Warforged NPCs [Level 30]
Warforged Battle Cleric [Level 30 Controller (Leader)]
Medium natural humanoid (living construct) [XP 19000]
Initiative +16; Senses Perception +21
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 44, Reflex 37, Will 44
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 19 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 19 damage, and one ally within 5 squares gains a +8 power bonus to melee attack rolls against the target
until the end of the warforged cleric’s next turn.
- ○ [M] Punishing Strike (standard) ✦ Weapon
- +40 vs. AC; 4d10 + 19 damage.
- □ [M] Godstrike (standard) ✦ Radiant, Weapon
- +36 vs. AC; 7d10 + 19 radiant damage. Miss: Half damage.
- □ 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 18 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 +26, Religion +21
Str 26 (+23); Dex 13 (+16); Wis 22 (+21);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Devoted Cleric [Level 30 Controller (Leader)]
Medium natural humanoid (living construct) [XP 19000]
Initiative +16; Senses Perception +22
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 39, Reflex 37, Will 45
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 14 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +33 vs. Reflex; 2d8 + 18 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; +33 vs. Will; 3d8 + 18 radiant damage. Hit or Miss: The warforged cleric and
each ally in the burst regain 16 hit points and make a saving throw.
- □ [A] Astral Storm (standard) ✦ Cold, Fire, Lightning, Thunder, Zone
- Area burst 5 within 20; targets enemies; +33 vs. Reflex; 6d10 + 18 cold, fire, lightning, and thunder damage. Resistance doesn’t
reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target
that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Hit
or Miss: The burst creates a stormy zone until the end of the warforged cleric’s next turn. Sustain Minor: When
the warforged cleric sustains this power, make a +33 vs. Reflex attack against every enemy within the zone, dealing 2d10 +
18 lightning damage if the warforged cleric hits and half damage if the warforged cleric misses.
- □ 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 18 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 +27, Religion +21
Str 17 (+18); Dex 13 (+16); Wis 24 (+22);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Warforged Greatweapon Fighter [Level 30 Soldier]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +17
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 46, Reflex 38, Will 38
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 damage (crit 43 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 damage (crit 43 + 3d12). Miss: 8 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +36 vs. Reflex; 4d12 + 19 damage (crit 67 + 3d12), and the target takes a –2 penalty to AC until the end of the warforged
fighter’s next turn.
- □ [M] No Mercy (standard) ✦ Reliable, Weapon
- +36 vs. AC; 7d12 + 19 damage (crit 103 + 3d12). Miss: The power is not expended.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 18 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 +28, Intimidate +21
Str 26 (+23); Dex 15 (+17); Wis 14 (+17);
Con 24 (+22); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Warforged Guardian Fighter [Level 30 Soldier]
Medium natural humanoid (living construct) [XP 19000]
Initiative +21; Senses Perception +17
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 46, Reflex 44, Will 38
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+37 vs. AC; 2d8 + 19 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.
+37 vs. AC; 4d8 + 19 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.
- □ [M] Storm of Destruction (standard) ✦ Weapon
- Targets one or two creatures, one attack per target; +37 vs. AC; 5d8 + 19 damage. Miss: Half damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged fighter gains 18 temporary hit points.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The warforged fighter gains an action point that the warforged fighter must spend during the warforged fighter’s current turn.
- Combat Challenge
- Every time the warforged fighter attacks an enemy, the warforged fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the warforged fighter’s next turn. If the marked creature makes an attack that doesn’t
include the warforged fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the warforged fighter and shifts or makes an attack that does not include the warforged fighter, the warforged
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +22, Intimidate +21
Str 26 (+23); Dex 22 (+21); Wis 14 (+17);
Con 17 (+18); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Avenging Paladin [Level 30 Soldier]
Medium natural humanoid (living construct) [XP 19000]
Initiative +16; Senses Perception +17
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 45, Reflex 38, Will 43
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +37 vs. AC; 2d10 + 19 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +37 vs. AC; 2d10 + 19 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
- +37 vs. Will; 2d10 + 19 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: +37 vs.
Will; 1d10 + 19 damage, and the target is stunned until the end of the warforged paladin’s next turn.
