Warforged NPCs [Level 25]
Warforged Battle Cleric [Level 25 Controller (Leader)]
Medium natural humanoid (living construct) [XP 7000]
Initiative +13; Senses Perception +17
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 37; Fortitude 38, Reflex 32, Will 38
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +30 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
- +32 vs. AC; 4d10 + 16 damage. The next attack roll the warforged cleric makes against the target gains a +2 power bonus.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +30 vs. AC; 6d10 + 16 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ 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 15 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 +18
Str 25 (+19); Dex 13 (+13); Wis 21 (+17);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Devoted Cleric [Level 25 Controller (Leader)]
Medium natural humanoid (living construct) [XP 7000]
Initiative +13; Senses Perception +18
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 37; Fortitude 34, Reflex 32, Will 39
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +27 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; +27 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.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +27 vs. Fortitude; 4d10 + 15 psychic damage, and the target is stunned until the end of the
warforged cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ 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 15 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 +23, Religion +18
Str 17 (+15); Dex 13 (+13); Wis 23 (+18);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Greatweapon Fighter [Level 25 Soldier]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +14
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 40, Reflex 33, Will 33
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12). Miss: 7 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +30 vs. AC; 4d12 + 22 damage (crit 70 + 3d12).
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +30 vs. AC; 6d12 + 16 damage (crit 88 + 3d12), and all of the warforged fighter’s enemies that the warforged fighter can see
are marked until the end of the warforged fighter’s next turn. Miss: The power is not expended.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 15 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 +24, Intimidate +18
Str 25 (+19); Dex 15 (+14); Wis 14 (+14);
Con 23 (+18); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Warforged Guardian Fighter [Level 25 Soldier]
Medium natural humanoid (living construct) [XP 7000]
Initiative +17; Senses Perception +14
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 40; Fortitude 40, Reflex 38, Will 33
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+31 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
- +31 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: +31 vs. AC; 2d8 + 21 damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 15 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.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the warforged fighter uses a fighter power, the warforged fighter can score a critical hit on a roll of 19–20, and
the warforged fighter gains a +5 power bonus to damage rolls. Any enemy that starts its turn adjacent to the warforged fighter
takes 1d8 + 9 damage damage and ongoing 10 damage (save ends), as long as the warforged fighter is able to make opportunity
attacks. Stance: This power lasts until the end of the encounter or until the warforged fighter uses another stance power.
- 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 +19, Intimidate +18
Str 25 (+19); Dex 21 (+17); Wis 14 (+14);
Con 17 (+15); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Avenging Paladin [Level 25 Soldier]
Medium natural humanoid (living construct) [XP 7000]
Initiative +13; Senses Perception +14
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 39, Reflex 33, Will 37
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +31 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
- +31 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: +31 vs. AC; 1d10 + 16 thunder damage, and
the target is knocked prone.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +31 vs. AC; 4d10 + 16 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the warforged paladin when it attacks (save ends). The warforged paladin gains a +2 bonus to the opportunity attack roll and
deals an extra 1d10 damage.
- ● 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 15 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 +22, Religion +18
Str 25 (+19); Dex 13 (+13); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Warforged Protecting Paladin [Level 25 Soldier]
Medium natural humanoid (living construct) [XP 7000]
Initiative +13; Senses Perception +14
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 41; Fortitude 38, Reflex 35, Will 38
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage, and the warforged paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 2 squares.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +27 vs. Will; 6d6 + 15 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the warforged paladin’s next turn.
- ● 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 15 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 +23, Religion +18
Str 23 (+18); Dex 13 (+13); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 23 (+18)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Archer Ranger [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +18; Senses Perception +19
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 40; Fortitude 38, Reflex 38, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +30 vs. AC; 2d6 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +29 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +29 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 4 squares.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +29 vs. AC; 3d10 + 15 damage. Miss: Half damage.
- □ 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 15 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 +19, Stealth +22
Str 23 (+18); Dex 23 (+18); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Warforged Two-Blade Ranger [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +17; Senses Perception +19
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 39; Fortitude 39, Reflex 37, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +31/+31 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +31 vs. AC; 2d8 + 16 damage.
