4E Dungeons & Dragons Classes and Races

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4E Races and Classes

Page 1 of 521
4E Races and Classes
Enchanter Class Features ..................................... 85
Table of Contents Enchanter Powers ................................................. 86
Table of Contents............................................................2 Paragon Paths........................................................... 95
Introduction......................................................................5 Mindwarper ............................................................ 95
Races ..............................................................................6 Warden of Charms ................................................ 96
Aasimar........................................................................6 Evoker ....................................................................... 97
Physical Qualities.....................................................6 Creating an Evoker................................................ 97
Playing an Aasimar ..................................................7 Implements ............................................................ 97
Aasimar Adventurers ...............................................7 Evoker Class Features .......................................... 97
Gnome .........................................................................8 Cantrips ................................................................. 98
Physical Qualities.....................................................8 Ritual Casting ........................................................ 98
Playing a Gnome .....................................................8 Spellbook ............................................................... 98
Gnome Adventurers.................................................9 Evoker Powers....................................................... 98
Half-Orc .....................................................................10 Paragon Paths......................................................... 101
Physical Qualities...................................................10 Emerald War Mage.............................................. 101
Playing a Half-Orc..................................................10 Devastation Mage................................................ 102
Half-Orc Adventurers .............................................11 Pyromancer ......................................................... 103
Character Classes.........................................................12 Fighter ..................................................................... 104
Bard ...........................................................................12 Creating A Fighter ............................................... 104
Creating A Bard .....................................................12 Paragon Paths......................................................... 110
Bard Class Features ..............................................12 Arcane Archer...................................................... 110
Paragon Paths...........................................................27 Master Thrower.................................................... 110
War Chanter...........................................................27 Order of the Bow Initiate...................................... 111
Virtuoso ..................................................................28 Illusionist.................................................................. 112
Shadowdancer .......................................................29 Creating an Illusionist .......................................... 112
Barbarian ...................................................................30 Implements .......................................................... 112
Creating A Barbarian .............................................30 Illusionist Class Features..................................... 112
Barbarian Class Features ......................................30 Cantrips ............................................................... 112
Paragon Paths...........................................................39 Ritual Casting ...................................................... 112
Bear Warrior...........................................................39 Spellbook ............................................................. 113
Berserker................................................................40 Illusionist Powers................................................. 113
Trophy Hunter ........................................................41 Paragon Paths......................................................... 125
Mountain Man ........................................................42 Arcane Trickster................................................... 125
Cleric..........................................................................43 Mindweaver ......................................................... 126
Conjurer .....................................................................45 Shadow Mage...................................................... 127
Creating a Conjurer................................................45 Monk........................................................................ 128
Implements.............................................................45 Creating A Monk.................................................. 128
Conjurer Class Features ........................................45 Monk Class Features........................................... 128
Summoned Monsters.............................................46 Paragon Paths......................................................... 140
Conjurer Powers ....................................................47 Drunken Master ................................................... 140
Paragon Paths...........................................................60 Master of Eternal Spring...................................... 141
Gathering Duelist ...................................................60 Student of the Four Winds................................... 142
Elemental Tempest ................................................61 Temple Monk ....................................................... 143
Scion of Travel .......................................................62 Necromancer........................................................... 144
Druid ..........................................................................63 Creating A Necromancer ..................................... 144
Creating A Druid ....................................................63 Implements .......................................................... 144
Druid Class Features .............................................64 Necromancer Class Features.............................. 144
Druids and Deities..................................................65 Paragon Paths......................................................... 157
Implement ..............................................................65 Grave Robber ...................................................... 157
Summoned Monsters.............................................65 Lich Ascendant .................................................... 158
Druid Powers .........................................................65 Lord of Vampires ................................................. 158
Paragon Paths...........................................................81 Scion of Orcus ..................................................... 159
Beastmaster...........................................................81 Undead Hunter .................................................... 160
Beastmaster Path Features ...................................81 Sorcerer................................................................... 161
Green Druid ...........................................................82 Creating a Sorcerer ............................................. 161
Primordial Scion.....................................................83 Implements .......................................................... 161
Sky Marshal ...........................................................84 Sorcerer Class Features...................................... 161
Enchanter ..................................................................85 Sorcerer Powers.................................................. 161
Creating an Enchanter ...........................................85 Paragon Paths......................................................... 178
Implements.............................................................85 Acolyte of the Skin............................................... 178
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4E Races and Classes
Dragonblooded ....................................................179 Arm Slot Items ..................................................... 248
Stormcaster..........................................................180 Feet Slot Items..................................................... 248
Transmuter ..............................................................181 Hand Slot Items ................................................... 248
Creating a Transmuter .........................................181 Head Slot Items ................................................... 249
Implements...........................................................181 Neck Slot items.................................................... 249
Transmuter Class Features .................................181 Rings.................................................................... 251
Transmuter Powers..............................................182 Scrolls .................................................................. 256
Paragon Paths.........................................................196 Waist Slot Items................................................... 259
Battle Shaper .......................................................196 Wondrous Items................................................... 259
Dragon Disciple....................................................197 Potions................................................................. 264
Master of the Unseen Hand .................................198 Combat Rules ............................................................. 267
Transfigurer..........................................................199 Attack Results ......................................................... 267
Wizard......................................................................200 Conditions............................................................ 267
Skills ............................................................................201 Movement and Position........................................... 267
Skill Emphasis .........................................................201 Tactical Movement .............................................. 267
Skill Expertise ..........................................................202 Rituals ......................................................................... 269
Beginning Ranks..................................................202 Prices................................................................... 269
Class Bonus.........................................................202 Monsters ..................................................................... 278
Additional Ranks ..................................................202 Level 0 Monsters ..................................................... 278
Expertise .....................................................................203 Making A Level 0 Monster ................................... 278
Expertise and Expertise Ranks ...............................203 Aarakocra ................................................................ 279
Beginning Ranks..................................................203 Aasimar ................................................................... 281
Additional Ranks ..................................................203 Ape .......................................................................... 284
Emphasis .............................................................203 Achaierai ................................................................. 286
Expertise Checks .................................................203 Allip.......................................................................... 287
Expertise Descriptions .........................................203 Angel ....................................................................... 288
Feats ...........................................................................206 Animated Object...................................................... 291
Heroic Tier Feats .....................................................206 Ankheg .................................................................... 293
Paragon Tier Feats..................................................210 Aranea..................................................................... 295
Epic Tier Feats ........................................................214 Arrowhawk............................................................... 297
Multiclass Feats.......................................................217 Assassin Vine.......................................................... 298
Equipment ...................................................................219 Athach ..................................................................... 300
Mundane Equipment ...............................................219 Aurumvorax ............................................................. 302
Armor ...................................................................219 Avian ....................................................................... 303
Weapons ..............................................................220 Eagle.................................................................... 303
Clothing ................................................................222 Hawk.................................................................... 303
Jewelry .................................................................223 Owl....................................................................... 304
Miscellaneous Equipment ....................................224 Raven .................................................................. 304
Musical Instruments .............................................229 Badger..................................................................... 305
Alchemical Supplies.............................................229 Behemoth ................................................................ 306
Alchemical Items..................................................230 Behir ........................................................................ 309
Daily Food And Lodging.......................................230 Camel ...................................................................... 311
Household Provisioning .......................................231 Bovine ..................................................................... 312
Tack and Harness................................................231 Bullywug .................................................................. 313
Animals ................................................................231 Cat........................................................................... 316
Transport..............................................................232 Great Cat ............................................................. 316
Furnishings...........................................................233 Hellcat.................................................................. 318
Religious Paraphernalia.......................................234 Housecat.............................................................. 319
Magic Items .............................................................235 Catoblepas .............................................................. 320
Armor ...................................................................235 Cave Fisher ............................................................. 321
Weapons ..............................................................236 Celestial Animal....................................................... 322
Musical Instruments .............................................239 Centaur.................................................................... 326
Censers................................................................244 Celestial Archon ...................................................... 328
Holy Symbols .......................................................245 Chaos Spawn .......................................................... 330
Anathema (Pact Daggers) ...................................245 Centipede ................................................................ 332
Books ...................................................................245 Cockatrice ............................................................... 333
Orbs .....................................................................247 Couatl ...................................................................... 334
Rods.....................................................................247 Cloaker .................................................................... 336
Staves ..................................................................248 Darkmantle .............................................................. 338
Wands ..................................................................248 Demon..................................................................... 339
Page 3 of 521
4E Races and Classes
Bound Demon ......................................................339 Lizard....................................................................... 452
Demon..................................................................339 Locathah.................................................................. 454
Derro........................................................................342 Lycanthrope............................................................. 457
Devil.........................................................................345 Werebear ............................................................. 457
Bound Devil..........................................................345 Wereboar ............................................................. 458
Abishai .................................................................345 Weretiger ............................................................. 459
Devil .....................................................................348 Werewolf.............................................................. 461
Digester ...................................................................348 Magmin.................................................................... 462
Digester ...................................................................349 Mephit...................................................................... 463
Dragon, Metallic.......................................................350 Merfolk..................................................................... 467
Brass Dragon .......................................................350 Mimic ....................................................................... 469
Bronze Dragon.....................................................353 Minion Template...................................................... 470
Copper Dragon ....................................................356 Morkoth ................................................................... 471
Gold Dragon.........................................................359 Neogi ....................................................................... 472
Silver Dragon .......................................................362 Nymph ..................................................................... 474
Dragon Turtle...........................................................366 Ooze........................................................................ 475
Donkey.....................................................................367 Pegasus .................................................................. 476
Dragonne .................................................................368 Peryton .................................................................... 477
Dryad .......................................................................369 Phasm ..................................................................... 478
Duergar....................................................................370 Piercer ..................................................................... 479
Einherjar Warrior .....................................................372 Primordial Titan ....................................................... 480
Elemental.................................................................375 Rast ......................................................................... 484
Air Elemental........................................................375 Rat........................................................................... 485
Earth Elemental ...................................................380 Remorhaz................................................................ 486
Fire Elemental......................................................383 Rhinoceros .............................................................. 487
Water Elemental ..................................................387 Rust Monster ........................................................... 488
Elemental Animal.....................................................391 Sea Cat ................................................................... 489
Elephant...................................................................397 Shadow ................................................................... 490
Feywild Animal ........................................................398 Shark ....................................................................... 493
Fiendish Animal .......................................................400 Spider ...................................................................... 494
Formian....................................................................401 Spider Eater ............................................................ 495
Frost Worm ..............................................................405 Stalker ..................................................................... 496
Fungus.....................................................................407 Tendriculos.............................................................. 497
Gas Spore................................................................408 Thoqqua .................................................................. 498
Genie .......................................................................410 Tlincallis................................................................... 499
Efreet....................................................................410 Toad ........................................................................ 501
Jinni......................................................................411 Triton ....................................................................... 502
Giant ........................................................................413 Vampire ................................................................... 504
Frost Giant ...........................................................413 Vargouille ................................................................ 505
Girallon ....................................................................416 Wemic ..................................................................... 506
Gnome .....................................................................417 Will-O-Wisp ............................................................. 508
Golem ......................................................................419 Wolverine ................................................................ 509
Hag ..........................................................................423 Xill............................................................................ 510
Hag ..........................................................................424 Xorn......................................................................... 512
Hippocampus...........................................................426 Yrthak ...................................................................... 513
Homunculus.............................................................427 Monsters by Level....................................................... 514
Hound ......................................................................428 NPCs........................................................................... 518
Human .....................................................................434 Bard NPC............................................................. 518
Hydra .......................................................................435 Barbarian NPC..................................................... 518
Ixitxachitl ..................................................................437 Conjurer NPC ...................................................... 518
Jermlaine .................................................................440 Druid NPC............................................................ 518
Kraken .....................................................................441 Enchanter ............................................................ 518
Krenshar ..................................................................444 Evoker.................................................................. 518
Lammasu .................................................................445 Illusionist .............................................................. 518
Leucrotta..................................................................447 Monk .................................................................... 518
Leviathan .................................................................448 Necromancer ....................................................... 519
Lich ..........................................................................449 Sorcerer ............................................................... 519
Demilich ...............................................................449 Transmuter .......................................................... 519
Demilich Template ...............................................450 Racial Traits ................................................................ 520
Lillend ......................................................................451 Derro ....................................................................... 520
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4E Races and Classes
Svirfneblin ................................................................520
Special Thanks............................................................521
72H

Designer Notes........................................................521
360H 728H

Conjurer ...............................................................521
361H 729H

Necromancer .......................................................521
362H 730H

Sorcerer ...............................................................521
36H 731H

Transmuter...........................................................521
364H 732H

Summoned Minions .............................................521


365H 73H

Introduction
1B

Welcome!
The document you see on your screen (or hold
in your hands) is a work of love, and an evolving
document.
What you see here is a compilation of classes,
races, feats, skills, magic items, monsters and other
game material for the 4th edition Dungeons and Dragons
game.
All of the material you see here is home-brewed
content, either created by me, “Stormonu”, or by others
(see the credits in the back) to fill in perceived gaps or
holes in the core rules. Many of what is found here is a
conversion and compilation of material from the previous
“core” edition of the rulebooks, re-imagined and re-
engineered for the new game.
In several places, it is likely that this material
goes against the spirit of the game as the designers of
th
4 edition envisioned the game. In most cases, this is
deliberate. It is not meant to unbalance the game, but to
add elements that the designers either decided to wait to
add, or did not envision as being “fun” in the game.
Certainly for those who decide to include this material in
their game, the latter is simply untrue.
Please be warned that NONE of this material
has had a chance yet to be playtested, to the author’s
knowledge. If something from within this document
interferes with your game, feel free to tweak it, change it
or drop it. All I ask is that if you find something
troublesome – or would like to add to this document, just
let me know and I will heartily consider it.
If you want to discuss this document, I suggest
dropping a comment on the Wizard’s forum in the
following thread (D&D House Rules):

http://forums.gleemax.com/showthread.php?p=1662432
36H

4 - post16624324

Page 5 of 521
4E Races and Classes

Races

to be good at rooting out villains and interacting with


others.
Aasimar to be a member of a race that favors the paladin and
Children of angels and other beings of light who choose cleric.
to live among mortals and defend them from evil..