- □ [M] Powerful Faith (standard) ✦ Weapon
- +37 vs. AC; 7d10 + 19 damage and make a secondary attack against each enemy within 10 squares of the warforged paladin. Miss:
Half damage, and no secondary attack. Secondary Attack: +37 vs. Fortitude; The target is blinded 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 18 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 +26, Religion +21
Str 26 (+23); Dex 13 (+16); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Warforged Protecting Paladin [Level 30 Soldier]
Medium natural humanoid (living construct) [XP 19000]
Initiative +16; Senses Perception +17
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 44, Reflex 40, Will 44
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage, and the warforged paladin gains 2 temporary hit points.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +33 vs. Will; 4d8 + 18 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.
- □ [R] Even Hand of Justice (standard)
- Ranged 5; +33 vs. Will; 5d10 + 18 damage. Whenever the target makes an attack, its attack works as usual, but it takes the
full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. Many creatures
have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target
does not gain the benefit of any immunities or resistances. Miss: 5d10 + 18 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 16 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 18 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 +27, Religion +21
Str 24 (+22); Dex 13 (+16); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Warforged Archer Ranger [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +22; Senses Perception +22
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 44, Reflex 44, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +36 vs. AC; 2d6 + 18 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +35 vs. AC; 2d10 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +36/+36 vs. AC; 2d8 + 11 damage (main)/2d6 + 11
damage (off-hand).
Longbow: Ranged 20/40; +35 vs. AC (twice); 2d10 + 11 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 20/40; targets each enemy in range; +35 vs. AC; 1d10 + 18 damage.
- □ [R] Three-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one creature; +35 vs. AC; 2d10 + 18 damage per attack. If the first attack hits, the warforged
ranger gains a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks
normally. Miss: Half damage per attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the warforged ranger’s turn, enemies treat the warforged ranger as invisible if the warforged ranger has cover
or concealment from them. An enemy still knows the square occupied by the warforged ranger if it saw the warforged ranger
in that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● Hunter’s Quarry (minor)
- The warforged ranger can designate the nearest visible enemy as the warforged ranger’s quarry. Once per round when hitting
this quarry, the warforged ranger can deal an extra 3d6 damage. This effect remains active until the end of the encounter
or until the warforged ranger designates a different target as the quarry. The warforged ranger can only designate one enemy
as quarry at a time.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged ranger gains 18 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 +22, Stealth +26
Str 24 (+22); Dex 24 (+22); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Warforged Two-Blade Ranger [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +21; Senses Perception +22
HP 279; Bloodied 139
Healing Surges (+69 hp) ○○○
AC 45; Fortitude 45, Reflex 43, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +34 vs. AC; 2d10 + 17 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +37/+37 vs. AC; 2d8 + 11 damage (main)/2d8 + 11 damage
(off-hand).
Longbow: Ranged 20/40; +34 vs. AC (twice); 2d10 + 11 damage.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +37 vs. AC; 1d8 + 19 damage. Hit or Miss: The warforged ranger can shift 3
squares, and make another close burst 1 attack (as above).
- ● 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 18 temporary hit points.
- □ [M] Weave a Web of Steel (immediate interrupt) ✦ Weapon
- When an enemy hits the warforged ranger with a melee attack.
Two attacks against triggering enemy.
Longsword (main): +37 vs. AC; 3d8 + 19 damage.
Longsword (off
hand): +37 vs. AC; 1d8 + 19 damage.
If both attacks hit, the target’s attack misses. Miss: Half damage with
the main weapon, and no damage with the off-hand weapon.
- □ 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 +22, Perception +22
Str 26 (+23); Dex 22 (+21); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Warforged Brawny Rogue [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +22; Senses Perception +16
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 43, Reflex 45, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +36 vs. AC; 2d6 + 18 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +36 vs. AC; 2d6 + 18 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +36 vs. Reflex; 2d6 + 18 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +36 vs. AC; 5d6 + 18 damage.
- □ [M/R] Assassin’s Point (standard) ✦ Weapon
- Short Sword: +36 vs. AC; 7d6 + 18 damage.
