Warforged NPCs [Level 27]

Warforged Battle Cleric [Level 27 Controller (Leader)]

Medium natural humanoid (living construct) [XP 11000]

Initiative +14; Senses Perception +18
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 40, Reflex 34, Will 40
Saving Throws +2 against ongoing damage
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+32 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+32 vs. AC; 2d10 + 17 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] Punishing Strike (standard) ✦ Weapon
+36 vs. AC; 4d10 + 17 damage.
□ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
+32 vs. AC; 6d10 + 17 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 16 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 6d6 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 +19
Str 25 (+20); Dex 13 (+14); Wis 21 (+18);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Warforged Devoted Cleric [Level 27 Controller (Leader)]

Medium natural humanoid (living construct) [XP 11000]

Initiative +14; Senses Perception +19
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 36, Reflex 34, Will 41
Saving Throws +2 against ongoing damage
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+28 vs. AC; 2d10 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 13 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +29 vs. Reflex; 2d8 + 16 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] Sunburst (standard) ✦ Healing, Radiant
Area burst 2 within 10; targets enemies; +29 vs. Will; 3d8 + 16 radiant damage. Hit or Miss: The warforged cleric and each ally in the burst regain 15 hit points and make a saving throw.
□ [C] Sacred Word (standard) ✦ Psychic
Close burst 5; targets enemies; +29 vs. Fortitude; 4d10 + 16 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 16 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 6d6 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 +24, Religion +19
Str 17 (+16); Dex 13 (+14); Wis 23 (+19);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Warforged Greatweapon Fighter [Level 27 Soldier]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +15
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 42, Reflex 35, Will 35
Saving Throws +2 against ongoing damage
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +32 vs. AC; 2d6 + 17 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12). Miss: 7 damage.
○ [M] Adamantine Strike (standard) ✦ Weapon
+32 vs. Reflex; 4d12 + 17 damage (crit 65 + 3d12), and the target takes a –2 penalty to AC until the end of the warforged fighter’s next turn.
□ [M] Reign of Terror (standard) ✦ Reliable, Weapon
+32 vs. AC; 6d12 + 17 damage (crit 89 + 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 16 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 +25, Intimidate +19
Str 25 (+20); Dex 15 (+15); Wis 14 (+15);
Con 23 (+19); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Warforged Guardian Fighter [Level 27 Soldier]

Medium natural humanoid (living construct) [XP 11000]

Initiative +18; Senses Perception +15
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 42, Reflex 40, Will 35
Saving Throws +2 against ongoing damage
Speed 5

● [m] Longsword (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+33 vs. AC; 2d8 + 17 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] Diamond Shield Defense (standard) ✦ Weapon
Must be using a shield.
+33 vs. AC; 4d8 + 17 damage, and the warforged fighter takes half damage from the target’s attacks until the end of the warforged fighter’s next turn. Hit or Miss: The warforged fighter gains a +2 power bonus to AC until the end of the warforged fighter’s next turn.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged fighter gains 16 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 + 10 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 +20, Intimidate +19
Str 25 (+20); Dex 21 (+18); Wis 14 (+15);
Con 17 (+16); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Warforged Avenging Paladin [Level 27 Soldier]

Medium natural humanoid (living construct) [XP 11000]

Initiative +14; Senses Perception +15
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 41; Fortitude 41, Reflex 35, Will 39
Saving Throws +2 against ongoing damage
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+33 vs. AC; 2d10 + 17 radiant damage. If the warforged paladin has marked the target, the warforged paladin gains a +2 bonus to the damage roll.
○ [M] Stunning Smite (standard) ✦ Weapon
+33 vs. Will; 2d10 + 17 damage, the target is stunned until the end of the warforged paladin’s next turn, and make a secondary attack against each enemy other than the primary target adjacent to the warforged paladin. Secondary Attack: +33 vs. Will; 1d10 + 17 damage, and the target is stunned until the end of the warforged paladin’s next turn.
□ [M] Exalted Retribution (standard) ✦ Weapon
+33 vs. AC; 4d10 + 17 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 16 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 +23, Religion +19
Str 25 (+20); Dex 13 (+14); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Warforged Protecting Paladin [Level 27 Soldier]

Medium natural humanoid (living construct) [XP 11000]

Initiative +14; Senses Perception +15
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 43; Fortitude 40, Reflex 37, Will 40
Saving Throws +2 against ongoing damage
Speed 5