RACIAL TRAITS

Average Height: 5’ 6” – 6’ 2”
Average Weight: 120 – 210 lbs.

Ability Scores: +2 Wisdom, +2 Charisma.


Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other


Skill Bonuses: +2 Diplomacy, +2 Insight
Radiance Resistance: You have resist radiant 5 + one-
half your level.
Noble Pride: You gain a +1 racial bonus to attack rolls
unless bloodied.
Light of the Heavens: You can use light of the
heavens as an encounter power.

Light of the Heavens Aasimar Racial Power


You call upon your celestial heritage to deter your foes.
Encounter Radiant
Minor Action Close burst 1
Target: All enemies in burst
Attack: Charisma vs. Reflex
Increase to Charisma + 2 vs. Reflex at 11th level, and
increase to Charisma + 4 vs. Reflex at 21st level
Hit: 1d6 + Charisma modifier radiant damage.
Increase to 2d6 + Charisma modifier damage at 21st
level.

Descendants to an ancient pact between


mortals and celestial beings, aasimar travel among
humankind, alongside but aloof from humanity. Their
line is descended from an ancient and secret society that Physical Qualities
desired to protect humanity from their own corruptibility. Aasimar are as tall as humans, if not slightly
Though the secret organization vanished long ago, its taller and lithe. They tend towards athletic frames and
descendants still walk the earth, aimless and without generally have pleasing and unmarred features; wounds
purpose beyond what individual aasimar make for rarely leave scars that mar an aasimar’s features.
themselves. Aasimar have an almost washed-out color to their skin,
though it can range from near bone white through
Play an aasimar if you want… tanned bronze to faded ebony. They tend to have
startling blue or golden eyes and a rare few have eyes
to play a truly heroic breed of humanity. that are solid orbs of silver or gold. Their hair color
Page 6 of 521
4E Races and Classes
tends towards a golden blonde, though other bright, hair and piercing golden eyes as being visited by an
prismatic colors are possible. avatar of the sun lord herself. The blazing orange flecks
Aasimar tend to favor bright colors of blue, silver that fill her eyes when she witnesses evil and cruel acts
or gold. They often employ silks or other fine materials further enhance this visage.
into their clothing with motifs of celestial beings. Razial is a male ranger who refuses to forgive
Aasimar-crafted arms and armor have an elegant and the transgressions of the tieflings who have led humanity
noble appearance and are often deceptively light. into a dark age. He avoids the corruption of society,
preferring the solace of the wilderness where he can
Playing an Aasimar hunt evil in its home and drive it away for good. Dressed
Shortly after the war between the gods and in a buckskin suit and wielding his trusted bow, his raven
primordials, at the dawn of the appearance of men, black hair and luminescent azure eyes match his
infernal forces that preyed on mankind’s corruptibility devotion to the Raven Queen while also revealing his
quickly courted their kind. supernatural heritage.
To battle this corruption and keep mankind from
sliding into slavery under infernal masters, several
celestial beings banded together to form the mysterious
organization known as the Sign of the Silver Hand.
From this organization came some of the most devout
paladins and clerics who were dedicated to stopping
humanity from sliding into self-destruction. Over the
ages, the agents of the Sign battled evil wherever it
surfaced, and sought to prevent its appearance
wherever it could.
However, the Sign ran into its greatest foes with
the prince of the growing kingdom of Bael Turath. To
clear the way for Bael’s ascension into power, the
members of the Sign were hunted down and slain, until
the organization was forced to disband to protect the last
few surviving members and their descendants. The
individual members of the Sign continued to operate
throughout the history of Bael Turath’s rule, and when
the capital of that ignoble kingdom was felled, its
descendants slowly reemerged to help humanity through
the dark age that followed.

Aasimar Characteristics: Aloof, conservative,


dependable, helpful, wise, judging, self-reliant.

Male Names: Camael, Elemiah, Forcas, Gavreel,


Harachel, Jehoel, Maion, Melchisedek, Nakir, Raziel,
Sammael, Uriel, Xaphan, Zagzagel

Female Names: Cassiel, Cathetel, Hadraniel, Iofiel,


Isda, Lailah, Mihr, Ooniemme, Qaphsiel, Regina,
Shemael, Valoel, Yofiel

Aasimar Adventurers
Three sample aasimar adventurers are described below.
Gavreel is a male aasimar paladin of Erathis,
the god of civilization. Gavreel is all business and often
works in tandem with local law enforcement hunting
down criminals and bringing them to justice. Dressed in
shimmering plate mail and bearing a shield in the shape
of the gears of Erathis, this shining hero with golden
locks and a piercing blue stare seems inhumanly
statuesque and unwavering in the face of evil.
Qaphsiel is a female cleric of Pelor, bringing
peace and compassion to the downtrodden. Dressed in
the golden robes of her faith, many mistake her fiery red
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4E Races and Classes
Gnomes have life spans much longer than
humans, but not quite as long as dwarves.
Gnome
Hard-working pranksters and illusionists who dwell in the Playing a Gnome
hills of the wilderness.
Gnomes are cunning and mischievous, ready
with a hearty laugh and smarting prank on the unwary.
RACIAL TRAITS
Originally creatures of the feywild, they were both
attracted by the needs of the wilderness of the mortal
Average Height: 3' 4"- 3' 8"
world and by their curiosity of the beings who dwell
Average Weight: 50-75 lbs.
within in it.
Gnomes are hard-working, but unlike the stoic
Ability Scores: +2 Intelligence, +2 Charisma
dwarves, seek relief from boredom and monotony in
Size: Small
their daily lives with song, laughter and joy. They enjoy
Speed: 5 squares
simple pleasures between bouts of work, often seeking
Vision: Low-light
wealth or other treasures to enjoy for their work.
Gnomish communities are organized into
Languages: Common, Elvin
related, working clans who carry on the family business
Skill Bonuses: +2 Arcana, +2 Stealth
from generations past. Most gnomes are expected to
Reactive Stealth: If you have cover or concealment
carry on their ancestor’s work, but on occasion a gnome
when you make an initiative check, you can make a
shows a knack for a new line of work, and may migrate
Stealth check to escape notice.
to a new clan in the same or distant community to pick
Fade Away: You can use fade away as an encounter
up a new trade.
power.
Wanderlust is common among younger gnomes,
and is often the source of adventuring gnomes. Not yet
Fade Away Gnome Racial Power tied down in the affairs of apprenticeship, these gnomes
You turn invisible in response to an enemy’s attack. tend to wander to find their place in the world before
Encounter Illusion settling down into a particular clan.
Immediate Reaction Personal
Trigger: You take damage. Gnomish Characteristics: Cunning, curious, crafty,
Effect: You are invisible until you attack or until the end determined, eccentric, inventive, mischievous, optimistic,
of your next turn. resourceful

Play a Gnome if you want…


to be a prankish character who delights in causing
mischief
to be fun-loving, vivacious and jovial.
to be a race that favors the illusionist, wizard or bard
class.

Physical Qualities
Gnomes are just under four feet in height and
weigh about 60 lbs. They tend to have human
proportions, but males sport well-groomed beards and
both genders have prominent noses and slightly pointed
ears. Gnomes tend to have earth-colored skin, ranging
from light tan to deep umber colors. Their hair tends to
be a slightly lighter or darker shade than their skin,
ranging from a platinum blonde to a night-black color. It
is not uncommon for their hair and beards to quickly gray
once they reach maturity.
Gnomes typically dress in bright, often clashing
colors. They enjoy wearing accessories, such as hats,
vests and other raiment that allow them to pour on the
color. Gnomes often incorporate patterns of burrowing
animals or songbirds into the borders of their clothing,
and such motifs are often prominent in other artwork of
their kind.

Page 8 of 521
4E Races and Classes
Male Names: Addoaen, Baeras, Erfenn, Gimble,
Hedarum, Neblin, Noblin, Vanerf
Female Names: Chikerva, Faerneba, Kaerenne,
Raerpinne, Rasenne, Wedenne

Gnome Adventurers
Neblin is a gnome illusionist with a heart of gold.
Always ready with a pun, Neblin wields a knotted piece
of wood taken from the feywild as his magic wand.
Dressed in a green jerkin with black underclothes, he is
always ready to sneak onto the battlefield to usurp his
foes with illusions, announcing the superiority of his
gnomish mind as they fall prey to his powerful magic.
Gimble is a gnome bard and a scoundrel at
heart. There is nothing safe from his dexterous fingers,
and his skill with the ancestral, gem-studded lutes of his
forefathers is unmatched. He rides into battle singing his
companions praises and fighting with rapier. Those who
hear the approach of this gnomes ballads quake with
fear, for they know their doom is approaching.
Kaerenne is a gnome wizardess who draws her
magic from the powerful forces of Elemental Chaos.
Kaerenne has scorned the feywild ancestry of her old
clan to instead embrace the might of ancient magic even
older than the trees of the Wild Forest. Armed with an
orb of power dredged from the heart of the Elemental
Chaos itself, she intents to rain ruin upon her foes as
she pursues the path that will lead her to growing power
and prestige.

Page 9 of 521
4E Races and Classes
Half-Orc
Powerful outcasts caught between the civilized lands of
men and the savage camps of the orcs.

RACIAL TRAITS

Average Height: 5' 8"- 6' 6"


Average Weight: 150-275 lbs.

Ability Scores: +2 Strength, +2 Wisdom


Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Orc


Skill Bonuses: +2 Intimidate, +2 Athletics
Primal Hunter: You gain a +1 racial bonus to damage
against bloodied foes

Dual Heritage: You can take feats that are either Orc or
Human, as long as you meet all other prerequisites.