Shuriken: Ranged 6/12; +36 vs. AC; 7d6 + 18 damage.
Hit: If the warforged rogue has combat advantage against the target, double any extra damage from Sneak Attack or a
critical hit. Miss: Half damage.
- ○ 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 18 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 +27, Thievery +27
Str 24 (+22); Dex 24 (+22); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Warforged Trickster Rogue [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +22; Senses Perception +21
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 45, Will 42
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +32 vs. AC; 2d6 + 14 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +36 vs. AC; 2d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
The warforged rogue can move 2 squares before the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +36 vs. AC; 3d6 + 18 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] Immobilizing Strike (standard) ✦ Weapon
- Short Sword: +36 vs. Fortitude; 5d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +35 vs. Fortitude; 5d6
+ 18 damage.
Hit: The target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed
(save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the target is slowed (save
ends). Saving throws against this effect take a –5 penalty.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged rogue gains 18 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 +27, Thievery +27
Str 17 (+18); Dex 24 (+22); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Warforged Fey-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +16; Senses Perception +17
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 39, Reflex 43, Will 44
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 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; +33 vs. Will; 3d10 + 18 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 +6 bonus to the stolen result.
- □ [R] Curse of the Dark Delirium (standard) ✦ Charm
- Ranged 10; +33 vs. Will; on the target’s next turn, The warforged warlock dictates its standard, move, and minor actions.
The target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions
such as leaping off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start
of its next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain
Standard: Repeat the attack against the target as long as the target is within range. On a miss, the warforged warlock
can’t sustain this power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The warforged warlock becomes invisible until the start of the warforged warlock’s next turn and teleports 20 squares. The
warforged warlock leaves behind an illusory image of the warforged warlock that persists as long as the warforged warlock
is invisible. This image stands in place, takes no actions, and uses the warforged warlock’s defenses if it is attacked. If
the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If the warforged warlock makes an attack,
the warforged warlock becomes visible. Sustain Standard: The warforged warlock remains invisible as long as the warforged
warlock doesn’t make an attack.
- ● Warlock’s Curse (minor)
- The warforged warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
warforged warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The warforged warlock can only curse one target per turn.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlock gains 18 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 +26, Bluff +27
Str 14 (+17); Dex 13 (+16); Wis 14 (+17);
Con 17 (+18); Int 22 (+21); Cha 24 (+22)
Equipment leather armor, spear
-1 Level / +1 Level
Warforged Infernal-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +16
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 44; Fortitude 44, Reflex 43, Will 39
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +34 vs. Reflex; 2d6 + 19 fire damage. If the warforged warlock takes damage before the end of the warforged warlock’s
next turn, the target takes an extra 2d6 + 19 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +34 vs. Fortitude; 5d10 + 25 fire damage.
- □ [R] Hurl through Hell (standard) ✦ Fear, Fire, Teleportation
- Ranged 10; +34 vs. Will; 7d10 + 19 fire damage, and the target disappears into the Nine Hells until the end of the warforged
warlock’s next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned
(save ends). Sustain Minor: If the warforged warlock spends a minor action to sustain the power, the target’s return
is delayed until the end of the warforged warlock’s next turn. The warforged warlock can sustain the power no more than three
times. Miss: Half damage, and the target does not disappear.
- ● 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 18 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 30 temporary hit points.
Skills Arcana +26, Intimidate +22
Str 14 (+17); Dex 14 (+17); Wis 13 (+16);
Con 26 (+23); Int 22 (+21); Cha 15 (+17)
Equipment leather armor, mace
-1 Level / +1 Level
Warforged Star-Pact Warlock [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +16
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 39, Will 43
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +30 vs. AC; 2d6 + 13 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +34 vs. Fortitude; 2d6 + 19 radiant damage. If the target moves nearer to the warforged warlock on its next turn,
it takes an extra 2d6 + 19 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +34 vs. Will; 2d10 + 19 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] Doom of Delban (standard) ✦ Cold, Fear
- Ranged 10; +34 vs. Fortitude; 5d10 + 19 cold damage. Miss: Half damage. Sustain Standard: The warforged warlock
can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage
by 1d10 each time this power hits. Each time the warforged warlock sustains this power, the warforged warlock takes 2d10 damage.