● [m] Longsword (standard) ✦ Weapon
+32 vs. AC; 2d8 + 16 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+32 vs. AC; 2d8 + 16 damage, and the warforged paladin gains 2 temporary hit points.
○ [M] Brand of Judgment (standard) ✦ Radiant
+29 vs. Will; 4d8 + 16 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack whether it hits or misses.
□ [C] To the Nine Hells with You (standard) ✦ Fire
Close burst 5; targets enemies; +29 vs. Will; 6d6 + 16 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 16 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 +24, Religion +19
Str 23 (+19); Dex 13 (+14); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 23 (+19)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Warforged Archer Ranger [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +19; Senses Perception +20
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 40, Reflex 40, Will 35
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+32 vs. AC; 2d8 + 16 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+32 vs. AC; 2d6 + 16 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +31 vs. AC; 2d10 + 16 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +32/+32 vs. AC; 2d8 + 10 damage (main)/2d6 + 10 damage (off-hand).
Longbow: Ranged 20/40; +31 vs. AC (twice); 2d10 + 10 damage.
○ [R] Hail of Arrows (standard) ✦ Weapon
Ranged 20/40; targets each enemy in range; +31 vs. AC; 1d10 + 16 damage.
□ [C] Unstoppable Arrows (standard) ✦ Weapon
Close blast 5; targets enemies; +31 vs. AC; 3d10 + 16 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 16 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 +20, Stealth +23
Str 23 (+19); Dex 23 (+19); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Warforged Two-Blade Ranger [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +18; Senses Perception +20
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 41; Fortitude 41, Reflex 39, Will 35
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +30 vs. AC; 2d10 + 15 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +33/+33 vs. AC; 2d8 + 10 damage (main)/2d8 + 10 damage (off-hand).
Longbow: Ranged 20/40; +30 vs. AC (twice); 2d10 + 10 damage.
○ [C] Wandering Tornado (standard) ✦ Weapon
Close burst 1; targets visible enemies; +33 vs. AC; 1d8 + 17 damage. Hit or Miss: The warforged ranger can shift 3 squares, and make another close burst 1 attack (as above).
□ [M/R] Bloodstorm (standard) ✦ Weapon
Two attacks on one creature.
Longsword/Longsword: +33/+33 vs. AC; 2d8 + 17 damage (main)/2d8 + 17 damage (off-hand).
Longbow: Ranged 20/40; +30 vs. AC (twice); 2d10 + 15 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 16 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 +20, Perception +20
Str 25 (+20); Dex 21 (+18); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Warforged Brawny Rogue [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +19; Senses Perception +14
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 41; Fortitude 39, Reflex 41, Will 35
Saving Throws +2 against ongoing damage
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+32 vs. AC; 2d6 + 16 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +32 vs. AC; 2d6 + 16 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+32 vs. Reflex; 2d6 + 16 damage.
○ [M] Hurricane of Blood (standard) ✦ Weapon
+32 vs. AC; 5d6 + 16 damage.
□ [M] Ghost on the Wind (standard) ✦ Weapon
+32 vs. Will; 6d6 + 16 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 16 temporary hit points.
First Strike
At the start of an encounter, the warforged rogue has combat advantage against any creatures that have not yet acted in that encounter.
Rogue Weapon Talent
When wielding a shuriken, the warforged rogue’s weapon damage die increases by one size. When wielding a dagger, the warforged rogue gains a +1 bonus to attack rolls.
Sneak Attack
Once per round, when the warforged rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue weapon, the warforged rogue deals an extra 5d6 damage.

Skills Acrobatics +24, Thievery +24
Str 23 (+19); Dex 23 (+19); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Warforged Trickster Rogue [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +19; Senses Perception +19
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 41; Fortitude 36, Reflex 41, Will 38
Saving Throws +2 against ongoing damage
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+29 vs. AC; 2d6 + 13 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +32 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
The warforged rogue can move 2 squares before the attack.
○ [C] Dance of Death (standard) ✦ Weapon
Close burst 1; targets visible enemies; +32 vs. AC; 3d6 + 16 damage. If the target makes a melee attack against the warforged rogue before the end of the warforged rogue’s next turn, the warforged rogue can make it attack another creature of the warforged rogue’s choice instead, including itself.
□ [M/R] Hamstring (standard) ✦ Weapon
Short Sword: +32 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +31 vs. AC; 4d6 + 16 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 16 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 +24, Thievery +24
Str 17 (+16); Dex 23 (+19); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Warforged Fey-Pact Warlock [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +14; Senses Perception +15
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 40; Fortitude 36, Reflex 39, Will 40
Saving Throws +2 against ongoing damage
Speed 6

