the warforged druid’s Dexterity or Intelligence modifier to determine the warforged druid’s AC.

Skills Heal +22, Nature +22
Str 16 (+14); Dex 15 (+13); Wis 22 (+17);
Con 22 (+17); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, scythe

-1 Level / +1 Level

Warforged Predator Druid [Level 23 Controller]

Medium natural humanoid (living construct) [XP 5100]

Initiative +16; Senses Perception +22
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Saving Throws +2 against ongoing damage
Speed 7

● [m] Scythe (standard) ✦ Weapon
+25 vs. AC; 4d4 + 12 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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 6 fire damage.
○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until the end of the warforged druid’s next turn.
□ [M] Primal Bear (standard) ✦ Beast Form, Healing
+26 vs. Fortitude; 3d10 + 15 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 14 temporary hit points.
Phantom Beast (minor) ✦ Beast Form
Until the end of the encounter, whenever the warforged druid uses wild shape to change into beast form, the warforged druid becomes insubstantial and gain phasing until the end of the warforged druid’s turn.
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 +22, Perception +22
Str 16 (+14); Dex 20 (+16); Wis 22 (+17);
Con 17 (+14); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, scythe

-1 Level / +1 Level

Warforged Preserving Invoker [Level 23 Artillery]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +17
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+24 vs. AC; 2d10 + 11 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +26 vs. Reflex; 2d8 + 15 radiant damage, and the warforged invoker slides the target 1 square. The warforged invoker can use this power as a ranged basic attack.
○ [R] Word of Rebuke (standard)
Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the warforged invoker’s next turn. Until the end of the warforged invoker’s next turn, the target also takes a -5 penalty to attack rolls.
□ [R] Malediction of Gartak (standard)
Ranged 10; +26 vs. Will; 5d6 + 15 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 14 temporary hit points.
Covenant of Vengeance (minor)
Choose either the warforged invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter or until the target marks a creature, if a creature attacks the target, the warforged invoker and the warforged invoker’s allies gain a +4 power bonus to attack rolls against that creature until the end of the warforged invoker’s next turn.
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 +5 bonus to the warforged invoker’s next attack roll against the triggering enemy if that attack occurs before the end of the warforged invoker’s next turn.
Covenant of Preservation
When the warforged invoker uses a divine encounter or daily attack power on the warforged invoker’s turn, the warforged invoker can slide an ally within 10 squares of the warforged invoker 1 square.

Skills Arcana +21, Religion +21
Str 14 (+13); Dex 14 (+13); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 13 (+12)
Equipment hide armor, morningstar

-1 Level / +1 Level

Warforged Wrathful Invoker [Level 23 Artillery]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +17
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 37, Reflex 33, Will 37
Saving Throws +2 against ongoing damage
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+24 vs. AC; 2d10 + 11 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +26 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +6 radiant damage. The warforged invoker can use this power as a ranged basic attack.
○ [A] Vindicating Flames (standard) ✦ Fire
Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the warforged invoker’s next turn, it takes 16 fire damage.
□ [A] Astral Tempest (standard)
Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 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 14 temporary hit points.
Invoke Heroism (minor)
One ally within 10 squares can take an extra standard action during his or her next turn.
○ [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 2d6+6 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 +23, Religion +18
Str 14 (+13); Dex 14 (+13); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 13 (+12)
Equipment chainmail, morningstar

-1 Level / +1 Level

Warforged Bear Shaman [Level 23 Controller (Leader)]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +22
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 34; Fortitude 37, Reflex 32, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +24 vs. AC; 2d10 + 11 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the warforged shaman’s spirit companion gains 6 temporary hit points.
○ [M] Call to the Primal Protector (standard) ✦ Spirit
Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the warforged shaman’s next turn, any ally takes half damage from any source while adjacent to the warforged shaman’s spirit companion. Each ally adjacent to the warforged shaman’s spirit companion gains 6 temporary hit points.
□ [R] Great Bear Guardian (standard) ✦ Conjuration
Ranged 10; +26 vs. Fortitude; 2d10 + 15 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: +26 vs. Reflex; 2d10 + 15 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 21 damage to the spirit, the spirit disappears, and the warforged shaman takes 16 damage. Otherwise, the spirit is unaffected by the attack.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged shaman gains 14 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 5d6 hit points. This power can only be used once per round.
Doorway to the Spirit World (minor) ✦ Zone
Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within the zone, the warforged shaman and the warforged shaman’s allies are insubstantial.
● [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; +26 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the warforged shaman’s spirit companion regains 6 hit points.
Protector Spirit
Any ally adjacent to the warforged shaman’s spirit companion regains 6 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 +22, Perception +22
Str 15 (+13); Dex 14 (+13); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 12 (+12)
Equipment leather armor, longspear

-1 Level / +1 Level

Warforged Panther Shaman [Level 23 Controller (Leader)]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +22
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 34, Reflex 35, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +24 vs. AC; 2d10 + 11 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 damage, and until the end of the warforged shaman’s next turn, the warforged shaman’s spirit companion can flank with the warforged shaman and the warforged shaman’s allies. If the target is bloodied, the warforged shaman gains a +2 bonus to the attack roll.
○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the warforged shaman’s next turn, when any ally adjacent to the warforged shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5 damage.
□ [R] Horns of the Undefeated Khan (standard)
Ranged 20; +26 vs. Reflex; 4d8 + 15 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 the Dead (standard) ✦ Healing
Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed no death saving throws during this encounter.
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 21 damage to the spirit, the spirit disappears, and the warforged shaman takes 16 damage. Otherwise, the spirit is unaffected by the attack.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged shaman gains 14 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 5d6 hit points. This power can only be used once per round.
● [M] Spirit’s Fangs (opportunity) ✦ Spirit
When an enemy leaves a square adjacent to the warforged shaman’s spirit companion without shifting.
Targets triggering enemy; +26 vs. Reflex; 2d10 + 15 damage.
Stalker Spirit
Any ally adjacent to the warforged shaman’s spirit companion gains a +5 bonus to damage rolls against bloodied enemies.