- ● 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 18 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 +22, Insight +21
Str 14 (+17); Dex 14 (+17); Wis 13 (+16);
Con 26 (+23); Int 15 (+17); Cha 22 (+21)
Equipment leather armor, sickle
-1 Level / +1 Level
Warforged Inspiring Warlord [Level 30 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 19000]
Initiative +18; Senses Perception +16
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 45, Reflex 38, Will 43
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +36 vs. AC; 2d10 + 19 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +36 vs. Fortitude; 8 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 +6 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.
+36 vs. AC; 4d10 + 19 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 +6 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
- +36 vs. AC; 6d10 + 19 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.
- □ [M] Stand Invincible (standard) ✦ Weapon
- +36 vs. AC; 7d10 + 19 damage. Hit or Miss: The warforged warlord and each ally within 5 squares of the warforged warlord
gains a +4 power bonus to all defenses and resist 5 to all damage until the end of the warforged warlord’s next turn. Sustain
Minor: The effect continues.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 18 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 21 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 +21, History +22
Str 26 (+23); Dex 13 (+16); Wis 12 (+16);
Con 16 (+18); Int 15 (+17); Cha 22 (+21)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Warforged Tactical Warlord [Level 30 Soldier (Leader)]
Medium natural humanoid (living construct) [XP 19000]
Initiative +18; Senses Perception +16
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 45, Reflex 43, Will 39
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +37 vs. AC; 2d8 + 19 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; +37 vs. Reflex; 3d8 + 19 damage, and the target slides 7 squares.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the warforged warlord slides each target 6 squares.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warlord gains 18 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.
- □ [M] Defy Death (immediate interrupt) ✦ Healing, Weapon
- When a creature attacks the warforged warlord’s ally.
As part of this action, the warforged warlord can move twice the warforged warlord’s speed to reach the target without provoking
opportunity attacks. Targets the attacking creature; +37 vs. AC; 7d8 + 19 damage, and the target’s attack misses. Miss:
Half damage, and the target’s attack deals half damage if it hits. Hit or Miss: As an immediate reaction, the attacked
ally can spend a healing surge.
- Tactical Presence
- When an ally the warforged warlord can see spends an action point to make an extra attack, the ally gains a +6 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 +21, History +26
Str 26 (+23); Dex 13 (+16); Wis 12 (+16);
Con 16 (+18); Int 22 (+21); Cha 15 (+17)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Warforged Control Wizard [Level 30 Artillery]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +21
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 44
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the warforged wizard’s next
turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +33 vs. Will; 3d10 + 18 psychic damage. On the target’s next turn, the warforged wizard controls its actions. The
warforged wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
- □ [C] Legion’s Hold (standard) ✦ Charm, Psychic
- Close burst 20; targets enemies; +33 vs. Will; 2d10 + 18 psychic damage, and the target is stunned (save ends). Miss:
Half damage, and the target is dazed (save ends).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged wizard gains 18 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 -6 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 +27, Insight +26
Str 14 (+17); Dex 15 (+17); Wis 22 (+21);
Con 16 (+18); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Warforged War Wizard [Level 30 Artillery]
Medium natural humanoid (living construct) [XP 19000]
Initiative +21; Senses Perception +17
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 40
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +33 vs. Reflex; 2d6 + 18 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +33 vs. Reflex; 6d6 + 18 fire and necrotic damage.
- □ [A] Meteor Swarm (standard) ✦ Fire
- Area burst 5 within 20; +33 vs. Reflex; 8d6 + 18 fire damage. Miss: Half damage.
- □ 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 18 temporary hit points.
- ○ Wand of Accuracy (free)
- The warforged wizard gains a +6 bonus to a single attack roll.
Skills Arcana +27, History +27
Str 14 (+17); Dex 22 (+21); Wis 15 (+17);
Con 16 (+18); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Warforged Isolating Avenger [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +16; Senses Perception +22
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 14 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 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
- +36 vs. Will; 3d10 + 18 damage, and the warforged avenger teleports each enemy within 5 squares of the warforged avenger,
other than the target, 10 squares.