● [m] Spear (standard) ✦ Weapon
+27 vs. AC; 2d8 + 12 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +29 vs. Reflex; 2d10 + 16 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +29 vs. Will; 2d6 + 16 psychic damage, and the warforged warlock is invisible to the target until the start of the warforged warlock’s next turn.
○ [R] Curse of the Fey King (standard)
Ranged 10; +29 vs. Will; 3d10 + 16 damage. In addition, the first time the target rolls a d20 on its next turn, the warforged warlock can steal that result. The target rerolls, and the warforged warlock uses the stolen result for the warforged warlock’s next d20 roll. The warforged warlock gains a +5 bonus to the stolen result.
□ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
Ranged 5; +29 vs. Will; 4d10 + 16 psychic damage. Until the end of the encounter, every time the warforged warlock takes damage, the warforged warlock makes a +29 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 16 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 +23, Bluff +24
Str 14 (+15); Dex 13 (+14); Wis 14 (+15);
Con 17 (+16); Int 21 (+18); Cha 23 (+19)
Equipment leather armor, spear

-1 Level / +1 Level

Warforged Infernal-Pact Warlock [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +14
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 40, Reflex 39, Will 36
Saving Throws +2 against ongoing damage
Speed 6

● [m] Mace (standard) ✦ Weapon
+27 vs. AC; 2d8 + 12 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +30 vs. Reflex; 2d6 + 17 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s next turn, the target takes an extra 2d6 + 17 fire damage.
○ [R] Hellfire Curse (standard) ✦ Fire
Ranged 10; +30 vs. Fortitude; 5d10 + 22 fire damage.
□ [R] Tartarean Tomb (standard)
Ranged 10; +30 vs. Reflex; 5d10 + 17 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 16 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 27 temporary hit points.

Skills Arcana +23, Intimidate +20
Str 14 (+15); Dex 14 (+15); Wis 13 (+14);
Con 25 (+20); Int 21 (+18); Cha 15 (+15)
Equipment leather armor, mace

-1 Level / +1 Level

Warforged Star-Pact Warlock [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +14
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 37; Fortitude 40, Reflex 36, Will 39
Saving Throws +2 against ongoing damage
Speed 6

● [m] Sickle (standard) ✦ Weapon
+27 vs. AC; 2d6 + 12 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +30 vs. Fortitude; 2d6 + 17 radiant damage. If the target moves nearer to the warforged warlock on its next turn, it takes an extra 2d6 + 17 damage.
○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
Ranged 10; +30 vs. Will; 2d10 + 17 damage. The target disappears into a starry realm. At the start of its next turn, the target reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice). The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the warforged warlock’s next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls it makes due to this power.
□ [R] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
Ranged 10; +30 vs. Will; 5d10 + 17 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 16 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 +20, Insight +19
Str 14 (+15); Dex 14 (+15); Wis 13 (+14);
Con 25 (+20); Int 15 (+15); Cha 21 (+18)
Equipment leather armor, sickle

-1 Level / +1 Level

Warforged Inspiring Warlord [Level 27 Soldier (Leader)]

Medium natural humanoid (living construct) [XP 11000]

Initiative +16; Senses Perception +14
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 41, Reflex 35, Will 39
Saving Throws +2 against ongoing damage
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +32 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Furious Smash (standard) ✦ Weapon
+32 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] Devastating Charge (standard) ✦ Weapon
Must charge as part of this attack.
+32 vs. AC; 4d10 + 17 damage, and until the end of the warforged warlord’s next turn, any ally who has line of sight to the warforged warlord gains a +5 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
□ [M] White Raven’s Call (standard) ✦ Weapon
+32 vs. AC; 6d10 + 17 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 16 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 6d6 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 18 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 +19, History +20
Str 25 (+20); Dex 13 (+14); Wis 12 (+14);
Con 16 (+16); Int 15 (+15); Cha 21 (+18)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Warforged Tactical Warlord [Level 27 Soldier (Leader)]

Medium natural humanoid (living construct) [XP 11000]