Primal Fury: You can use Primal Fury as an Encounter


power

Primal Fury Half-Orc Racial Power


You unleash the savageness of the orc blood flowing
through your veins follow either orc or human fashion, depending on whom
Encounter Racial they were raised among.
Minor Action Personal
Effect: If you make a melee attack roll and miss, you Playing a Half-Orc
can roll again. You must take the second roll, even if it Half-orcs are the union of human and orc, a fate
is worse. usually brought about by one side forcing themselves on
the other - most usually orcs raiding and plundering
Play A Half-Orc if you want... human societies. However, this is not the case for all
half-orcs, and there are some places where humans and
To be an intimidating presence on the battlefield orcs have willingly intermixed and the result is half-orc.
To be an outcast among civilized society
Half-orcs tend to come from two completely
To be able to dish out as much punishment to the
different outlooks. Among orcs, half-orcs tend to be
foes as you can
smarter, though often not stronger. They are often
To be a member of a race that favors the cleric, bullied, but their cleverness tends to cause them to rise
fighter and barbarian classes. to positions of power among their brothers. Among
human society, half-orcs tend to be pitied or looked
Physical Qualities down as less intelligent or brutish. Half-orcs among
Half-orcs tend to have a burly frame and are humans are often loners who use their brute strength to
fairly impressive in height, averaging just a little over 6 get what they want.
feet. Half-orcs strongly resemble humans, with enlarged
incisors and a faint green or brown tint to their skin. Half-orc Characteristics: Bully, brave, cunning, dense,
Half-orcs tend to have black hair and brown or yellow intimidating.
eyes, though the full range of human hair and eye color
is possible. Male half-orcs do not grow beards, but do Male Names: Dench, Feng, Gell, Gorkan, Henk, Holg,
have profuse body hair. Females tend to be fairly husky Imsh, Krunk, Krusk, Lurtz, Ront, Shump, Thokk.
and almost squat. Their teeth are less pronounced, and
they have slightly less body hair than males. Half-orcs
rarely make their own clothes or equipment and tend to
Page 10 of 521
4E Races and Classes
Female Names: Baggi, Emen, Engong, Gurthon, Gorkan travels seeking to test his strength against all
Larutza, Myev, Neega, Ovak, Ownka, Shautha, Thranth, comers. He has come to realize that while one person
Thraska, Vola, Volen. can have amazing strength, the strength that comes
from numbers is even far more impressive, and has
Half-Orc Adventurers joined forces with a wandering band of adventurers to
Krusk is a half-orc barbarian, raised among orcs allow him to take on even more impressive opponents.
and taken in by humans after his tribe was wiped out for Thrask is a half-orc mercenary fighter who
its misdeeds. Krusk burns with the inner rage of his orc wanders from town to town, seeking odd jobs for coin or
blood, but knows that his own tribe's wicked acts was glory. Armed with a longsword and dressed in scale
what brought their downfall. He thus fights on the side of mail, Thrask is constantly on the lookout for trouble, and
light, unleashing his naked fury on those deserving of his willing to start it where he can. Despite his mercenary
wrath. ways, Thrask tends to take the side of the underdog in a
Gorkan One-Eye is a half-orc cleric devoted to fight, knowing it will earn him more glory than going with
Kord, god of strength. A former worshipper of the orcish the sure winner. In most cases, this generally means
god Gruumsh, he switched his allegiance after being that Thrask finds himself on the side of light, battling
bested in a wrestling match by a cleric of Kord. Now impossible odds.

Page 11 of 521
4E Races and Classes
Character Classes

Bard
“Come and we shall sing of heroic deeds past and
treasures to be won this day”

CLASS TRAITS
Role: Leader
Power Source: Arcane
Key Abilities: Charisma, Strength, Dexterity

Armor Proficiencies: Cloth, leather


Weapon Proficiencies: Simple melee, military melee,
simple ranged
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12 + Constitution score


Hit Points per level Gained: 5
Healing Surges Per Day: 7 + Constitution modifier

Trained Skills: Diplomacy and History. From the class


skills list below, choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics
(Str), Bluff (Cha), Dungeoneering (Wis), Endurance
(Con), Insight (Wis), Nature (Wis), Perception (Wis),
Religion (Int), Stealth (Dex), Streetwise (Cha), dexterity keeps him from being hit, while a good
Thievery (Dex) Constitution allows him to take a beating and keep
going.
Build Options: War bard, Social bard
Class Features: Bardic Music, Healing Hymn, Ritual Social Bard
Casting The Social bard concentrates his combat
abilities on directing the ebb and flow of combat as well
Bards are entertainers and keeper of lore. They as directing his ally’s actions during a fight. However,
travel from place to place gathering rumors and the social bard excels in the arena outside of combat –
knowledge, as well as entertaining those they encounter making contacts, entertaining the populace and
for a few coins. In combat, they are a jack-of-all-trades, investigating rumors and the like.
skilled in a wide variety of abilities and capable of filling
in for nearly any role, though they do best at directing Bard Class Features
other’s actions in combat.
Bardic Implement Mastery
Creating A Bard You specialize in the use of one kind of
implement to gain additional abilities when you wield it.
War Bard Choose one of the following forms of implement
The War bard concentrates on actual combat mastery.
skills and tends to leap into the fray with his companions
to lay opponents low. Charisma drives the bard’s ability Strings of Enchantment: Once per encounter as a
to enhance his own abilities, while Strength drives the minor action, you can use your stringed instrument (such
bard’s ability to hit and deal damage in combat. A good as a lute) to gain one of the following two effects.
Page 12 of 521
4E Races and Classes
You can designate one creature you have cast a Bardic Music: Healing Hymn Bard Feature
bard song upon that has an effect that lasts until the You hum or play a musical note that soothes an ally’s
subject succeeds on a saving throw. That creature pain.
takes a penalty to its saving throw against that effect Encounter (Special) Arcane, Healing
equal to your Intelligence modifier. Special: You can use this power twice per encounter,
Alternately, you can choose to extend the but only once per round. At 16th level you can use
duration of an arcane power at-will song that would this power three times per encounter.
otherwise end at the end of your current turn. The effect Minor Action Close burst 5
instead ends at the end of your next turn. (10 at 11th level, 15 at 21st level)
You must play the lute to use this ability. Target: You or one ally
Percussion of War: Once per encounter as a minor Effect: The target can spend a healing surge and
action, you can use your percussion instrument ( such regain an additional number of hit points equal to
as drums) to gain one of the following two effects. your Charisma modifier.
All allies in a close burst 5 gain +1 AC and a +1
bonus to hit and damage. This effect lasts the entire
encounter. Bardic Music: Inspire Courage Bard Feature
All opponents in a close burst 5 suffer a –1 You quickly chant a song of bravery, and raise your
penalty to AC and are weakened until the end of your allies’ morale for a few seconds.
next turn. Encounter Arcane, Implement
You must play the drums to use this ability. Standard Action Close burst 5
Winds of Sounding: Once per encounter as a minor (10 at 11th, 15 at 21st)
action, you can use your wind instrument (such as a Target: You and all allies within burst
horn) to gain the following effect. Effect: Target gains a +1 power bonus to attack and
You can sustain a bard utility song that would damage rolls. In addition, if the target is subjected
otherwise end at the end of your current turn. The effect to or currently affected by an effect with the fear
instead ends at the end of your next turn. keyword it gets an immediate saving throw to
You must play the pipes to use this ability. remove it. This effect lasts until the end of your next
turn.
Bardic Music The bonus increases to +2 at 11th level and +3 at 21st
Once per encounter, you can play or sing a level.
Bardic song, inspiring your allies to greater deeds, or
confusing your opponents. Regardless of how many Bardic Music: Fascinating Song Bard Feature
different uses you have for Bardic Music, you can use A strange but soothing melody erupts from you,
only such ability per encounter. The special ability or enthralling your enemies in their steps
power you invoke works just like your other powers. A Encounter Arcane, Charm, Implement
starting bard can choose two of the following musical Standard Action Ranged 10
options listed below. Target: One creature within range
(2 creatures at 11th level, 3 creatures at 21st level)
Bardic Music: Countersong Bard Feature Attack: Charisma vs. Will
You sing and play at your highest notes trying to mask Hit: Target is immobilized and can’t take attacks against
the sounds of battle. you until the end of your next turn. If you or your
Encounter Arcane, Implement allies attack the target, this effect ends immediately.
Immediate Interrupt Close burst 5
(10 at 11th, 15 at 21st) Bardic Music: Inspire ConfidenceBard Feature
Trigger: You or one of your allies is attacked by an A mellow melody motivates your allies to try their best.
effect with the thunder or charm keyword. Encounter Arcane
Target: You or one ally Standard Action Close burst 5
Effect: The target gains resist 5 thunder or charm. This (10 at 11th, 15 at 21st)
effect lasts until the end of your next turn. Target: All allies within burst
In addition, if the triggering attack has a lingering Effect: Your allies gain a +2 power bonus to their skill
effect, the target gets an immediate save to remove checks until the end of your turn. The bonus increases
the effect. to +3 at level 11, +4 at level 21, +5 at level 30.
The bonus increases to resist 10 at 11th level, and 15 at
21st level.
Ritual Casting
You gain the Ritual Caster feat as a bonus feat,
allowing you to use magical rituals.

Page 13 of 521
4E Races and Classes
Level 1 At-Will Spellsongs Note of Discord Bard Attack 1
You unleash a shrill chord of music that disrupts the
Canny Strike Bard Attack 1 enemy.
You trick your adversary into making a tactical error that At-Will Arcane, Thunder, Implement
gives your comrade a chance to strike Standard Action Area burst 1 within 10 squares
At-Will Arcane, Weapon Target: Each creature in burst
Standard Action Melee weapon Attack: Charisma vs. Fortitude
Target: One creature Hit: 1d6 + Charisma modifier thunder damage.
Attack: Dexterity vs. Will Increase damage to 2d6 + Charisma modifier at 21st
Hit: 1[W] + Dexterity modifier damage. level
Increase damage to 2[W] + Strength modifier at 21st
level. Repelling Wave Bard Attack 1
Effect: The target grants combat advantage until the A powerful chord sends waves of sound outward,
start of your next turn. beating your enemies back.
At-Will Arcane, Thunder, Implement
Inciting Strike Bard Attack 1 Standard Action Close blast 3
By striking in a skilled fashion, your allies are inspired to Target: Each creature in blast
fight longer. Attack: Charisma vs. Fortitude
At-Will Arcane, Weapon Hit: 1d6 + Charisma modifier thunder damage, and you
Standard Action Melee or Ranged weapon push the target a number of squares equal to your
Target: One creature Intelligence modifier.
Attack: Dexterity vs. AC Increase damage to 2d6 + Charisma modifier at 21st
Hit: 1[W] + Dexterity modifier damage, and one ally you level.
can see within 5 squares gains temporary hit points
equal to your Intelligence modifier. Warning Shout Bard Attack 1
Increase damage to 2[W] + Dexterity modifier at 21st You scream at your opponent, giving your ally enough
level. time to recover.
At-Will Arcane, Thunder, Implement
Inhibiting Song Bard Attack 1 Standard Action Ranged 5
You play a strange verse, distracting your foe’s attention Target: One creature
from your allies. Attack: Charisma vs. Reflex
At-Will Arcane, Thunder, Implement Hit: 1d6 + Charisma modifier thunder damage and one
Standard Action Ranged 5 ally within 5 squares of you can make a saving throw.
Target: One creature Increase to 2d6 + Charisma modifier at 21st level.
Attack: Charisma vs. Will
Hit: Charisma modifier thunder damage and the target
takes a penalty to attack rolls equal to your
Intelligence modifier until the end of your next turn.

Inspired Strike Bard Attack 1


With a word of encouragement, an ally takes a swing at
a foe.
At-Will Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: An ally of your choice who is adjacent to you or
the target makes a melee basic attack against the
target
Hit: Ally’s basic attack damage + your Charisma
modifier.

Page 14 of 521
4E Races and Classes
Level 1 Encounter Spellsongs Critical Strike Bard Attack 1
By seizing the moment to attack, you motivate your allies
Amplifying Verse Bard Attack 1 to press on and rout your opponent.
As you strike, you chant a heroic motto that allows you Encounter Arcane, Weapon
and your ally to concentrate on the flow of battle. Standard Action Melee or Ranged weapon
Encounter Arcane, Weapon Target: One creature
Standard Action Melee weapon Attack: Dexterity vs. AC
Target: One creature Special: Your target must grant you combat advantage
Attack: Dexterity vs. AC while making this attack
Hit: 1[W] + Dexterity modifier damage, you and one ally Hit: 1[W] + Dexterity modifier damage, and all allies
within 5 squares gain a +1 power bonus to attack within 3 squares gain a +2 power bonus to attack
and defenses until the end of your next turn and rolls against the target until the end of your next turn.
temporary hit points equal to your Intelligence In addition, one ally within 5 squares of you can
modifier. spend a healing surge.