- □ [C] Fiery Vengeance (standard) ✦ Fire, Healing, Radiant
- Close burst 3; +33 vs. Reflex; 7d6 + 18 fire and radiant damage. Miss: Half damage. Hit or Miss: The warforged
avenger regains hit points as if the warforged avenger had spent a healing surge. Until the end of the encounter, any enemy
that ends its turn adjacent to the warforged avenger takes 10 fire and radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the warforged avenger can see in within 10 squares. When the warforged avenger makes a melee attack against
the target and the target is the only enemy adjacent to the warforged avenger, the warforged avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the warforged avenger regains the use of this power.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged avenger gains 18 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 +6 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 +23, Religion +26
Str 17 (+18); Dex 13 (+16); Wis 24 (+22);
Con 16 (+18); Int 22 (+21); Cha 12 (+16)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Warforged Pursuing Avenger [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +21; Senses Perception +22
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 14 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +34 vs. AC; 2d8 + 17 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 18 damage, and if the target doesn’t end its next turn adjacent to the warforged avenger, the warforged
avenger can shift 7 squares as a free action. The warforged avenger must end that shift closer to the target.
- ○ [M] Inevitable End (standard) ✦ Weapon
- +42 vs. AC; 4d10 + 18 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.
- □ [M] Final Oath (standard) ✦ Weapon
- +36 vs. AC; 9d10 + 18 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the warforged
avenger and the target gain a +5 bonus to attack rolls against each other.
- ○ [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 18 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 +12 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 +21, Stealth +26
Str 17 (+18); Dex 22 (+21); Wis 24 (+22);
Con 16 (+18); Int 13 (+16); Cha 12 (+16)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Warforged Rageblood Barbarian [Level 30 Brute]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +21
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 44; Fortitude 46, Reflex 41, Will 38
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 damage (crit 43 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+36 vs. AC; 2d12 + 3d8 + 19 damage (crit 67 + 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 +7 bonus to the attack roll if the target is bloodied. +36 vs. AC; 5d12 + 19 damage
(crit 79 + 3d12), and the warforged barbarian gains a +7 bonus to attack rolls until the end of the warforged barbarian’s
next turn.
- □ [M] Winter Ghost Rage (standard) ✦ Cold, Rage, Weapon
- +36 vs. AC; 6d12 + 19 cold damage (crit 91 + 3d12), and ongoing 10 cold damage (save ends). Miss: Half damage. Hit
or Miss: The warforged barbarian enters the rage of the winter ghost. Until the rage ends, the warforged barbarian is
insubstantial while the warforged barbarian is bloodied.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 18 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 22 to all damage.
- Rageblood Vigor
- Whenever the warforged barbarian’s attack reduces an enemy to 0 hit points, the warforged barbarian gains 17 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 +27, Perception +21
Str 26 (+23); Dex 14 (+17); Wis 13 (+16);
Con 24 (+22); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Thaneborn Barbarian [Level 30 Brute]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +21
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 44; Fortitude 46, Reflex 41, Will 42
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 damage (crit 43 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+36 vs. AC; 2d12 + 3d6 + 19 damage (crit 61 + 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
- +36 vs. AC; 6d12 + 19 damage (crit 91 + 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 +6 power bonus
to basic attack rolls.
- □ [M] World Serpent Rage (standard) ✦ Rage, Weapon
- +36 vs. AC; 7d12 + 19 damage (crit 103 + 3d12). Miss: Half damage. Hit or Miss: The warforged barbarian enters
the rage of the World Serpent. Until the rage ends, the warforged barbarian can make a melee basic attack as a free action
against any enemy adjacent to the warforged barbarian that shifts. In addition, on the warforged barbarian’s turn, the warforged
barbarian gains a +5 bonus to damage rolls against any enemy that was adjacent to the warforged barbarian at the start of
the warforged barbarian’s turn. When charging, the warforged barbarian can use this power in place of a melee basic attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged barbarian gains 18 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 +6 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 +27, Perception +21
Str 26 (+23); Dex 14 (+17); Wis 13 (+16);
Con 17 (+18); Int 12 (+16); Cha 22 (+21)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Warforged Cunning Bard [Level 30 Controller (Leader)]
Medium natural humanoid (living construct) [XP 19000]
Initiative +16; Senses Perception +21
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 39, Reflex 44, Will 44
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 14 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 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; +33 vs. Reflex; 3d10 + 18 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 16 psychic damage whenever that ally takes damage.