Initiative +16; Senses Perception +14
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 41, Reflex 39, Will 36
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 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.
○ [C] Chimera Battlestrike (standard) ✦ Weapon
Close burst 1; targets visible enemies; +33 vs. Reflex; 3d8 + 17 damage, and the target slides 6 squares.
□ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
Must be wielding a heavy thrown weapon.
Ranged 10/20; +32 vs. AC; 6d6 + 17 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 16 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 6d6 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 +19, History +23
Str 25 (+20); Dex 13 (+14); Wis 12 (+14);
Con 16 (+16); Int 21 (+18); Cha 15 (+15)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Warforged Control Wizard [Level 27 Artillery]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +18
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 40
Saving Throws +2 against ongoing damage
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+27 vs. AC; 2d8 + 12 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +29 vs. Fortitude; 2d6 + 16 cold damage, and the target is slowed until the end of the warforged wizard’s next turn.
○ [R] Confusion (standard) ✦ Charm, Psychic
Ranged 20; +29 vs. Will; 3d10 + 16 psychic damage. On the target’s next turn, the warforged wizard controls its actions. The warforged wizard can move it 5 squares, and it then makes a basic attack against its nearest ally.
□ [A] Necrotic Web (standard) ✦ Necrotic, Zone
Area burst 3 within 20; +29 vs. Reflex; 4d6 + 16 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 16 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 +24, Insight +23
Str 14 (+15); Dex 15 (+15); Wis 21 (+18);
Con 16 (+16); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Warforged War Wizard [Level 27 Artillery]

Medium natural humanoid (living construct) [XP 11000]

Initiative +18; Senses Perception +15
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 37
Saving Throws +2 against ongoing damage
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+27 vs. AC; 2d8 + 12 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +29 vs. Reflex; 2d6 + 16 fire damage.
○ [C] Black Fire (standard) ✦ Fire, Necrotic
Close blast 5; targets enemies; +29 vs. Reflex; 6d6 + 16 fire and necrotic damage.
□ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
Close burst 5; targets enemies; +29 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 + 16 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 16 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 16 temporary hit points.
Wand of Accuracy (free)
The warforged wizard gains a +5 bonus to a single attack roll.

Skills Arcana +24, History +24
Str 14 (+15); Dex 21 (+18); Wis 15 (+15);
Con 16 (+16); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Warforged Isolating Avenger [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +14; Senses Perception +19
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+29 vs. AC; 2d10 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 13 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+32 vs. AC; 2d10 + 16 damage, and the warforged avenger shifts 1 square, sliding the target 1 square into the space the warforged avenger occupied.
○ [M] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
+32 vs. Will; 3d10 + 16 damage, and the warforged avenger teleports each enemy within 5 squares of the warforged avenger, other than the target, 9 squares.
□ [M] Aspect of Death (standard) ✦ Weapon
+32 vs. Fortitude; 6d10 + 16 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 16 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 +21, Religion +23
Str 17 (+16); Dex 13 (+14); Wis 23 (+19);
Con 16 (+16); Int 21 (+18); Cha 12 (+14)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Warforged Pursuing Avenger [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +18; Senses Perception +19
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+29 vs. AC; 2d10 + 13 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +30 vs. AC; 2d8 + 15 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+32 vs. AC; 2d10 + 16 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] Inevitable End (standard) ✦ Weapon
+37 vs. AC; 4d10 + 16 damage. Hit or Miss: If the target is still alive and not adjacent to the warforged avenger at the end of its next turn, the warforged avenger regains the use of this power. The warforged avenger can regain the use of this power in this manner once per encounter.
□ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
Ranged 20; +29 vs. Will; 6d8 + 16 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 16 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 +19, Stealth +23
Str 17 (+16); Dex 21 (+18); Wis 23 (+19);
Con 16 (+16); Int 13 (+14); Cha 12 (+14)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Warforged Rageblood Barbarian [Level 27 Brute]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +19
HP 303; Bloodied 151
Healing Surges (+75 hp) ○○○
AC 41; Fortitude 42, Reflex 38, Will 35
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+32 vs. AC; 2d12 + 3d8 + 17 damage (crit 65 + 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] Blood Wrath (standard) ✦ Weapon
The warforged barbarian gains gains a +6 bonus to the attack roll if the target is bloodied. +32 vs. AC; 5d12 + 17 damage (crit 77 + 3d12), and the warforged barbarian gains a +6 bonus to attack rolls until the end of the warforged barbarian’s next turn.
□ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
+32 vs. AC; 7d12 + 17 damage (crit 101 + 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 16 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 19 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 +24, Perception +19
Str 25 (+20); Dex 14 (+15); Wis 13 (+14);
Con 23 (+19); Int 12 (+14); Cha 15 (+15)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Warforged Thaneborn Barbarian [Level 27 Brute]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +19
HP 297; Bloodied 148
Healing Surges (+74 hp) ○○○
AC 41; Fortitude 42, Reflex 38, Will 38
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+32 vs. AC; 2d12 + 3d6 + 17 damage (crit 59 + 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] Butcher’s Feast (standard) ✦ Weapon
+32 vs. AC; 6d12 + 17 damage (crit 89 + 3d12), and until the end of the warforged barbarian’s next turn, the warforged barbarian can make a melee basic attack as a free action against any enemy adjacent to the warforged barbarian that hits or misses the warforged barbarian. Until the end of the warforged barbarian’s next turn, the warforged barbarian also gains a +5 power bonus to basic attack rolls.
□ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
+32 vs. AC; 7d12 + 17 thunder damage (crit 101 + 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 16 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 +24, Perception +19
Str 25 (+20); Dex 14 (+15); Wis 13 (+14);
Con 17 (+16); Int 12 (+14); Cha 21 (+18)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Warforged Cunning Bard [Level 27 Controller (Leader)]