Befuddled Terrain Bard Attack 1 Distracting Shout Bard Attack 1


You play your instrument, causing the ground to erupt By yelling an insult at your opponent, he lowers his
and shower your foes in a deadly spray of stone shards. guard just long enough for an ally to take advantage.
Encounter Arcane, Implement, Thunder Encounter Arcane, Implement, Thunder
Standard Action Area burst 1 in 10 squares Standard Action Ranged 5
Target: All creatures in area Target: One creature
Attack: Charisma vs. Reflex Attack: Charisma vs. Will.
Hit: 1d6 + Charisma modifier thunder damage, and the Hit: 1d8 + Charisma modifier thunder damage, and one
target is knocked prone. ally adjacent to the target gets a basic melee attack
Effect: The power’s area is difficult terrain until the end against the target. Your ally adds your Intelligence
of your next turn. You can end this effect as a minor modifier to the attack and damage.
action.
Ghost Song Bard Attack 1
Cause Fear Bard Attack 1 You hum an eerie tune that makes your opponents
You play a dirge that causes the enemy’s knees to uneasy.
quake and their morale to falter Encounter Arcane, Implement, Psychic
Encounter Arcane, Fear, Implement, Psychic Standard Action Ranged 20
Standard Action Area burst 2 in 10 spaces Target: One creature
Target: All creatures in burst Attack: Charisma vs. Will.
Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier psychic damage, and the
Hit: 1[W] + Charisma modifier psychic damage and the target takes a –2 penalty to Will until the end of your
target is immobilized until the end of your next turn. next turn.

Courageous Strike Bard Attack 1 Phantom Blow Bard Attack 1


You deliver a blow that inspires your ally to fight harder. After you strike, shadows seem to leap at the opponent
Encounter Arcane, Weapon from every angle, opening up potential assaults.
Standard Action Melee or Ranged weapon Encounter Arcane, Weapon, Illusion
Target: One creature Standard Action Melee or Ranged weapon
Attack: Dexterity vs. AC Target: One creature
Hit: 1[W] + Dexterity modifier and one ally within 5 Attack: Dexterity vs. AC.
squares gains a +2 power bonus to attack rolls until Hit: 1[W] + Dexterity modifier damage and target is
the end of your next turn. considered flanked until the end of your next turn.

Page 15 of 521
4E Races and Classes
Raise the Banner Bard Attack 1 Fascinate Bard Attack 1
You land a timely blow against a foe, and your ally You play a melody that magically enraptures your foes.
follows your lead. Daily Arcane, Charm, Implement, Psychic
Encounter Arcane, Weapon Standard Action Ranged 10
Standard Action Melee or Ranged weapon Target: One creature
Target: One creature Attack: Charisma vs. Will
Attack: Charisma vs. Reflex or Dexterity vs. Reflex Effect: 1d6 + Charisma modifier psychic damage and
Hit: 1[W] + Charisma modifier damage. One ally the target is stunned (save ends).
adjacent to the target makes a melee basic attack Miss: Charisma modifier psychic damage and no stun
against it as a free action. The ally adds your (cannot be sustained).
Intelligence modifier to the damage. Sustain Minor: Charisma modifier psychic damage to
target. You cannot sustain this power if the
Level 1 Daily Spellsongs opponent successfully saves against the stun.

Accelerated Strike Bard Attack 1 Grease Bard Attack 1


You strike hard and fast, inciting your allies to follow your By humming a little ditty, you conjure a field of an oil-like
example. substance, which covers a creature or the ground
Daily Arcane, Weapon beneath your opponents.
Standard Action Melee or Ranged weapon Daily Arcane, Implement, Zone
Target: One creature Standard Action Ranged burst 2 within 10
Attack: Dexterity vs. AC squares
Hit: 2[W] + Dexterity modifier. Target: Each creature in burst or one creature
Effect: Until the end of the encounter, you and your Attack: Charisma vs. Reflex
allies within 5 squares can shift as a minor action. Hit (burst): 1d6 + Charisma modifier and target is
knocked prone.
Effect: Any creature that enters or moves through the
Burst of Awe Bard Attack 1 zone is subject to another attack. You can dismiss
With a flick of your wrist and an intoned word, a burst of this effect as a minor action.
light staggers your foes and gives allies new hope. Hit (creature): Target drops one hand-held item (your
Daily Arcane, Implement, Radiant choice) and cannot pick it back up until the end of
Standard Action Close burst 2 your next turn. The target also gains a +4 power
Target: Each enemy in burst bonus to escape grabs and a –4 penalty to initiate
Attack: Charisma vs. Will grab attempts. This effect lasts until the end of your
Hit: 1d6 + Charisma modifier radiant damage and the next turn.
target is dazed until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit
points and receive 2 temporary hit points + your Hunter’s Horn Bard Attack 1
Intelligence modifier. A short blast of music precedes you and your allies
assault.
Daily Arcane, Implement, Psychic
Defensive Bulwark Bard Attack 1 Standard Action Close Burst 2
Today, nobody dies. Target: All creatures in burst
Daily Arcane, Weapon Attack: Charisma vs. Will
Standard Action Melee or Ranged weapon Hit: 2d6 + Charisma modifier psychic damage. Target is
Target: One creature weakened until the end of your next turn.
Attack: Charisma vs. AC or Dexterity vs. AC Effect: Allies within the burst gain a +2 power bonus to
Hit: 3[W] + Strength modifier damage or 3[W] + attack rolls until the end of your next turn.
Dexterity modifier damage. Allies within 5 squares
of you gain a +1 power bonus to all defenses until
the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit
points equal to 5 + your Charisma modifier.

Page 16 of 521
4E Races and Classes
Immediate Assistance Bard Attack 1 Level 2 Utility Spellsongs
As your ally suffers at the hands of your foes, you leap
into the fray to aid him. Disengage Bard Utility 2
Daily Arcane, Weapon Your feet hasten in speed, allowing you to withdraw
Immediate Reaction Melee or Ranged weapon safely from battle.
Trigger: An ally within 5 squares takes damage. Daily Arcane
Target: The opponent who attacked your ally Move Action Personal
Attack: If you are using a melee weapon, you can move Effect: Shift up to twice your speed.
up to 5 squares closer to your ally before attacking.
Make a Dexterity vs. AC attack
Hit: 2[W] + Dexterity modifier damage Heraldic Shield Bard Utility 2
Effect: The ally that was damaged can spend a healing You hold up your instrument, and shield of arcane
surge. energy springs into existence, protecting you against
imminent attacks.
Encounter Arcane, Force
Lullaby Bard Attack 1 Immediate Interrupt Personal
The droning sound of your instrument overwhelms your Trigger: You are hit by an attack
foes with a tide of magical weariness. Effect: You gain a +4 power bonus to AC and Reflex
Daily Arcane, Implement, Sleep defense until the end of your next turn.
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Charisma vs. Will Lively Step Bard Utility 2
Hit: The target is slowed (save ends). If the target fails A quick fanfare is all it takes to march faster.
its first saving throw against this power, the target Encounter Arcane
becomes unconscious (save ends). Minor Action Close burst 5
Miss: The target is slowed (save ends). Target: You and each ally in burst
Effect: Until the end of your next turn, the targets speed
increases by 2 squares.
Shadow Image Bard Attack 1
You close your eyes and let your imagination run wild.
Daily Arcane, Implement, Illusion Rally the Wounded Bard Utility 2
Standard Action Ranged 10 Inspiring words help an ally recover and fight on.
Effect: You conjure an illusionary image that occupies 1 Encounter Arcane, Healing
square within range. Every round, you can move the Standard Action Ranged 5
shadow image 3 squares as a move action. The Target: You or one ally in range
shadow image lasts until the end of the encounter. Any Effect: The target can spend a healing surge.
creature that ends its turn next to the shadow image is
subject to a Charisma vs. Will attack. On a hit, the Refreshing Song Bard Utility 2
attack deals 1d8 + Charisma modifier damage. You play a pleasant tune that soothes your allies aches.
Daily Arcane, Healing
Tasha’s Hideous Laughter Bard Attack 1 Standard Action Close burst 1
With a twist of your finger and quick limerick, an Target: You or one creature
opponent falls to the ground laughing uncontrollably, Effect: The target regains hit points as if it had spent a
uplifting the chaos of combat if but for a few seconds. healing surge without actually expending a healing
Daily Arcane, Implement, Charm, Language- surge. Add your Intelligence modifier to the hit
Dependant points regained.
Standard Action Ranged 5
Target: One creature Resolve Bard Utility 2
Attack: Charisma vs. Will You convince yourself or an ally to shake off a
Hit: Target falls prone and is stunned (save ends) debilitating effect.
Effect: Until the end of the encounter, you and each ally Encounter Arcane
within sight, gain a +2 power bonus to attack rolls Minor Action Ranged 10
against the target. Target: You or one ally
Effect: The target makes a saving throw with a power
bonus equal to your Charisma modifier.

Page 17 of 521
4E Races and Classes
War Cry Bard Utility 2 Inspiring War Cry Bard Attack 3
With a howl, you spring into combat. As you strike, you shout a fierce war cry that heartens a
Encounter Arcane nearby ally. He immediately attempts to shake off
Minor Action Melee touch whatever condition troubles him most.
Effect: You or an ally you touch gain a +1 power bonus Encounter Arcane, Weapon
to hit and damage until the end of the encounter. Standard Action Melee or Ranged weapon
Target: One creature
Violent Crescendo Bard Utility 2 Attack:
A Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
A timely critical hit affords the opportunity to rally a
Effect: One ally who can hear you and is within 5
wounded ally.
squares of you makes a saving throw.
Encounter Arcane
Immediate Reaction Ranged 5
Trigger: An ally within range scores a critical hit. Ironthunder Horn Bard Attack 3
Effect: The ally gains temporary hit points equal to your You blow an eldritch horn that appears out of thin air,
Charisma modifier. pointing it at a foe in the distance and knocking him to
the ground.
Level 3 Encounter Spellsongs Encounter Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Bladeweave Bard Attack 3 Attack: Charisma vs. Fortitude
Your weapon shifts and weaves, dizzying your opponent Hit: 2d8 + Charisma modifier thunder damage and
as you strike. knock the opponent prone.
Encounter Arcane, Weapon, Illusion
Standard Action Melee weapon
Target: One creature Pyrotechnics Bard Attack 3
Attack: Dexterity vs. AC With a wave of your hand and a snap of your fingers, a
Hit: 2[W] + Dexterity modifier damage and the target is flash of fire erupts, followed by a cloud of black smoke.
dazed until the end of your next turn. Encounter Arcane, Implement, Fire
Standard Action Ranged 10
Target: One creature
Dazzling Flash Bard Attack 3 Attack: Charisma vs. Reflex
You spread your hand toward the target, and a flash of Hit: 1d10 + Charisma modifier fire damage, and the
bright light bursts in its eyes. target square and all adjacent squares are obscured
Encounter Arcane, Implement, Radiant until the end of your next turn.
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will Shatter Bard Attack 3
Hit: 1d6 + Charisma modifier radiant damage and the A single high note creates a devastating resonance in a
target is dazed until the end of your next turn. nearby object, causing it to explode and shatter debris
on your enemy.
Encounter Arcane
Distorting Strike Bard Attack 3 Standard Action Area burst 1 within 10 squares
You chant a song under your breath and strike with your Target: One obstacle no larger than 1 square and all
weapon, sapping the strength from your opponent. creatures in area
Encounter Arcane, Weapon Attack: Charisma vs. Reflex
Standard Action Melee or Ranged Weapon Hit: 2d8 + Charisma modifier thunder damage to the
Target: One creature object, and 1d8 + Charisma modifier thunder
Attack: Dexterity vs. AC damage to creatures.
Hit: 2[W] + Dexterity modifier damage and the target is
weakened until the end of its next turn.