- □ [R] Spellbind (standard) ✦ Charm
- Ranged 10; +33 vs. Will; The target is dominated (save ends). Aftereffect: 2d10 + 18 damage, and the target is dazed
until the end of the warforged bard’s next turn. Miss: The target is dazed (save ends). Aftereffect: 2d10 +
18 damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 18 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 + 7 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 11 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 +26, Bluff +27
Str 16 (+18); Dex 13 (+16); Wis 12 (+16);
Con 17 (+18); Int 22 (+21); Cha 24 (+22)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Warforged Valorous Bard [Level 30 Controller (Leader)]
Medium natural humanoid (living construct) [XP 19000]
Initiative +16; Senses Perception +21
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 44
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 14 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 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
- +36 vs. AC; 2d8 + 18 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 +7 bonus to the attack roll and the damage roll.
- □ [R] Satire of Leadership (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 5d10 + 18 psychic damage. Hit or Miss: The target and each enemy within 3 squares of it take
a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged bard gains 18 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 + 7 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 12 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 +22, Athletics +22
Str 16 (+18); Dex 13 (+16); Wis 12 (+16);
Con 24 (+22); Int 15 (+17); Cha 24 (+22)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Warforged Guardian Druid [Level 30 Controller]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +22
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 46; Fortitude 43, Reflex 39, Will 44
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +31 vs. AC; 4d4 + 14 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +33 vs. Reflex; 3d8 + 18 cold damage, the target gains 7 vulnerability to all damage and the target is immobilized
until the end of the warforged druid’s next turn.
- □ [A] Lifeleech Thorns (standard) ✦ Healing
- Area burst 2 within 20; +33 vs. Reflex; the target is immobilized and weakened and takes ongoing 10 damage (save ends all).
The warforged druid regains 7 hit points for each target hit with this power. Aftereffect: 3d8 + 18 damage. Miss:
1d10 + 18 damage, and the target is weakened (save ends).
- □ 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 7 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 18 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 +27, Nature +27
Str 16 (+18); Dex 15 (+17); Wis 24 (+22);
Con 24 (+22); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Predator Druid [Level 30 Controller]
Medium natural humanoid (living construct) [XP 19000]
Initiative +21; Senses Perception +27
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 43, Will 44
Saving Throws +2 against ongoing damage
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +31 vs. AC; 4d4 + 14 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Reflex; 2d6 + 11 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 7 fire damage.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the warforged druid shifts 7 squares. Targets each enemy within reach during the shift; +33 vs. Reflex;
1d10 + 18 damage, and the target is dazed until the end of the warforged druid’s next turn.
- □ [R] Gaze of the Beast (standard) ✦ Beast Form, Charm, Psychic
- Ranged 10; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d10 + 18 psychic damage. Miss: The
target is dazed (save ends), with 2d10 + 18 psychic damage as an aftereffect.
- ● 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 18 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 +27, Perception +27
Str 16 (+18); Dex 22 (+21); Wis 24 (+22);
Con 17 (+18); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, scythe
-1 Level / +1 Level
Warforged Preserving Invoker [Level 30 Artillery]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +22
HP 203; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 13 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +33 vs. Reflex; 2d8 + 18 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
+ 18 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] Word of the Gods (standard) ✦ Charm, Psychic
- Close blast 5; targets enemies; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d6 + 18 psychic damage.
Miss: 6d6 + 18 psychic damage.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 18 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 +6 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 +26, Religion +26
Str 14 (+17); Dex 14 (+17); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 13 (+16)
Equipment hide armor, morningstar
-1 Level / +1 Level
Warforged Wrathful Invoker [Level 30 Artillery]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +22
HP 210; Bloodied 105
Healing Surges (+52 hp) ○○○
AC 42; Fortitude 44, Reflex 39, Will 44
Saving Throws +2 against ongoing damage
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 13 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +33 vs. Fortitude; 2d10 + 18 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +7 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; +33 vs. Will; 3d8 + 18 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 +7 extra damage.