Medium natural humanoid (living construct) [XP 11000]

Initiative +14; Senses Perception +19
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 36, Reflex 40, Will 40
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 13 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +29 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the warforged bard’s next turn.
○ [R] Bond of Malediction (standard) ✦ Psychic
Ranged 10; +29 vs. Reflex; 3d10 + 16 psychic damage. Choose an ally within 10 squares of the warforged bard. Until the end of the warforged bard’s next turn, the target takes 15 psychic damage whenever that ally takes damage.
□ [C] Frenzied Rhythm (standard) ✦ Charm
Close burst 5; targets enemies; +29 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 16 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 5d6 + 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 +23, Bluff +24
Str 16 (+16); Dex 13 (+14); Wis 12 (+14);
Con 17 (+16); Int 21 (+18); Cha 23 (+19)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Warforged Valorous Bard [Level 27 Controller (Leader)]

Medium natural humanoid (living construct) [XP 11000]

Initiative +14; Senses Perception +19
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 40
Saving Throws +2 against ongoing damage
Speed 5

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 13 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+32 vs. AC; 2d8 + 16 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] Surge of Valor (standard) ✦ Weapon
+32 vs. AC; 2d8 + 16 damage, and each ally within 10 squares of the warforged bard can shift 2 squares and make a melee basic attack as a free action, with a +6 bonus to the attack roll and the damage roll.
□ [R] Adversarial Song (standard) ✦ Charm, Psychic
Ranged 10; +29 vs. Will; 3d10 + 16 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 16 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 5d6 + 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 +20, Athletics +20
Str 16 (+16); Dex 13 (+14); Wis 12 (+14);
Con 23 (+19); Int 15 (+15); Cha 23 (+19)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Warforged Guardian Druid [Level 27 Controller]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +19
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 39, Reflex 36, Will 40
Saving Throws +2 against ongoing damage
Speed 6

● [m] Scythe (standard) ✦ Weapon
+28 vs. AC; 4d4 + 13 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+29 vs. Reflex; 2d8 + 16 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; +29 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
○ [C] Polar Blast (standard) ✦ Cold
Close blast 5; +29 vs. Reflex; 3d8 + 16 cold damage, the target gains 6 vulnerability to all damage and the target is immobilized until the end of the warforged druid’s next turn.
□ [A] Primal Storm (standard) ✦ Fire, Lightning, Zone
Area burst 4 within 20; targets enemies; +29 vs. Fortitude; 4d6 + 16 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; +29 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 16 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 +24, Nature +24
Str 16 (+16); Dex 15 (+15); Wis 23 (+19);
Con 23 (+19); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, scythe

-1 Level / +1 Level

Warforged Predator Druid [Level 27 Controller]

Medium natural humanoid (living construct) [XP 11000]

Initiative +18; Senses Perception +24
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 41; Fortitude 36, Reflex 39, Will 40
Saving Throws +2 against ongoing damage
Speed 7