Skills Nature +22, Perception +22
Str 15 (+13); Dex 14 (+13); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 12 (+12)
Equipment leather armor, longspear

-1 Level / +1 Level

Warforged Chaos Sorcerer [Level 23 Artillery]

Medium natural humanoid (living construct) [XP 5100]

Initiative +16; Senses Perception +12
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 35; Fortitude 33, Reflex 35, Will 38
Saving Throws +2 against ongoing damage
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +28 vs. AC; 2d4 + 14 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +26 vs. Will; 2d10 + 24 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: +26 vs. Will; 1d6 + 18 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] Plates of Ice (standard) ✦ Cold
Ranged 20; +26 vs. Fortitude; 4d6 + 24 cold damage, and the target is weakened until the end of the warforged sorcerer’s next turn. If the warforged sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 18 cold damage.
□ [R] Split Strike (standard) ✦ Lightning
Ranged 10; targets one or two creatures; +26 vs. Reflex; 6d6 + 24 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 14 temporary hit points.
Wind Shape (minor) ✦ Polymorph
Until the end of the warforged sorcerer’s next turn, the warforged sorcerer becomes insubstantial, the warforged sorcerer gains a fly speed equal to the warforged sorcerer’s speed, and the warforged sorcerer can hover.
Chaos Power
The warforged sorcerer gains a +9 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 +17, Bluff +22
Str 17 (+14); Dex 20 (+16); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, dagger

-1 Level / +1 Level

Warforged Dragon Sorcerer [Level 23 Skirmisher]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +12
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 36, Reflex 32, Will 38
Saving Throws +2 against ongoing damage
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +26 vs. Reflex; 2d8 + 25 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 6 fire damage.
○ [C] Black Breath (standard) ✦ Acid
Close blast 3; +26 vs. Reflex; 5d6 + 25 acid damage. Until the end of the warforged sorcerer’s next turn, the target doesn’t have line of sight to any creature more than 3 squares away from it.
□ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
Ranged 10; +26 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 6 squares.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged sorcerer gains 14 temporary hit points.
Platinum Scales (immediate interrupt)
When the warforged sorcerer is hit by an attack.
Until the end of the encounter, the warforged sorcerer gains a +6 power bonus to all defenses.
Draconic Power
The warforged sorcerer gains a +10 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 +17, Athletics +22
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Warforged Earth Warden [Level 23 Brute]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +18
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 41; Fortitude 38, Reflex 34, Will 33
Saving Throws +2 against ongoing damage
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+29 vs. AC; 2d10 + 16 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+29 vs. AC; 2d10 + 16 damage, and the warforged warden gains a +1 power bonus to AC until the end of the warforged warden’s next turn.
○ [C] Nature’s Ally (standard) ✦ Weapon
Close burst 3; targets one creature in burst; +29 vs. Reflex; the warforged warden pulls the target 2 squares to a space that must be adjacent to the warforged warden. Make a secondary attack against the target. Secondary Attack: +31 vs. AC; 3d10 + 16 damage. Special: If either attack hits, the target is also slowed until the start of the warforged warden’s next turn.
□ [M] Blizzard Strike (standard) ✦ Cold, Weapon
+29 vs. AC; 4d10 + 16 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 14 temporary hit points.
Panacea (minor)
The warforged warden makes a saving throw with a +4 power bonus. The warforged warden also gains a +4 power bonus to saving throws until the end of the encounter.
● [C] Warden’s Grasp (immediate reaction)
When an enemy marked by the warforged warden that is within 5 squares of the warforged warden makes an attack that does not include the warforged warden as a target.
Targets the triggering enemy; The warforged warden slides the target 1 square. The target is slowed and cannot shift until the end of its turn.
Earthstrength
When the warforged warden uses the warforged warden’s second wind, the warforged warden gains an additional +6 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 +20, Perception +18
Str 24 (+18); Dex 14 (+13); Wis 15 (+13);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Warforged Wild Warden [Level 23 Brute]

Medium natural humanoid (living construct) [XP 5100]

Initiative +13; Senses Perception +21
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 38, Reflex 32, Will 36
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+29 vs. AC; 2d12 + 16 damage (crit 40 + 3d12), and the target is slowed until the end of the warforged warden’s next turn.
○ [M] Startling Savagery (standard) ✦ Weapon
+29 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and the target is dazed until the end of the warforged warden’s next turn. Until the end of the warforged warden’s next turn, the warforged warden gains a +5 power bonus to attack rolls.
□ [M] Dire Beast Assault (standard) ✦ Weapon
Before and after the attack, the warforged warden shifts 1 square. +29 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), 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 14 temporary hit points.
Renewal (minor) ✦ Healing
The warforged warden spends a healing surge. In addition, the warforged warden regains the use of an encounter attack power the warforged warden has already used during this encounter.
● [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; +29 vs. Fortitude; 2d12 + 16 damage (crit 40 + 3d12), 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 -5 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 +22, Perception +21
Str 24 (+18); Dex 14 (+13); Wis 20 (+16);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
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.