- □ [A] Invoke the Absolute Dark (standard) ✦ Zone
- Area burst 2 within 20; +33 vs. Fortitude; 6d6 + 18 damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of darkness that lasts until the end of the warforged invoker’s next turn. The zone is totally obscured. In addition,
any creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed
until the end of its turn. The warforged invoker can dismiss the zone as a minor action. Sustain Minor: The zone persists,
and the warforged invoker can increase its size by 1 to a maximum of burst 5.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged invoker gains 18 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+7 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 +28, Religion +22
Str 14 (+17); Dex 14 (+17); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 13 (+16)
Equipment chainmail, morningstar
-1 Level / +1 Level
Warforged Bear Shaman [Level 30 Controller (Leader)]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +27
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 38, Will 44
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +30 vs. AC; 2d10 + 13 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Will; 2d8 + 18 damage, and each ally adjacent to the warforged shaman’s spirit companion gains 7 temporary
hit points.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +33 vs. Reflex; 4d8 + 18 fire and radiant damage. Until the end of the warforged shaman’s next turn, each
ally gains a +10 bonus to saving throws while adjacent to the warforged shaman’s spirit companion.
- □ [C] Sea of Serpents (standard) ✦ Zone
- Close blast 5; targets enemies; +33 vs. Reflex; 5d6 + 18 damage. Miss: Half damage. Hit or Miss: The blast creates
a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone
gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat
advantage against each enemy, and can use an opportunity action to make a melee basic attack against any enemy adjacent to
him or her that shifts.
- ● 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 25 damage to
the spirit, the spirit disappears, and the warforged shaman takes 20 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 18 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; +33 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the warforged shaman’s
spirit companion regains 7 hit points.
- Protector Spirit
- Any ally adjacent to the warforged shaman’s spirit companion regains 7 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 +27, Perception +27
Str 15 (+17); Dex 14 (+17); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 12 (+16)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Panther Shaman [Level 30 Controller (Leader)]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +27
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 40, Reflex 42, Will 44
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +30 vs. AC; 2d10 + 13 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Fortitude; 2d10 + 18 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 +3 bonus to the attack roll.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +33 vs. Fortitude; 4d6 + 18 damage. Until the end of the warforged shaman’s next turn, any ally gains a +8 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 +10 if the attack hits twice
and +12 if it hits three times.
- □ [R] Death Spirit (standard) ✦ Necrotic
- Ranged 10; +33 vs. Fortitude; 7d10 + 18 necrotic damage. Miss: Half damage. Hit or Miss: When any creature drops
to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends). Aftereffect:
When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 necrotic damage (save
ends).
- □ 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 25 damage to
the spirit, the spirit disappears, and the warforged shaman takes 20 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged shaman gains 18 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; +33 vs. Reflex; 2d10 + 18 damage.
- Stalker Spirit
- Any ally adjacent to the warforged shaman’s spirit companion gains a +6 bonus to damage rolls against bloodied enemies.
Skills Nature +27, Perception +27
Str 15 (+17); Dex 14 (+17); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 12 (+16)
Equipment leather armor, longspear
-1 Level / +1 Level
Warforged Chaos Sorcerer [Level 30 Artillery]
Medium natural humanoid (living construct) [XP 19000]
Initiative +21; Senses Perception +16
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 42; Fortitude 39, Reflex 42, Will 45
Saving Throws +2 against ongoing damage
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d4 + 17 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 2d10 + 28 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:
+33 vs. Will; 1d6 + 21 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; +33 vs. Reflex; 4d6 + 28 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +33 vs. Reflex; 4d6 + 28 fire damage. Repeat the secondary attack against
a creature the warforged sorcerer has not already targeted with this power during this encounter.
- □ [C] Entropic Whirlwind (standard) ✦ Teleportation
- Close burst 5; targets enemies; +33 vs. Will; 3d8 + 28 damage, and the warforged sorcerer teleports the target 6 squares.