● [m] Scythe (standard) ✦ Weapon
+28 vs. AC; 4d4 + 13 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+29 vs. Reflex; 2d8 + 16 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; +29 vs. Reflex; 2d6 + 10 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.
○ [M] Leaping Rake (standard) ✦ Beast Form
Before the attack, the warforged druid shifts 6 squares. Targets each enemy within reach during the shift; +29 vs. Reflex; 1d10 + 16 damage, and the target is dazed until the end of the warforged druid’s next turn.
□ [C] Primal Tiger (standard) ✦ Beast Form
Close burst 1; targets visible enemies; +29 vs. Reflex; 6d6 + 16 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 16 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 +24, Perception +24
Str 16 (+16); Dex 21 (+18); Wis 23 (+19);
Con 17 (+16); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, scythe

-1 Level / +1 Level

Warforged Preserving Invoker [Level 27 Artillery]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +19
HP 185; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Saving Throws +2 against ongoing damage
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+27 vs. AC; 2d10 + 12 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +29 vs. Reflex; 2d8 + 16 radiant damage, and the warforged invoker slides the target 1 square. The warforged invoker can use this power as a ranged basic attack.
○ [R] Offering of Peace (standard) ✦ Radiant
Choose one enemy within 10 squares. If the target attacks before the end of the warforged invoker’s next turn, it takes 4d10 + 16 radiant damage damage. If the warforged invoker or an ally attacks the target before the end of the warforged invoker’s next turn, the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The warforged invoker and the warforged invoker’s allies gain a +2 power bonus to all defenses until the end of the warforged invoker’s next turn.
□ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
Close burst 10; targets enemies; +29 vs. Will; 6d6 + 16 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 16 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 +23, Religion +23
Str 14 (+15); Dex 14 (+15); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 13 (+14)
Equipment hide armor, morningstar

-1 Level / +1 Level

Warforged Wrathful Invoker [Level 27 Artillery]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +19
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 39; Fortitude 40, Reflex 36, Will 40
Saving Throws +2 against ongoing damage
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+27 vs. AC; 2d10 + 12 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +29 vs. Fortitude; 2d10 + 16 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] Invoke Terror (standard) ✦ Fear, Psychic
Area burst 2 within 10; +29 vs. Will; 3d8 + 16 psychic damage, and the target moves half its speed away from the warforged invoker, avoiding unsafe squares and difficult terrain if it can. Until the start of the warforged invoker’s next turn, opportunity attacks that hit the target deal +6 extra damage.
□ [A] Racking Invocation of Pain (standard)
Area burst 2 within 20; +29 vs. Fortitude; 4d8 + 16 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 16 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 +25, Religion +20
Str 14 (+15); Dex 14 (+15); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 13 (+14)
Equipment chainmail, morningstar

-1 Level / +1 Level

Warforged Bear Shaman [Level 27 Controller (Leader)]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +24
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 37; Fortitude 40, Reflex 35, Will 40
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +27 vs. AC; 2d10 + 12 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +29 vs. Will; 2d8 + 16 damage, and each ally adjacent to the warforged shaman’s spirit companion gains 6 temporary hit points.
○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
Spirit melee 1; +29 vs. Reflex; 4d8 + 16 fire and radiant damage. Until the end of the warforged shaman’s next turn, each ally gains a +9 bonus to saving throws while adjacent to the warforged shaman’s spirit companion.
□ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
Close blast 5; targets enemies; +29 vs. Reflex; 3d6 + 16 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 23 damage to the spirit, the spirit disappears, and the warforged shaman takes 18 damage. Otherwise, the spirit is unaffected by the attack.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged shaman gains 16 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 6d6 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; +29 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 +24, Perception +24
Str 15 (+15); Dex 14 (+15); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 12 (+14)
Equipment leather armor, longspear