Longsword
(off hand): +31 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/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +31/+31 vs. AC; 2d8 + 16 damage (main)/2d8 + 16 damage (off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 14 damage.
Miss: Half damage per attack. Hit
or Miss: After making these attacks, the warforged ranger can shift 2 squares.
- ● 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 15 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 +19, Perception +19
Str 25 (+19); Dex 21 (+17); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Warforged Brawny Rogue [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +18; Senses Perception +13
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 37, Reflex 39, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +30 vs. AC; 2d6 + 15 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +30 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +30 vs. Reflex; 2d6 + 15 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +30 vs. Will; 6d6 + 15 damage, and the warforged rogue becomes invisible. The warforged rogue shifts into any square adjacent
to the target and reappear at the start of the warforged rogue’s next turn. The warforged rogue has combat advantage against
the target until the end of the warforged rogue’s next turn. Miss: Half damage, the warforged rogue can shift 1 square
to another square adjacent to the target, and the warforged rogue has combat advantage against the target until the end of
the warforged rogue’s next turn.
- ○ 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 15 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; +30 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 +23, Thievery +23
Str 23 (+18); Dex 23 (+18); Wis 13 (+13);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Warforged Trickster Rogue [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +18; Senses Perception +18
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 34, Reflex 39, Will 36
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +27 vs. AC; 2d6 + 12 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
The warforged rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 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] Hamstring (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 15 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 15 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 +23, Thievery +23
Str 17 (+15); Dex 23 (+18); Wis 13 (+13);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Warforged Fey-Pact Warlock [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +13; Senses Perception +14
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 38; Fortitude 34, Reflex 37, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 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; +27 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] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +27 vs. Will; 4d10 + 15 psychic damage. Until the end of the encounter, every time the warforged warlock takes damage,
the warforged warlock makes a +27 vs. Will attack against the target; if the attack hits, the warforged warlock takes half
damage and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the warforged warlock
is adjacent to the target, the images of the warforged warlock both begin to flow together, such that anyone who attacks one
has a 50% chance of accidentally hitting the other instead.
- □ 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 15 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 +22, Bluff +23
Str 14 (+14); Dex 13 (+13); Wis 14 (+14);
Con 17 (+15); Int 21 (+17); Cha 23 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Warforged Infernal-Pact Warlock [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +13
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 38; Fortitude 38, Reflex 37, Will 34
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +28 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; +28 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +28 vs. Reflex; 5d10 + 16 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the warforged warlock cannot
gain line of sight or line of effect to the target. Miss: Half damage, and the target is immobilized (save ends).
- ● Warlock’s Curse (minor)
- The warforged warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
warforged warlock can deal an extra 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 15 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 25 temporary hit points.
Skills Arcana +22, Intimidate +19
Str 14 (+14); Dex 14 (+14); Wis 13 (+13);
Con 25 (+19); Int 21 (+17); Cha 15 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Warforged Star-Pact Warlock [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +13
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 35; Fortitude 38, Reflex 34, Will 37
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +25 vs. AC; 2d6 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +28 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; +26 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] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +28 vs. Will; 5d10 + 16 fire and psychic damage, and the target is stunned until the end of the warforged warlock’s
next turn. Miss: Half damage, and the target is dazed until the end 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 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 15 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 +19, Insight +18
Str 14 (+14); Dex 14 (+14); Wis 13 (+13);
Con 25 (+19); Int 15 (+14); Cha 21 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Warforged Inspiring Warlord [Level 25 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 7000]
Initiative +15; Senses Perception +13
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 37; Fortitude 39, Reflex 33, Will 37
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +30 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
- +30 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] White Raven’s Call (standard) ✦ Weapon
- +30 vs. AC; 6d10 + 16 damage, and the warforged warlord and all of the warforged warlord’s allies within 10 squares of the
warforged warlord makes saving throws against any single effect that a save can end. Miss: Each of the warforged warlord’s
allies within 10 squares of the warforged warlord makes a saving throw against any effect that the target caused and that
a save can end.