Page 18 of 521
4E Races and Classes
Level 5 Daily Spellsongs Level 6 Utility Spellsongs

Battle Hymn Bard Attack 5 Combined Talent Bard Utility 6


Singing the litany of a heroic song of battle, you wade You lend your expertise to your companions, improving
into combat, inspiring an ally to continue the fight. their skill.
Daily Arcane, Weapon Encounter Arcane
Standard Action Melee or Ranged weapon Minor Action Close burst 5
Target: One creature Target: You and each ally in burst
Attack: Dexterity vs. AC Effect: Until the end of your next turn, aiding another is
Hit: 2[W] + Charisma modifier damage. a minor action that grants a +3 bonus.
Effect: One ally within 5 squares of you makes a saving
throw against one effect that the target caused and Heroism Bard Utility 6
that a save can end.
With a word of encouragement, you unlock a heroic
potential.
Glitterdust Bard Attack 5 Encounter Arcane
You throw a stream of shining purple dust that sticks to Standard Action Ranged 5
your foe’s armor and eyes. Target: You or one creature
Daily Arcane, Implement Effect: The target gains temporary hit points equal to
Standard Action Ranged burst 2 in 20 squares your Intelligence modifier and gains an extra Second
Target: Each creature in burst Wind.
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier radiant damage and the Raging Rhythm Bard Utility 6
target is blinded (save ends). The target suffers a –
With a steady beat, you whip your allies into a frenzy.
5 penalty to Stealth checks and it ruins invisibility
Daily Arcane
until the end of the encounter.
Standard Action Close burst 5
Miss: Target suffers a –5 penalty to Stealth checks and
Target: You and each ally in burst
ruins invisibility until the end of the encounter.
Effect: The target gains temporary hit points equal to
your Intelligence modifier. In addition, the target
Singing Blade Bard Attack 5 gains a +1 power bonus to attack, damage and Will
The sound of steel resounds with each blow you make. defense. However, the target suffers a –1 penalty to
Daily Arcane, Thunder, Weapon AC. All of these benefits and penalties last until the
Minor Action Melee weapon end of the encounter.
Target: One creature
Attack: Dexterity vs. AC Soothing Touch Bard Utility 6
Hit: 1[W] + 1d6 + Dexterity modifier thunder damage.
Whispering ancient words of power, you touch your ally
The target takes a –2 penalty to attack rolls until the
and reinvigorate him.
end of your next turn.
Daily Arcane, Healing
Standard Action Melee touch
Wave of Grief Bard Attack 5 Target: You or one creature
With a cry of sorrow, your foes believe the fight is Effect: The target regains hit points as if it spent a
hopeless healing surge, and the target may use a second
Daily Arcane, Implement, Psychic wind as an immediate action, without expending any
Standard Action Close blast 3 healing surges or counting as having used their
Target: Each creature in blast second wind. Add your Intelligence modifier to the
Attack: Charisma vs. Will hit points regained.
Hit: 2d8 + Charisma psychic damage and the target
takes a –2 penalty to attack rolls and defenses (save Swift Invisibility Bard Utility 6
ends). If the target fails its save, it is restrained.
A quick verse conceals you from opponent’s eyes.
Encounter Arcane, Illusion
Minor Action Personal
Effect: You are invisible until the start of your next turn.
If you attack, you become visible.

Page 19 of 521
4E Races and Classes
Level 7 Encounter Spellsongs Hold Monster Bard Attack 9
With a piercing gaze, you assault the mind of your foe,
Deafening Blast Bard Attack 7 making him freeze in his steps.
The sound of an explosion ripples out from where you Daily Arcane, Implement, Charm, Psychic
point. Standard Action Ranged 10
Encounter Arcane, Implement, Thunder Target: One creature
Standard Action Area burst 2 in 10 squares Attack: Charisma vs. Will
Target: All creatures within burst Hit: 2d8 + Charisma modifier psychic damage and the
Attack: Charisma vs. Fortitude target is restrained (save ends).
Hit: 2d6 + Charisma modifier thunder damage and Miss: Half damage and the target is immobilized until
target is deafened (save ends). the end of its next turn.

Echoing Strike Bard Attack 7 Sound Burst Bard Attack 9


You strike, and the blow echoes over the opponent’s The roaring sound of a furious thunderstorm explodes at
body. your command, leaving your foes reeling in pain.
Encounter Arcane, Weapon, Thunder Daily Arcane, Implement, Thunder
Standard Action Melee or Ranged weapon Standard Action Area burst 2 in 20 squares
Target: One creature Attack: Charisma vs. Fortitude
Attack: Dexterity vs. AC Hit: 2d10 + Charisma modifier thunder damage, target is
Hit: 1[W] + Dexterity modifier and target takes 5 stunned (save ends).
ongoing thunder damage (save ends). One ally within 5 Miss: Half damage and the target is dazed until the end
squares can spend a healing surge. Add your of its next turn.
Intelligence modifier to the hit points regained.
War Cry Bard Attack 9
Tactical Precision Bard Attack 7 With a loud shout and a heroic charge, your foes flee
You strike at the right time, encouraging your allies to before you as your allies follow your lead.
work as a team. Daily Arcane, Weapon
Encounter Arcane, Weapon Standard Action Melee or Ranged weapon
Standard Action Melee or Ranged weapon Target: One creature
Target: One creature Attack: Dexterity vs. AC
Attack: Dexterity vs. AC Special: If using a melee weapon, you must charge as
Hit: 2[W] + Dexterity modifier damage part of this attack.
Effect: You and all allies within 5 squares gain a +2 Hit: 2[W] + Dexterity modifier damage and the target
power bonus to attack rolls and deal an additional moves its speed + your Intelligence modifier in
1d6 damage when attacking a creature that is squares away from you. The fleeing target avoids
granting combat advantage. This lasts until the end unsafe squares and difficult terrain if it can. This
of your next turn. movement provokes opportunity attacks.
Effect: All allies within sight and 5 squares of you can
spend a healing surge.
Level 9 Daily Spellsongs

Dirge of Discord Bard Attack 9 Whirling Weapon Bard Attack 9


You play an eerie song of death that sows confusion You extend a hand and toss your weapon outward,
among your foes. surprising your enemies as it spins and cuts all in its
Daily Arcane, Implement, Necrotic path.
Standard Action Area burst 2 in 5 squares Daily Arcane, Weapon
Target: All creatures within burst Standard Action Close blast 3
Attack: Charisma vs. Will Target: Each enemy in blast
Hit: 3d6 + Charisma modifier necrotic damage, target is Attack: Dexterity vs. AC
slowed and takes a –2 penalty on attack rolls and Hit: 2[W] + Dexterity modifier damage, target grants
AC (save ends both) combat advantage until the end of your next turn.
Miss: Half damage, target is slowed and takes a –2
penalty on attack rolls and AC until the start of your
next turn.

Page 20 of 521
4E Races and Classes
Level 10 Utility Spellsongs Haunting Tune Bard Attack 13
You sing a grim chorus and your foes shudder in fear.
G’elsewhere Chant Bard Utility 10 Encounter Arcane, Fear
As you chant and touch your ally, golden sparks fly out, Standard Action Area burst 2 in 10 squares
as he appears a distance away in relative safety. Target: All creatures in burst
Daily Arcane Attack: Charisma vs. Will
Move Action Melee touch Hit: 2d10 + Charisma modifier psychic damage. The
Target: You, one ally, or one unattended object target receives a –2 penalty to attack rolls and
Effect: The target teleports 10 squares away in a defenses until the end of your turn.
random direction and must end up further away from
all enemies. Shadowmend Bard Attack 13
As you strike your foe, you are covered in shadows. The
Lingering Chorus Bard Utility 10 resulting shadows cast over your allies and heal them.
Spectral voices continue to echo your song. Encounter Arcane, Weapon, Illusion, Healing
Daily Arcane Standard Action Melee or Ranged weapon
Free Action Personal Target: One creature
Effect: You do not need to spend an action to sustain Attack: Dexterity vs. AC
any of your Bardic Music for the rest of the encounter. In Hit: 2[W] + dexterity modifier damage and any ally within
addition, the bonus or number of targets for your Bardic 5 squares can spend a healing surge.
Music increases by 1 until the end of the encounter. Effect: You gain concealment until the end of your next
turn.
Recovering Song Bard Utility 10
You chant a soothing chorus, granting peace for a few Level 15 Daily Spellsongs
seconds in a pitched battle.
Daily Arcane, Healing Dolorous Blow Bard Attack 15
Standard Action Close burst 5 You strike your opponent in the head, impairing his
Targets: You and each ally in burst judgment when avoiding deadly blows.
Effect: Each target can activate their second wind, even Daily Arcane, Weapon
if they have already used it for the encounter. Add Standard Action Melee or Ranged weapon
your Intelligence modifier to the hit points recovered. Target: One creature
In addition, each target gains a +2 power bonus on Attack: Dexterity vs. AC
its saves until the end of your next turn. Hit: 3[W] + Dexterity modifier damage. Until the end of
the encounter, any attack roll against the target can
Victorious Song Bard Utility 10 score a critical hit on a roll of 19-20.
Miss: Half damage.
Playing the anthem of ancient empires, you boost your
allies’ morale to win the fight.
Daily Arcane Menacing Shade Bard Attack 15
Standard Action Close burst 6 You close your eyes and imagine a huge creature bend
Target: You and all allies within hearing range on murdering your foes.
Effect: Until the end of the encounter, the target gains a Daily Arcane, Implement, Illusion
+2 power bonus to attack rolls, skill checks, saves Standard Action Ranged 4 in 10 squares
and damage rolls. Target: Up to four squares (see below)
Effect: You make a visual illusion of a creature object of
Level 13 Encounter Spellsongs up Large size (2x2 squares). The illusion can be
more than 10 squares from you or your line of sight
or it fades out of existence.
Dissonant Chord Bard Attack 13 You can move your image up to 6 squares as a
You play a loud note, which is atrocious to hear, driving move action. It makes a Charisma vs. Will attack
your enemies back. against any opponent that ends its move adjacent to
Encounter Arcane, Implement, Thunder it. The attack deals 3d6 + Charisma modifier
Standard Action Close burst 2 damage. The illusion lasts until the end of your next
Target: Each enemy in burst turn.
Attack: Charisma vs. Fortitude Sustain Standard: The illusion lasts until the end of
Hit: 2d8 + Charisma modifier thunder damage, and you your next turn up to a maximum of 5 minutes.
slide the target out of the burst area.

Page 21 of 521
4E Races and Classes
Misfortune’s Curse Bard Attack 15 Project Image Bard Utility 16
You curse a foe and laugh at how unlucky he is to face You draw an image of yourself out of your mind and
you in combat. manifest it on the battlefield.
Daily Arcane, Implement, Charm, Psychic Daily Arcane, Illusion
Standard Action Ranged 5 Standard Action Ranged 10
Target: One creature Effect: You create an illusionary double of yourself that
Attack: Charisma vs. Will fills the target square. You can move the illusionary
Hit: 3d8 + Charisma psychic damage. Until the end of double at your speed as a minor action. If the
the encounter, the target must reroll any roll it makes illusion moves more than 10 squares away from you,
and take the lowest roll (save ends). the image ends. The illusion does not hinder
Miss: Until the end of the encounter, the target takes a movement, cannot be harmed, pushed, pulled or
–2 penalty to any roll it makes (save ends). shifted by a power and cannot make opportunity
attacks. As long as the illusionary double is in sight,
Otto’s Imperative Ambulation Bard Attack 15 when using a power, you can choose to have the
power emanate from the illusionary double.
After you strike, your foe feels compelled to move
Sustain Minor: The image persists.
recklessly.
Daily Martial, Weapon, Charm
Standard Action Melee or Ranged weapon Protégé Bard Utility 16
Target: One creature You speak encouraging words and hand an ally an
Attack: Dexterity vs. Will instrument. With no effort, he starts to play a
Hit: 3[W] + Dexterity modifier damage. Until the end of masterpiece.
the encounter, the target must first move 2 squares Daily Arcane
before taking any action (save ends). Standard Action Melee touch
Miss: Half damage. Target: One ally
Effect: The target gains the power to use Bardic songs
Puppeteer Bard Attack 15 and Healing Hymn as if he were a bard of half your
level. In addition, he gains a +2 power bonus on
With a chuckle and a wiggle of your fingers, your foe
Reflex and Will defenses. These effects last until
grimaces in pain and then falls under your control as if it
the end of the encounter.
were a puppet.
Daily Arcane, Implement, Charm, Psychic
Standard Action Ranged 10 Ruin-Delver’s Fortune Bard Utility 16
Target: One creature The mistakes of the past will not be repeated.
Attack: Charisma vs. Will Daily Arcane
Hit: 4d8 + Charisma modifier psychic damage. In Immediate Interrupt Ranged 10
addition, the target is dominated until the end of your Trigger: A creature attacks you or your ally
next turn (save ends). Suicidal actions grant an Target: The ally being attacked
immediate saving throw to remove the effect. Effect: The target gains a power bonus to all defenses
Miss: Half damage and the target is immobilized until equal to your Charisma modifier against the attack.
the end of your next turn. In addition, the target takes no damage or ill effect
Sustain Minor: The effect persists until the end of your on a miss.
next turn, up to a maximum of 5 minutes.
Song of Grace Bard Utility 16
Level 16 Utility Spellsongs A calming song lets you and your allies catch your
breath.
Haste Bard Utility 16 Encounter Arcane, Healing
You play a song with increased tempo, and your allies Standard Action Close burst 5
hurry to the rhythm. Target: You and each ally in burst
Daily Arcane Effect: Each target can spend a Second Wind.
Standard Action Close burst 5 Special: This power’s effect does not count as the
Target: You and each ally in burst target’s Second Wind for the encounter.
Effect: Until the end of the encounter, you and all allies
speed increase by 2. In addition, the target gains a
+1 power bonus to attack rolls and Reflex saves and
can make a basic attack as a move action.