The target again takes 3d8 + 28 damage whenever it teleports (save ends). Hit or Miss: Until the end of the encounter,
when any creature ends its turn within 5 squares of the warforged sorcerer, the warforged sorcerer can teleport the creature
to any space within 5 squares of the warforged sorcerer as an immediate reaction.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 18 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 +10 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 +21, Bluff +27
Str 17 (+18); Dex 22 (+21); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, dagger
-1 Level / +1 Level
Warforged Dragon Sorcerer [Level 30 Skirmisher]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +16
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 43; Fortitude 43, Reflex 38, Will 45
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +33 vs. Reflex; 2d8 + 29 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 7 fire damage.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +33 vs. Reflex; 3d12 + 29 lightning damage, and each enemy adjacent to the target takes 1d12 + 22 lightning damage.
- □ [R] Endless Acid (standard) ✦ Acid
- Ranged 10; +33 vs. Fortitude; 1d6 + 29 acid damage, and ongoing 15 acid damage (save ends). Aftereffect: Ongoing 10
acid damage (save ends). Aftereffect: Ongoing 5 acid damage (save ends). Miss: Ongoing 15 acid damage (save
ends).
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged sorcerer gains 18 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 +7 power bonus to all defenses.
- Draconic Power
- The warforged sorcerer gains a +11 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 +21, Athletics +27
Str 24 (+22); Dex 15 (+17); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Warforged Earth Warden [Level 30 Brute]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +22
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 48; Fortitude 45, Reflex 40, Will 39
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 19 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +36 vs. AC; 2d10 + 19 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
- +36 vs. AC; 3d10 + 19 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 7 squares.
- ○ Warforged Resolve (minor)
- Usable only while bloodied.
The warforged warden gains 18 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 Spring Renewal (minor) ✦ Healing, Polymorph, Radiant
- The warforged warden assumes the guardian form of spring renewal until the end of the encounter. While the warforged warden
is in this form, the warforged warden gains resist 10 necrotic. In addition, the warforged warden gains a fly speed of 8,
and the warforged warden can hover. 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: Close burst 2; +40 vs. Reflex; 4d10
+ 11 radiant damage. Miss: Half damage. Hit or Miss: The warforged warden regains all the warforged warden’s
hit points, but the warforged warden is stunned until the end of the warforged warden’s next turn.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the warforged warden that is within 5 squares of the warforged warden makes an attack that does
not include the warforged warden as a target.
Targets the triggering enemy; The warforged warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Earthstrength
- When the warforged warden uses the warforged warden’s second wind, the warforged warden gains an additional +7 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 +25, Perception +22
Str 26 (+23); Dex 14 (+17); Wis 15 (+17);
Con 24 (+22); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Warforged Wild Warden [Level 30 Brute]
Medium natural humanoid (living construct) [XP 19000]
Initiative +17; Senses Perception +26
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 45, Reflex 38, Will 43
Saving Throws +2 against ongoing damage
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 damage (crit 43 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +36 vs. AC; 2d12 + 19 damage (crit 43 + 3d12), and the target is slowed until the end of the warforged warden’s next turn.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +36 vs. AC; 4d12 + 19 damage (crit 67 + 3d12), and the target takes 21 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 18 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 Starmetal Warrior (minor) ✦ Polymorph
- The warforged warden assumes the guardian form of the starmetal warrior until the end of the encounter. While the warforged
warden is in this form, the warforged warden gains a +3 bonus to AC. In addition, while any flying enemy is within 10 squares
of the warforged warden, its fly speed is 1. 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: Close burst 2; targets enemies;
+36 vs. AC; 3d12 + 19 damage (crit 55 + 3d12). This damage ignores any of the target’s resistances. Miss: Half damage.
This damage ignores any of the target’s resistances.
- ● [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; +36 vs. Fortitude; 2d12 + 19 damage (crit 43 + 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
-6 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 +27, Perception +26
Str 26 (+23); Dex 14 (+17); Wis 22 (+21);
Con 17 (+18); Int 12 (+16); Cha 13 (+16)
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.