- □ 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 15 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 17 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 +18, History +19
Str 25 (+19); Dex 13 (+13); Wis 12 (+13);
Con 16 (+15); Int 15 (+14); Cha 21 (+17)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Warforged Tactical Warlord [Level 25 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 7000]
Initiative +15; Senses Perception +13
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 34
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +31 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
- +31 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.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +30 vs. AC; 6d6 + 16 damage. Until the end of the encounter, the warforged warlord’s allies add +5 to attack
rolls and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +5 bonus to the attack roll and the damage.
- □ 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 15 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 +18, History +22
Str 25 (+19); Dex 13 (+13); Wis 12 (+13);
Con 16 (+15); Int 21 (+17); Cha 15 (+14)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Warforged Control Wizard [Level 25 Artillery]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +17
HP 172; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +27 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; +27 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] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +27 vs. Reflex; 4d6 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 15 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 +23, Insight +22
Str 14 (+14); Dex 15 (+14); Wis 21 (+17);
Con 16 (+15); Int 23 (+18); Cha 13 (+13)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Warforged War Wizard [Level 25 Artillery]
Medium natural humanoid (living construct) [XP 7000]
Initiative +17; Senses Perception +14
HP 172; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 35
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +27 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +27 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: +27
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +27 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +27 vs. Fortitude, Reflex, Will. The warforged wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 3d6 +
15 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 15 fire damage, and ongoing 15 fire
damage (save ends).
Will: The target is stunned (save ends).
A target might be subject to any, all,
or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing
effect separately.
- □ 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 15 temporary hit points.
- ○ Wand of Accuracy (free)
- The warforged wizard gains a +5 bonus to a single attack roll.
Skills Arcana +23, History +23
Str 14 (+14); Dex 21 (+17); Wis 15 (+14);
Con 16 (+15); Int 23 (+18); Cha 13 (+13)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Warforged Isolating Avenger [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +13; Senses Perception +18
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +30 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
- +30 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.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +30 vs. Fortitude; 6d10 + 15 damage, and the target takes 10 damage at the start of its turn if the warforged avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the warforged
avenger is within 5 squares of it (save ends).
- ○ [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 15 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 +20, Religion +22
Str 17 (+15); Dex 13 (+13); Wis 23 (+18);
Con 16 (+15); Int 21 (+17); Cha 12 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Warforged Pursuing Avenger [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +17; Senses Perception +18
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 12 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +30 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
- +30 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.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +27 vs. Will; 6d8 + 15 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the warforged avenger can teleport to a space adjacent to the target as a minor
action. The warforged avenger doesn’t need line of sight to the destination space. Aftereffect: The warforged avenger
can teleport to a space adjacent to the target as a free action once. The warforged avenger doesn’t need line of sight to
the destination space.
- ○ [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 15 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 +18, Stealth +22
Str 17 (+15); Dex 21 (+17); Wis 23 (+18);
Con 16 (+15); Int 13 (+13); Cha 12 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Warforged Rageblood Barbarian [Level 25 Brute]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +18
HP 283; Bloodied 141
Healing Surges (+70 hp) ○○○
AC 39; Fortitude 40, Reflex 36, Will 33
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+30 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
- +30 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] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +30 vs. AC; 7d12 + 16 damage (crit 100 + 3d12), and the target is pushed 6 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The warforged barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the warforged barbarian hits with an attack, the warforged barbarian gains 12 temporary hit points. If that attack already
grants temporary hit points to the warforged barbarian, add +2 to the number of temporary hit points the warforged barbarian
gains.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 15 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 18 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 +23, Perception +18
Str 25 (+19); Dex 14 (+14); Wis 13 (+13);
Con 23 (+18); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Thaneborn Barbarian [Level 25 Brute]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +18
HP 277; Bloodied 138
Healing Surges (+69 hp) ○○○
AC 39; Fortitude 40, Reflex 36, Will 36
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+30 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
- +30 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] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +30 vs. AC; 7d12 + 16 thunder damage (crit 100 + 3d12), and the warforged barbarian knocks the target prone. Miss:
Half damage. Hit or Miss: The warforged barbarian enters the rage of the stone tempest. Until the rage ends, the warforged
barbarian can score a critical hit on a roll of 18–20.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 15 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 +23, Perception +18
Str 25 (+19); Dex 14 (+14); Wis 13 (+13);
Con 17 (+15); Int 12 (+13); Cha 21 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Cunning Bard [Level 25 Controller (Leader)]
Medium natural humanoid (living construct) [XP 7000]
Initiative +13; Senses Perception +18
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 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; +27 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.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +27 vs. Will; the warforged bard slides the target 5 squares, the target makes a basic attack
as a free action against a creature of the warforged bard’s choice, and the target is then stunned until the end of the warforged
bard’s next turn. Miss: The target is dazed until the end of the warforged bard’s next turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 15 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 +22, Bluff +23
Str 16 (+15); Dex 13 (+13); Wis 12 (+13);
Con 17 (+15); Int 21 (+17); Cha 23 (+18)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Warforged Valorous Bard [Level 25 Controller (Leader)]
Medium natural humanoid (living construct) [XP 7000]
Initiative +13; Senses Perception +18
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 37, Reflex 35, Will 38
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +30 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
- +30 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.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the warforged bard. The target deals half damage to any of the warforged bard’s allies except the chosen ally (save
ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 15 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 +19, Athletics +19
Str 16 (+15); Dex 13 (+13); Wis 12 (+13);
Con 23 (+18); Int 15 (+14); Cha 23 (+18)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Warforged Guardian Druid [Level 25 Controller]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +18
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 40; Fortitude 37, Reflex 34, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +26 vs. AC; 4d4 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +27 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; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +27 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] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +27 vs. Fortitude; 4d6 + 15 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the warforged druid’s next turn. While the zone persists, the warforged druid can make the following secondary attack,
using a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +27 vs. Reflex; the
target cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor:
The zone persists.
- □ 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 15 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 +23, Nature +23
Str 16 (+15); Dex 15 (+14); Wis 23 (+18);
Con 23 (+18); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Predator Druid [Level 25 Controller]
Medium natural humanoid (living construct) [XP 7000]
Initiative +17; Senses Perception +23
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 38
Saving Throws +2 against ongoing damage
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +26 vs. AC; 4d4 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +27 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; +27 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; +27 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the warforged druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +27 vs. Reflex; 6d6 + 15 damage. If the attack hits at least once, the warforged druid
shifts 5 squares. Hit or Miss: Until the end of the encounter, while the warforged druid is in beast form the warforged
druid can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the warforged
druid.
- ● 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 15 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 +23, Perception +23
Str 16 (+15); Dex 21 (+17); Wis 23 (+18);
Con 17 (+15); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Preserving Invoker [Level 25 Artillery]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +18
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +27 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; +27 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.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +27 vs. Will; 6d6 + 15 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 15 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 +22, Religion +22
Str 14 (+14); Dex 14 (+14); Wis 23 (+18);
Con 17 (+15); Int 21 (+17); Cha 13 (+13)
Equipment hide armor, morningstar
-1 Level / +1 Level
Warforged Wrathful Invoker [Level 25 Artillery]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +18
HP 179; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 37; Fortitude 38, Reflex 34, Will 38
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +27 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; +27 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] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +27 vs. Fortitude; 4d8 + 15 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 15 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 +24, Religion +19
Str 14 (+14); Dex 14 (+14); Wis 23 (+18);
Con 23 (+18); Int 15 (+14); Cha 13 (+13)
Equipment chainmail, morningstar
-1 Level / +1 Level
Warforged Bear Shaman [Level 25 Controller (Leader)]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +23
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 35; Fortitude 38, Reflex 33, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +25 vs. AC; 2d10 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +27 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; +27 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.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +27 vs. Reflex; 3d6 + 15 lightning damage, and the warforged shaman teleports the target 10
squares. Miss: Half damage, and the warforged shaman teleports the target 5 squares. Hit or Miss: The warforged
shaman teleports each ally in the blast 10 squares.