Page 22 of 521
4E Races and Classes
Swift Flight Bard Utility 16 Level 19 Daily Spellsongs
With a muttered word, you lift from the ground for a few
seconds. Melf’s Slumber Arrows Bard Attack 19
Encounter Arcane You open your palm slightly and an arrow with swirling
Minor Action Personal green dust appears.
Effect: You gain a speed of Fly 8 until the start of your Daily Arcane, Sleep
next turn. Standard Action Ranged 20
Target: One creature
Level 17 Encounter Spellsongs Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier damage and target is
Blinking Assault Bard Attack 17 slowed (save ends). If the target fails its first saving
throw, it becomes unconscious (save ends).
You appear and disappear from reality for a few seconds
Miss: Half damage and the target is slowed (save
as you approach your foe.
ends).
Encounter Arcane, Teleportation, Weapon
Sustain Standard: You fire another arrow. You may
Standard Action Melee or Ranged weapon
fire up to 5 arrows with this power.
Special: If you are using a melee weapon, you can
move up to your speed before after striking without
provoking opportunity attacks. Mind Fog Bard Attack 19
Attack: Dexterity vs. AC A thin mist erupts from the ground, playing tricks on your
Hit: 2[W] + Dexterity modifier damage. foe’s minds and aiding your allies.
Effect: You gain total concealment until the start of your Daily Arcane, Charm, Psychic, Healing, Zone
next turn. Standard Action Close burst 5
Attack: All enemies within burst
Resonating Melody Bard Attack 17 Hit: 4d8 + Charisma modifier psychic damage. Target
takes a –5 penalty to Will defense (save ends).
You repeat a verse over and over, healing your allies
Miss: Half damage. Target takes a –2 penalty to Will
and confounding your opponents.
defense (save ends).
Encounter Arcane, Psychic, Healing
Effect: You and each ally within the area can spend a
Standard Action Close burst 5
healing surge. In addition, you or any ally who
Target: Each foe in burst
begins their turn inside the zone heals 5 hit points.
Attack: Charisma vs. Will
Sustain Minor: The zone persists
Hit: 3d6 + Charisma modifier psychic damage, and
target takes a –2 penalty to AC until the start of your
next turn. Resounding Thunder Bard Attack 19
Effect: you and each ally within the burst can spend a The sound of a tornado’s winds explodes in the ear of
healing surge. any who dare attack your ally.
Daily Arcane, Thunder
Spectral Strike Bard Attack 17 Standard Action Close blast 5
Target: One creature
Your hands and weapon become ghostlike, enveloping
Attack: Charisma vs. Fortitude
your foe in shadow as you lunge forward.
Hit: 3d8 + Charisma modifier thunder damage and
Encounter Arcane, Weapon, Illusion
ongoing 10 thunder damage (save ends).
Standard Action Melee or Ranged weapon
Effect: Choose you or an ally within 5 squares. Until
Target: One creature
the end of the encounter, any creatures that attacks
Attack: Dexterity + 2 vs. Reflex
the chosen individual takes 3d8 + Charisma modifier
Hit: 3[W] + Dexterity modifier damage. The target
damage and ongoing 10 thunder damage (save
considers all foes to have concealment until the end
ends). Likewise, the chosen ally gains a +2 power
of your next turn.
bonus to AC.

Thunderous Shout Bard Attack 17


You cup a hand near your mouth and let loose a yell that
shatters everything in your path.
Encounter Arcane, Implement, Thunder
Standard Action Close blast 6
Target: Each creature or object in blast
Attack: Charisma vs. Fortitude
Hit: 4d6 + Charisma modifier thunder damage and the
target is deafened (save ends).

Page 23 of 521
4E Races and Classes
Thundercloud Bard Attack 19 Renewed Vigor Bard Utility 22
You sing a cadenza, and a standing wave of thunder A golden light emanates from your feet, giving you and
lingers in the area your allies a burst of energy.
Daily Arcane, Implement, Conjuration, Thunder Encounter Arcane, Healing
Standard Action Area wall 10 in 10 squares Standard Action Close burst 6
Effect: You create a wall of contiguous squares that Targets: You and each ally in burst
have continuous sound waves echoing through the Effect: Target can spend a Second Wind and gains
area that lasts until the end of your next turn. The temporary hit points equal to half your level. In
wall can be up to 10 squares long and 4 squares addition, if the target is weakened or slowed, it gets
high. The spaces occupied by the wall are a saving throw to remove the effect.
considered difficult terrain. If a creature enters the Special: this power’s effect does not count as the
wall, or starts it turn there, it takes 4d6 + Charisma target’s Second Wind for the encounter.
modifier thunder damage and is deafened (save
ends). Song of Orpheus Bard Utility 22
Sustain Minor: The wall persists
Your music is so inspiring, it can even restore life and
vigor to the dying.
Level 22 Utility Spellsongs Daily Arcane, Healing
Standard Action Ranged 15
Battlecry Bard Utility 22 Target: One creature
With a bold shout, you rally your allies with a burst of Effect: The target gains hit points as if it had spent a
confidence. healing surge and gains an immediate saving throw
Daily Arcane, Healing against any active negative effects.
Target: You and all allies within burst Special: If the target has failed any death saving throws
Effect: Target gains a power bonus on their next for the day, it is now treated as having succeeded
damage roll equal to your Charisma modifier. The them all. If the target has died in the current scene
target must make this attack before the end of your due to a failed death saving throw, it is immediately
next turn or lose the bonus. In addition, if the target returned to life (before applying healing).
is suffering from a charm or fear effect, it makes a
save against it with a +2 power bonus. Level 23 Encounter Spellsongs

Legendary Heroism Bard Utility 22 Dimensional Strike Bard Attack 23


Legends never die. You incant a quick verse and vanish from sight and
Daily Arcane reappear elsewhere.
Standard Action Melee touch Encounter Arcane, Weapon, Teleportation
Target: You or one ally Standard Action Melee or Ranged Weapon
Effect: The target gains temporary hit points equal to Target: One creature
your level. In addition, until the end of the encounter Special: You can teleport up to 5 squares before or
the target gains a +4 power bonus to attack rolls, after the attack. You gain combat advantage
skill checks, saves and is immune to fear effects. against the opponent you attack.
Attack: Dexterity vs. AC.
Nixie’s Grace Bard Utility 22 Hit: 3[W] + Dexterity modifier damage.
The feeling of a wave of water crashes over you and
your allies, protecting you from harm. Mirage Arcana Bard Attack 23
Daily Arcane You close your eyes and imagine you and your allies are
Standard Action Close burst 5 fighting amongst the trees of a vast jungle.
Targets: You and each ally in burst Encounter Arcane, Illusion, Implement, Zone
Effect: Target gains resist 5 to all damage and a +2 Standard Action Close burst 6
power bonus to all defenses until the end of the Target: Each enemy in burst
encounter. Attack: Charisma vs. Will
Secondary Effect: You gain a swim speed of 6, low- Hit: 2d8 + Charisma modifier psychic damage and the
light vision (if applicable) and can breathe terrain in the area is considered difficult terrain to the
underwater for up to 5 minutes. target until the end of your next turn.
Effect: You and your allies in the area have total
concealment against melee attacks and
concealment against ranged attacks.

Page 24 of 521
4E Races and Classes
Nightmare’s Touch Bard Attack 23 Song of Discord Bard Attack 25
A torrent of vile and hideous images appears in the mind A dissonant melody makes your foes attack each other.
of your opponent. Daily Arcane, Implement, Charm, Psychic
Encounter Arcane, Psychic Standard Action Range burst 4 in 20 squares
Standard Action Ranged 5 Target: Each creature in burst
Target: One creature Attack: Charisma vs. Will
Attack: Charisma vs. Will Hit: 3d10 + Charisma modifier psychic damage. On it’s
Hit: 3d8 + Charisma modifier psychic damage and the turn, the target moves and attacks it closest ally with
target is restrained and weakened until the start of a basic attack (save ends).
your next turn. Sustain Standard: The charm persists.

Shadow Evocation Bard Attack 23 Wail of Doom Bard Attack 25


You unleash a wave of shadow, which your foes believe You unleash a terrible requiem of agony that sucks at
to be a burning cloud of fire. your opponent’s soul.
Encounter Arcane, Implement, Illusion, Psychic Daily Arcane, Implement, Necrotic
Standard Action Ranged burst 4 in 20 squares Standard Action Close blast 6
Target: Each enemy in burst Target: Each creature in blast
Attack: Charisma vs. Will Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier psychic damage. Hit: 4d10 + Charisma modifier necrotic damage. The
target runs its speed + your Intelligence modifier
Level 25 Daily Spellsongs away from you. The fleeing target avoids unsafe
squares and difficult terrain if it can. This movement
provokes opportunity attacks. In addition, the target
Otto’s Irresistible Dance Bard Attack 25 takes a –2 penalty to attack rolls and defenses for
You assault your foes with an insidious rhythm, making the rest of the encounter (save ends).
your foes caper and prance while your allies elegantly Miss: Half damage, and the target takes a –2 penalty to
slide about them. defenses until the end of your next turn.
Daily Arcane, Charm, Psychic
Standard Action Ranged 10
Target: One creature Level 27 Encounter Spellsongs
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier psychic damage. Target is Angelic Chorus Bard Attack 27
stunned; in addition, at the start of its turn, it You sing with the accompaniment of angels, granting
provokes an opportunity attack (save ends both). your allies strength, courage and vigor even as you lash
Miss: Half damage and the target provokes an out against your enemies.
opportunity attack. Encounter Arcane, Weapon
Effect: Until the end of the encounter, all allies within 5 Standard Action Melee or Ranged weapon
squares can shift 1 square as a minor action and Target: One creature
gain a +2 power bonus to Reflex defense and AC. Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Misleading Feint Bard Attack 25 Effect: Each ally within 5 squares can spend a healing
surge and heals extra hit points equal to your
It’s always good to be two places at once.
Intelligence modifier.
Daily Arcane, Weapon, Illusion
Standard Action Melee or Ranged weapon
Target: One creature Foe to Friend Bard Attack 27
Attack: Dexterity vs. AC You start to hum and point your closed fist at your
Hit: 5[W] + Dexterity modifier damage. enemy, making him blink and think you are a trusted ally.
Effect: After attacking, you create an illusory duplicate Encounter Arcane, Implement, Charm, Psychic
of yourself that shares your square. The next attack Standard Action Ranged 5
that hits you hits the duplicate instead, destroying it. Target: One creature
You then turn invisible until the end of your next turn. Attack: Charisma vs. Will
If you attack, the invisibility ends. Hit: 3d8 + Charisma modifier psychic damage. The
Sustain Minor: The illusory duplicate or invisibility target cannot target you or include you in an attack
persists. until the end of your next turn.

Page 25 of 521
4E Races and Classes
Greater Shout Bard Attack 27 Steely Shatter Bard Attack 29
You inhale and then unleash an earth-shattering scream. With a perfect strike, your weapon sends a disruptive
Encounter Arcane, Implement, Thunder resonance through your target.
Standard Action Close blast 6 Daily Arcane, Weapon, Thunder
Target: Each creature in blast Standard Action Melee or Ranged weapon
Attack: Charisma vs. Fortitude Target: One creature
Hit: 6d6 + Charisma modifier thunder damage and the Attack: Dexterity vs. AC
target is deafened (save ends). Hit: 6[W] + Dexterity modifier thunder damage.
Miss: Half damage.
Light-hearted Melody Bard Attack 27
You chant a mellow tune, and a brilliant ray of light
blasts towards your opponent.
Encounter Arcane, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: 4d10 + Charisma modifier radiant damage and the
target is blinded until the end of your next turn.

Level 29 Daily Spellsongs

Dirge of the Fallen Emperor Bard Attack 29


As you sing a requiem inspired by the ancient gods of
death, spectral skulls float from the sky sapping your
foes life force.
Daily Arcane, Implement, Necrotic, Zone
Standard Action Area burst 6 within 10
Target: All creatures in area
Attack: Charisma vs. Fortitude
Hit: 4d10 + Charisma modifier necrotic damage and the
target is weakened (save ends).
Miss: Half damage and the target is weakened until the
end of your next turn.
Sustain Minor: Make a Charisma vs. Fortitude attack
against each creature in the zone dealing 2d8 +
Charisma modifier necrotic damage and weakening
the target until the start of your next turn.