-1 Level / +1 Level

Warforged Panther Shaman [Level 27 Controller (Leader)]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +24
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 40; Fortitude 37, Reflex 38, Will 40
Saving Throws +2 against ongoing damage
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +27 vs. AC; 2d10 + 12 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +29 vs. Fortitude; 2d10 + 16 damage, and until the end of the warforged shaman’s next turn, the warforged shaman’s spirit companion can flank with the warforged shaman and the warforged shaman’s allies. If the target is bloodied, the warforged shaman gains a +2 bonus to the attack roll.
○ [R] Blood Reaper Spirits (standard)
Ranged 10; +29 vs. Fortitude; 4d6 + 16 damage. Until the end of the warforged shaman’s next turn, any ally gains a +7 bonus to damage rolls while adjacent to the warforged shaman’s spirit companion. Make the attack two more times against the same target or different ones. The bonus to the warforged shaman’s allies’ damage rolls increases to +9 if the attack hits twice and +11 if it hits three times.
□ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
Ranged 10; +29 vs. Will; 3d10 + 16 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 23 damage to the spirit, the spirit disappears, and the warforged shaman takes 18 damage. Otherwise, the spirit is unaffected by the attack.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged shaman gains 16 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 6d6 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; +29 vs. Reflex; 2d10 + 16 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 +24, Perception +24
Str 15 (+15); Dex 14 (+15); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 12 (+14)
Equipment leather armor, longspear

-1 Level / +1 Level

Warforged Chaos Sorcerer [Level 27 Artillery]

Medium natural humanoid (living construct) [XP 11000]

Initiative +18; Senses Perception +14
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 38; Fortitude 36, Reflex 38, Will 41
Saving Throws +2 against ongoing damage
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +31 vs. AC; 2d4 + 15 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +29 vs. Will; 2d10 + 25 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: +29 vs. Will; 1d6 + 19 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] Wildfire Curse (standard) ✦ Fire
Ranged 10; +29 vs. Reflex; 4d6 + 25 fire damage. Make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack: +29 vs. Reflex; 4d6 + 25 fire damage. Repeat the secondary attack against a creature the warforged sorcerer has not already targeted with this power during this encounter.
□ [R] Words of Chaos (standard) ✦ Charm, Psychic
Ranged 10; +29 vs. Will; 4d12 + 25 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): +29 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 16 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 +19, Bluff +24
Str 17 (+16); Dex 21 (+18); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, dagger

-1 Level / +1 Level

Warforged Dragon Sorcerer [Level 27 Skirmisher]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +14
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 39, Reflex 35, Will 41
Saving Throws +2 against ongoing damage
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+31 vs. AC; 2d8 + 16 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +29 vs. Reflex; 2d8 + 26 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.
○ [R] Lightning Eruption (standard) ✦ Lightning
Ranged 10; +29 vs. Reflex; 3d12 + 26 lightning damage, and each enemy adjacent to the target takes 1d12 + 20 lightning damage.
□ [C] Draconic Incarnation (standard)
Close blast 5; +29 vs. Reflex; 7d6 + 26 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 16 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 +19, Athletics +24
Str 23 (+19); Dex 15 (+15); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Warforged Earth Warden [Level 27 Brute]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +20
HP 303; Bloodied 151
Healing Surges (+75 hp) ○○○
AC 44; Fortitude 41, Reflex 37, Will 36
Saving Throws +2 against ongoing damage
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+32 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+32 vs. AC; 2d10 + 17 damage, and the warforged warden gains a +1 power bonus to AC until the end of the warforged warden’s next turn.
○ [M] Earth Tomb (standard) ✦ Weapon
+32 vs. AC; 3d10 + 17 damage, and the target is knocked prone and can’t stand up until the end of the warforged warden’s next turn. The warforged warden also slides the target 6 squares.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warden gains 16 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: +32 vs. AC; 4d10 + 17 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 +22, Perception +20
Str 25 (+20); Dex 14 (+15); Wis 15 (+15);
Con 23 (+19); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Warforged Wild Warden [Level 27 Brute]

Medium natural humanoid (living construct) [XP 11000]

Initiative +15; Senses Perception +23
HP 297; Bloodied 148
Healing Surges (+74 hp) ○○○
AC 41; Fortitude 41, Reflex 35, Will 39
Saving Throws +2 against ongoing damage
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+32 vs. AC; 2d12 + 17 damage (crit 41 + 3d12), and the target is slowed until the end of the warforged warden’s next turn.
○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
+32 vs. AC; 4d12 + 17 damage (crit 65 + 3d12), and the target takes 20 lightning damage if it moves before the end of the warforged warden’s next turn.
Warforged Resolve (minor)
Usable only while bloodied.
The warforged warden gains 16 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: +32 vs. AC; 5d12 + 17 damage (crit 77 + 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; +32 vs. Fortitude; 2d12 + 17 damage (crit 41 + 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 +24, Perception +23
Str 25 (+20); Dex 14 (+15); Wis 21 (+18);
Con 17 (+16); Int 12 (+14); Cha 13 (+14)
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.