- ● 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 22 damage to
the spirit, the spirit disappears, and the warforged shaman takes 17 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 15 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; +27 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 +23, Perception +23
Str 15 (+14); Dex 14 (+14); Wis 23 (+18);
Con 23 (+18); Int 15 (+14); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Panther Shaman [Level 25 Controller (Leader)]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +23
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 38; Fortitude 35, Reflex 36, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +25 vs. AC; 2d10 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +27 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; +27 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] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ 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 22 damage to
the spirit, the spirit disappears, and the warforged shaman takes 17 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 15 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; +27 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 +23, Perception +23
Str 15 (+14); Dex 14 (+14); Wis 23 (+18);
Con 17 (+15); Int 21 (+17); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Chaos Sorcerer [Level 25 Artillery]
Medium natural humanoid (living construct) [XP 7000]
Initiative +17; Senses Perception +13
HP 172; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 36; Fortitude 34, Reflex 36, Will 39
Saving Throws +2 against ongoing damage
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 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:
+27 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; +27 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] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 4d12 + 24 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the warforged sorcerer can make a secondary attack against the target if it is within 10 squares of the warforged
sorcerer (save ends): +27 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise,
its attack is unaffected by this secondary attack. If the warforged sorcerer rolled an even number on the secondary attack
roll, the warforged sorcerer chooses the creature that the target attacks.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 15 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 +18, Bluff +23
Str 17 (+15); Dex 21 (+17); Wis 12 (+13);
Con 16 (+15); Int 13 (+13); Cha 23 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Warforged Dragon Sorcerer [Level 25 Skirmisher]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +13
HP 224; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 37; Fortitude 37, Reflex 33, Will 39
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 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; +27 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.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +27 vs. Reflex; 7d6 + 25 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the warforged sorcerer’s turns, the warforged sorcerer can slide one enemy within 3 squares of the warforged
sorcerer 2 squares as a free action.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 15 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 +18, Athletics +23
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 16 (+15); Int 13 (+13); Cha 23 (+18)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Warforged Earth Warden [Level 25 Brute]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +19
HP 283; Bloodied 141
Healing Surges (+70 hp) ○○○
AC 42; Fortitude 39, Reflex 35, Will 34
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +30 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; +30 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: +32 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.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 15 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.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The warforged warden assumes the guardian form of the jungle lord until the end of the encounter. While the warforged warden
is in this form, the warforged warden gains a climb speed equal to the warforged warden’s speed and a +2 bonus to Reflex.
In addition, whenever the warforged warden hits a target with a melee attack, the warforged warden slides the target 2 squares.
If that attack already pulls, pushes, or slides the target, the warforged warden slides the target 2 squares after that forced
movement. Once during this encounter, the warforged warden can make the following attack while the warforged warden is in
this form as a standard action.
Secondary Attack: +30 vs. AC; 4d10 + 16 damage, and the warforged warden slides
the target 1 square. Miss: Half damage.
- ● [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 +21, Perception +19
Str 25 (+19); Dex 14 (+14); Wis 15 (+14);
Con 23 (+18); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Warforged Wild Warden [Level 25 Brute]
Medium natural humanoid (living construct) [XP 7000]
Initiative +14; Senses Perception +22
HP 277; Bloodied 138
Healing Surges (+69 hp) ○○○
AC 39; Fortitude 39, Reflex 33, Will 37
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +30 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
- +30 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.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 15 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.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The warforged warden assumes the guardian form of the blood wolf until the end of the encounter. While the warforged warden
is in this form, the warforged warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied
targets. In addition, if the warforged warden has combat advantage against a target that the warforged warden hits with a
melee attack, the warforged warden can knock that target prone. Once during this encounter, the warforged warden can make
the following attack while the warforged warden is in this form as a standard action.
Secondary Attack: +30
vs. AC; 5d12 + 16 damage (crit 76 + 3d12), and the target grants combat advantage to the warforged warden (save ends). Miss:
Half damage, and the target grants combat advantage to the warforged warden until the end of the warforged warden’s next turn.
- ● [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; +30 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 +23, Perception +22
Str 25 (+19); Dex 14 (+14); Wis 21 (+17);
Con 17 (+15); Int 12 (+13); Cha 13 (+13)
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.