Resonating Agony Bard Attack 29


A rumble courses through your foe, shaking his body
from within.
Daily Arcane, Implement, Thunder
Standard Action Melee Touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 4d10 + Charisma modifier thunder damage and the
target takes ongoing 15 thunder damage (save
ends).
Miss: Half damage and target takes ongoing 10 thunder
damage (save ends).

Page 26 of 521
4E Races and Classes
just activating one. For example, you could sing counter
song and inspire courage with a single standard action.
Paragon Paths Singing Shout (16th level): Whenever activating Bardic
music effects you can grant any affected allies a +2
bonus on their next attack and damage roll before the
War Chanter end of your next turn.
“I am the living embodiment of the sound of battle.”
Inspire Recklessness War Chanter Attack 11
Your carelessly lunge into the fray, ferociously attacking
all in your path.
Encounter Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Special: You can use this power as part of a charge.
Attack: Dexterity +2 vs. AC
Hit: 3 [w] damage + Dexterity modifier.
Effect: You suffer a -2 penalty to AC until the start of
your next turn. In addition, one ally within 5 squares
of you can use an encounter power either as part of
a charge as long as it has a range of melee. The ally
suffers -2 penalty to AC and gains a +2 bonus to his
attack roll if he chooses to use this power.

Inspire Legion War Chanter Utility 12


You jump to the front lines and unite your allies with the
fervor of the ancient armies of the past.
Daily Arcane
Standard Action Close burst 12
Target: All allies within burst
Effect: Until the end of the encounter, any ally within the
effect can use any other ally’s stat modifier if it is
higher than his for the purpose of attacking or
dealing damage.

Inspire Awe War Chanter Attack 20


You showcase your finest vision of the chaos of battle,
placing dread in the hearts of your enemies.
Daily Arcane, Implement, Fear, Psychic
Standard Action Close burst 6
Target: All enemies within burst
Attack: Charisma vs. Will
Hit: 4d8+Charisma modifier psychic damage. In
Prerequisite: Bard Class addition, until the end of the encounter, the target is
You are the fearless song of war, pushing those around stunned and takes a -2 penalty to attack and
you to greater heights. You might lead a warband or just defenses.(save ends separately)
be a walking bastion of inspiration during the most Miss: Half damage. In addition, takes a -2 penalty to
horrible battles. attack and defenses until the end of your next turn.

War Chanter Path Features

Inspire Toughness (11th level): When you use an


action point to gain an extra action, you grant yourself
and all allies within 5 squares temporary hit points equal
to half your level.
War Chanter Music (11th level): You can use two
Bardic music effects per encounter rather than one. In
addition, you can combine two Bardic music effects by

Page 27 of 521
4E Races and Classes
Virtuoso Jarring Song Virtuoso Attack 11
You play a high-pitched aria, which disrupts your foes
“Watching my performance is the greatest experience a focus.
creature can ever attain.” Encounter Arcane, Implement, Psychic
Standard Action Close burst 5
Target: Each enemy in burst.
Attack: Charisma vs. Fortitude
Hit: 3d6+ Charisma modifier psychic damage. In
addition, you can move the target 1 square. This
provokes opportunity attacks.

Song of Fury Virtuoso Utility 12


You play a bandinerie inciting your allies with ferocious
vigor.
Daily Arcane
Standard Action Close burst 12
Target: All allies within burst
Effect: The target gains temporary hit points equal to
your level. In addition, the target gains a +2 power
bonus to attack rolls, damage rolls and will defense.
However, the target suffers a -2 penalty to AC. All of
these benefits and penalties last until the end of the
encounter.

Mindbending Melody Virtuoso Attack 20


Prerequisite: Bard Class You twist the thoughts of those enthralled by your
performance.
You are the center of attention, a walking Daily Arcane, Implement, Charm, Psychic
performer of grandiose reputation and talent. Move Action Close burst 6
Wherever you go, people usually come from far Target: Any creature that is restrained by Fascinating
and wide just to see you perform. Your performances Song
have a supernatural effect on those who are near your Attack: Charisma vs. Will
presence. Even your worst enemies begrudgingly Hit: 4d10+Charisma modifier psychic damage. In
admire or fear your talents even in the thick of battle. addition, target is dominated until the start of your
next turn.
Virtuoso Path Features Miss: Half damage and target is dazed until the end of
your next turn.
Virtuoso Performance (11th level): When you use an
action point to gain an extra action, you gain an
additional use of Bardic Music for the encounter.
Fascinating Song (11th level): If you do not have the
Fascinating song Class feature, you now gain it. (If you
already have it, add an additional target to its effect.)
Sustaining Song (11th level): Once per encounter you
can make one ally within 6 squares automatically
succeed on a death or dying effect.
Revealing Melody (16th level): Whenever activating a
Bardic music effect, you can grant any affected allies the
ability to see through illusions and invisibility effects until
the end of your next turn.

Page 28 of 521
4E Races and Classes
Shadowdancer Shadow Jump Shadowdancer Utility 12
You jump into your shadow and appear behind your foe.
“Now you see me… now you don’t.” Encounter Arcane, Teleportation
Move Action Personal
Effect: You teleport up to 5 squares. You can’t bring
other creatures with you.

Summon Shadow Shadowdancer Attack 20


You harness the power of the shadowfell and infuse your
own shadow with fell power, directing it to attack your
enemies.
Daily Arcane, Conjuration, Implement
Standard Action Ranged 10
Target: One square in range
Effect: You conjure an animated shadow that occupies
1 square within range. As a standard action, you can
order the shadow to move and attack an opponent
you designate. If you do not give the shadow an
order for a turn, it does nothing.

Greater Animated Shadow Level 20 Minion


Medium shadow humanoid (undead) XP -
Initiative +16 Senses perception +16, darkvision
HP 1; a missed attack never damages a minion
Prerequisite: Bard Class AC 34; Fortitude 32, Reflex 32, Will 32
Immune disease, poison; Resist insubstantial, 15
You are a living paradox, intriguing the masses necrotic; Vulnerable 10 radiant
by staying out of sight. You usually keep to yourself and Speed 6, fly 6 (hover); phasing
use your powers to deceive others. Dancing in the dark
M Shadow Claws (standard; at will)
borders of reality and the shadowfell, you gain unnatural
+25 vs. Reflex; 4d10 + 7 necrotic damage and target
powers of illusion and deception. You can almost never
is slowed until the end of its next turn.
be kept down, always having a trick up your sleeve.
m Infuse with Shadow (standard; at will)
The target must be slowed to use this attack
Shadowdancer Path Features +25 vs. Fortitude; 4d10 + 7 necrotic damage and
target takes ongoing 10 necrotic damage (save
Hide in Plain Sight (11th level): When you use an
ends).
action point to hide, you don’t have to have cover or
Shadow’s Shroud (special; at will)
concealment to make a stealth check. This effect lasts
If a shadow is in dim or lesser light it can make a
until the end of your next turn.
stealth check as a free action and gains
Touch of Darkness (11th level): You gain a +2 bonus
concealment
on stealth checks.
Alignment Evil Languages Common
Mark of the Shadowfell (16th level): You gain
Skills Stealth +23
darkvision.
Str 23 (+16) Dex 23 (+16) Wis 23 (+16)
Shadow Illusion Shadowdancer Attack 11 Con 23 (+16) Int 10 (+10) Cha 26 (+18)
You create a shadow duplicate that stands right next to
you after striking.
Encounter Arcane, Illusion
Standard Action Melee weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 3 [w] + Dexterity modifier.
Effect: You create a duplicate of yourself that stands in
your square. Until the start of your next turn, all attacks
have a 50% of hitting you. Creatures with special senses
such as truesight, tremorsense or blindsight are immune
to this effect.

Page 29 of 521
4E Races and Classes
Barbarian
“Today is a good day to die – for you”
Creating A Barbarian

A savage warrior who fearlessly strides into battle Wrecking Barbarian


You leap into combat, relishing in dropping foes and
CLASS TRAITS hewing away at opponents or their weapons and armor.
Role: Striker.
Power Source: Primal Guerilla Barbarian
Key Abilities: Strength, Constitution, Wisdom You use the terrain to your advantage, making it hinder
foes and hide your approach. You strike, and dart away,
Armor Proficiencies: Cloth, leather, hide; light shield denying your opponent a chance to strike back
Weapon Proficiencies: Simple melee, military melee,
simple ranged Barbarian Class Features
Bonus to Defense: +2 Fortitude
Bloodlust
Hit Points at 1st Level: 17 + Constitution score
Once per turn as a minor action, you can designate a foe
Hit Points per Level Gained: 7
as the target of your bloodlust.
Healing Surges per Day: 5 + Constitution Modifier
Once per round, you deal extra damage to your
target. The extra damage is based on your level. If you
Trained Skills: Endurance. From the class skills list
can make multiple attacks in a round, you decide which
below, choose three trained skills at 1st level.
attack to apply the extra damage to after all the attacks
Class Skills: Athletics (Str), Intimidate (Cha), Nature
are rolled.
(Wis), Perception (Wis), Stealth (Dex)
Bloodlust remains active until the end of the
encounter, until the target is defeated, or until you
Build Options: Wrecking barbarian, guerilla barbarian
designate a different target as the subject of your
Class Features: Battle Frenzy, Bloodlust

Page 30 of 521
4E Races and Classes
bloodlust. Sidestep Strike Barbarian Attack 1
You can designate one enemy as the target of You wait for your enemy to swing, sidestep the blow and
your bloodlust at a time. counterattack
At-Will Primal, Weapon
Level Bloodlust Extra Damage Standard Action Melee Weapon
Target: One creature
1st-10th +1d6 Attack: Strength vs. Reflex
11th – 20th +2d6 Hit: 1[W] + Strength modifier damage. You can shift one
21st – 30th +3d6 square after the attack.
Increase damage to 2[W] + Strength modifier at 21st
Battle Frenzy Class Feature level.
You let the fight overtake you, becoming a whirlwind of
destruction Pummel Barbarian Attack 1
Daily Primal You strike your foe with your weapon and follow it up
Minor Action Personal with an elbow smash, knee strike or a blow with the butt
Effect: You gain a +2 power bonus to hit and damage. of your weapon
Your Will defense increases by +1, but you take a -1 At-Will Primal, Weapon
penalty to AC. This bonus lasts for the duration of Standard Action Melee Weapon
an encounter, or for 5 minutes. Target: One creature
Attack: Strength vs. AC
Level 1 At-Will Exploits Hit: 1[W] + Strength modifier damage. Make a
secondary attack
Secondary Target: Same creature
Power Strike Barbarian Attack 1
Secondary Attack: Strength vs. AC
With a shout, you bring your weapon about forcefully into
Secondary Hit: 2 + Strength Modifier damage
your foe.
At-will Primal, Weapon
Standard Action Melee Weapon Level 1 Encounter Exploits
Target: One creature
Attack: Strength vs. AC Counterstrike Barbarian Attack 1
Hit: 1[W] damage + Strength damage When your opponent leaves himself defenseless when
Effect: If you bloody a foe with this power, you gain a he buries his weapon into your skin, you strike.
+1 power bonus to hit until the end of your next turn. Daily Primal, Weapon
Increase damage to 2[W] at 21st level. Immediate Reaction Melee Weapon
Trigger: When you are hit by an opponent’s melee
Driving Blow Barbarian Attack 1 attack.
You repeatedly bring your weapon against the foe, Target: The opponent who hit you.
forcing him back Attack: Strength vs. AC
At-Will Primal, Weapon Hit: 1[W] + Strength modifier damage. If you are
Standard Action Melee Weapon bloodied, increase damage to 2[W] + Strength
Target: One creature modifier damage.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You can push an Beast Strike Barbarian Attack 1
enemy back one square Like an enraged beast, you descend on your opponent
Increase damage to 2[W] + Strength modifier at 21st slashing and striking
level. Encounter Primal, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: 2 + Strength modifier damage.
Effect: You may shift one space after the attack.

Page 31 of 521
4E Races and Classes
Leaping Assault Barbarian Attack 1 Whirlwind of Destruction Barbarian Attack 1
You charge, leaping into the air and bring your weapon You rain down damage on all your foes
down on your opponent with a fearsome yell. Daily Primal, Weapon
Encounter Primal, Weapon Standard Action Close burst 1
Standard Action Melee Weapon Requirement: You must be using a two-handed melee
Trigger: You charge an enemy weapon.
Target: One Creature Target: All foes in burst
Attack: Strength + 2 vs. AC. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the opponent Hit: 1[W] + Strength modifier damage
is dazed until the end of your next turn. Miss: Strength modifier damage

Send Flying Barbarian Attack 1 Level 2 Utility Exploits


Your blow knocks your opponent into the air briefly, then
onto its back Beatdown Barbarian Utility 2
Encounter Primal, Weapon Seeing that your foe is battered, you prepare to finish
Standard Action Melee Weapon him off
Requirement: You must be using a two-handed melee Encounter Primal, Stance
weapon. Minor Action Ranged 10
Target: One Creature Target: One bloodied enemy
Attack: Strength vs. Fortitude Effect: You deal an extra +1d6 damage when you hit
Hit: 1[W] + Strength modifier and opponent is pushed 1 the targeted foe for the remainder of the encounter
square and knocked prone.
Grin and Bear it Barbarian Utility 2
Level 1 Daily Exploits You ignore the hit you just took and press on
Encounter Healing, Martial
Fearsome Blow Barbarian Attack 1 Immediate Reaction Personal
You hammer an opponent with your weapon, weakening Requirement: You must be bloodied
him. Trigger: You are hit by an attack
Daily Primal, Weapon Effect: You can spend a healing surge to regain hit
Standard Action Melee weapon points.
Target: One creature
Attack: Strength vs. Will Shrug it Off Barbarian Utility 2
Hit: 1[W] + Strength modifier and opponent is weakened
You convince yourself to ignore a dehabilitating effect.
(save ends).
Encounter Primal
Miss: Half damage and opponent is weakened until the
Minor Action Personal
end of your next turn.
Target: You
Effect: You make an immediate saving throw with a
Hunter's Strike Barbarian Attack 1 power bonus equal to your Constitution modifier.
You strike a foe, reducing his ability to escape you
Daily Primal, Weapon Surge Forward Barbarian Utility 2
Standard Action Melee or Ranged Weapon
You urge yourself into combat.
Target: One creature
Encounter Primal
Attack: Strength vs. AC
Minor Action Personal
Hit: 2[W] + Strength modifier and opponent is slowed
Effect: You shift up to 2 squares towards an opponent.
(save ends)
Miss: Opponent is slowed until the end of your next turn.

Page 32 of 521
4E Races and Classes
Level 3 Encounter Powers Tackling Strike Barbarian Attack 5
You barrel into your opponent, weapon first, driving him
Cave Bear Strike Barbarian Attack 3 back.
You rise up to your full height and smash into your foe. Daily Primal, Weapon
Encounter Primal, Weapon Standard Action Melee Weapon
Standard Action Melee Weapon Target: One creature
Requirement: You must be using a two-handed melee Attack: Strength vs. Fortitude
weapon Hit: 2[W] + Strength modifier damage, and the opponent
Target: One creature is pushed a number of squares equal to your
Attack: Strength vs. AC. Constitution modifier
Hit: 1[W] + Strength modifier damage and push the Miss: Half damage, and the opponent is pushed 1
target 1 square. If you bloody the opponent, he is square
also immobilized until the start of your next turn.
Level 6 Utility Exploits
Crushing Strike Barbarian Attack 3
A blow to the ribcage ought to take the wind out of your Enemy at the Gates Barbarian Utility 6
opponent’s sails. You rush your surprised foes before they can act
Encounter Primal, Weapon Encounter Primal
Standard Action Melee Weapon Free Action Personal
Target: One creature Effect: If you get to act in a surprise round, you can
Attack: Strength vs. AC. move up to your speed towards an enemy that has
Hit: 1[W] + Strength modifier damage and the target not yet acted.
suffers a –1 penalty to AC and Fortitude until the
end of your next turn. If you bloody the opponent, Incite the Fury Barbarian Utility 6
he is also dazed until your next turn.
You rouse a seething fury in your allies against your
hated foes
Slashing Fury Barbarian Attack 3 Daily Primal
You bring your weapon about in a wide arc, aiming for Minor Action Close Burst 1
your victim’s throat Effect: Allies gain a +1 power bonus to hit and damage
Encounter Primal, Weapon when making melee attacks. The benefit lasts until
Standard Action Melee Weapon the end of the encounter or for 5 minutes.
Requirement: You must be using a two-handed melee
weapon Shieldbiter Barbarian Utility 6
Target: One creature
You gnaw on the edge of your shield as you anticipate
Attack: Strength vs. AC.
battle.
Hit: 2[W] + Strength modifier damage. If you bloody the
Encounter Primal
opponent, he takes ongoing 5 damage (save ends).
Minor Action Personal
Effect: You can spend a healing surge to regain hit
Level 5 Daily Exploits points and gain a +1 power bonus to attack and
damage until the start of your next turn.
Driving Attack Barbarian Attack 5
You repeatedly strike your opponent, keeping him on the Falcon’s Swipe Barbarian Utility 6
defensive You sweep in, attack, and leave your enemy unable to
Daily Primal, Weapon counterattack.
Standard Action Melee Weapon Daily Primal, Stance
Requirement: You must be using a two-handed melee Minor Action Personal
weapon. Effect: You can make a single basic attack at any point
Target: One creature during your movement as a standard action, and
Attack: Strength vs. AC then finish your movement. You gain a +4 AC
Hit: 2[W] + Strength modifier and your opponent suffers bonus against opportunity attacks after you make
a –2 penalty to attack rolls as long as you are the attack until the start of your next turn.
adjacent to the opponent.
Miss: Half damage, and the opponent takes a –1
penalty to attack rolls as long as you are adjacent to
it.

Page 33 of 521
4E Races and Classes
Level 7 Encounter Exploits Death Stroke Barbarian Attack 9
Before you go, they’ll go first.
Cave Bear’s Embrace Barbarian Attack 7 Daily Primal, Weapon
You wrap your weapon around your opponent, pinning Immediate Reaction Melee 1
them as you squeeze the life from them. Trigger: You are bloodied by an attack or reduced to 0
Encounter Primal, Weapon or fewer hit points.
Standard Action Melee Weapon Target: The creature that just attacked you
Requirement: You must be using a two-handed melee Attack: Strength + 2 vs. AC
weapon Hit: 3[W] + Strength modifier
Target: Strength vs. Reflex. Miss: Half damage.
Attack: 1[W] + Strength modifier and the target is
grabbed (until escape). Devastating Tornado Barbarian Attack 9
Sustain Minor: You sustain the grab and deal Strength You swing your weapon in a grand arc, downing all
modifier damage to the target. those near you
Daily Primal, Weapon
Crimson Wolverine Strike Barbarian Attack 7 Standard Action Close Burst 1
With a mad gleam in your eye, you unleash a deadly Requirement: You must be using a two-handed melee
stream of slashes at your foe. weapon.
Encounter Primal, Weapon Target: All creatures in burst
Standard Action Melee Weapon Attack: Strength vs. AC
Requirement: You must be using a two-handed melee Hit: 2[W] + Strength modifier damage.
weapon. Miss: Half damage.
Target: One creature
Attack: Strength vs. AC Lion’s Roar Barbarian Attack 9
Hit: 2[W] + Strength modifier damage. You let out a ferocious war cry, driving your enemies
back in fear.
Shock Trooper Barbarian Attack 7 Daily Primal
You drive into an enemy’s formation, disrupting it and Minor Action Close Burst 5
scattering the troops. Target: All creatures in burst
Encounter Primal, Weapon Attack: Constitution vs. Will
Standard Action Close burst 1 Hit: 1d10 + Constitution modifier damage and target is
Effect: Take a move action before making the attack. weakened and dazed (save ends both).
Target: All creatures in burst Miss: Target is weakened until the end of your next
Attack: Strength + 2 vs. Fortitude turn.
Hit: 1[W] + Strength modifier to each opponent in burst
and shift each target a number of squares equal to Level 10 Utility Exploits
your Wisdom modifier.
Dire Boar’s Tenacity Barbarian Utility 10
Level 9 Daily Exploits Attacks seem to simply roll off you without slowing you.
Daily Primal, Stance
Cut from Stem to Stern Barbarian Attack 9 Minor Action Personal
With an overhand chop, you split your foe down the Effect: You gain damage resistance 5 for the duration
middle. of the encounter.
Daily Primal, Weapon
Standard Action Melee Weapon Leap to Battle Barbarian Utility 10
Requirement: You must be using a two-handed melee You unleash a fierce battle cry as you leap boldly into
weapon. the fray.
Target: One creature Encounter Primal
Attack: Strength vs. AC Minor Action Personal
Hit: 2[W] + Strength modifier and the opponent is Effect: You can move 3 squares, as long as you can
stunned until the end of your next turn. end your move adjacent to an enemy.
Miss: Half damage and the opponent is dazed until the
start of your next turn.
Weapon: If you are using an axe or a heavy blade, you
gain a power bonus to damage equal to your
Constitution modifier.

Page 34 of 521
4E Races and Classes
The Mystery of Woad Barbarian Utility 10 Upside the Head Barbarian Attack 13
The blue paint that covers your bare skin glows briefly, A quick blow scatters your opponent’s wits, letting you
granting you mystical protection. set up a deadly strike.
Daily Primal, Stance Encounter Primal, Weapon
Minor Action Personal Standard Action Melee Weapon
Effect: You gain a +2 power bonus to your AC and Requirement: You must be using a two-handed melee
Fortitude defense. weapon.
Target: One creature
Relentless Pursuit Barbarian Utility 10 Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier and the target is stunned
As you pull your weapon from your eviscerated foe, you
until the end of your next turn.
rush towards your next opponent.
Daily Primal
Free Action Personal Level 15 Daily Exploits
Effect: If you drop an opponent to 0 hit points with a
melee attack, you may take a move action as long Throat Tearer Barbarian Attack 15
as you move towards another enemy you can see. You strike, trying to slice open your opponent’s throat.
Daily Primal, Weapon
Level 13 Encounter Exploits Standard Action Melee Weapon
Target: One creature
Nerve-Shattering Strike Barbarian Attack 13 Attack: Strength vs. AC
Hit: 2[W] + Strength modifier, and 2 + Strength modifier
Your blow shatters your opponent’s will to fight.
ongoing damage (save ends). If the opponent is
Encounter Primal, Weapon
bloodied, he takes 5 + Strength modifier ongoing
Standard Action Melee Weapon
damage (save ends).
Target: One creature
Miss: Half damage, and no ongoing damage.
Attack: Strength vs. Will
Weapon: If you are using an axe or a heavy blade, you
Hit: 2[W] + Strength modifier and the opponent is
gain a power bonus to damage equal to your
weakened (save ends).
Constitution modifier.

Shatter Armor Barbarian Attack 13


You rain heavy blows down on your opponent’s armor,
Reeling Blow Barbarian Attack 15
You slip past your opponent’s defenses and strike at his
tearing gaping holes in his protection as well as his flesh.
vulnerable areas.
Encounter Primal, Weapon
Daily Primal, Weapon
Standard Action Melee Weapon
Standard Action Melee Weapon
Target: One creature
Target: One creature
Attack: Strength vs. AC
Attack: Strength vs. Fortitude
Hit: 1[W} + Strength modifier and the opponent’s armor
Hit: 2[W] and the target is stunned until the end of your
is sundered (See sundered condition in Combat
next turn. If the opponent is bloodied, the target is
section at end of this document).
stunned until the end of your next turn and
immobilized (save ends).
Throw and Retrieve Barbarian Attack 13 Miss: Half damage and the target is not stunned or
You bring your weapon over your head and hurl with immobilized.
both hands, then move to retrieve it from the foe’s body.
Encounter Primal, Weapon Level 16 Utility Exploits
Standard Action Ranged 5
Requirement: You must be using a two-handed melee
weapon. Blood Ape Gait Barbarian Utility 16
Target: One creature Like a lumbering ape, you lurch about with great speed.
Attack: Strength vs. AC Daily Primal, Stance
Hit: 1[W] + Strength modifier damage and your weapon Minor Action Personal
is now in a square adjacent to your opponent. Effect: Your speed increases by 2 and you gain a +1
Effect: After making the attack you move up to 5 power bonus to AC.
squares to end adjacent to the target you attacked.
You may retrieve your weapon as a minor action.

Page 35 of 521
4E Races and Classes
Hunter’s Step Barbarian Utility 16 Level 19 Daily Exploits
You dog your enemy’s footsteps, refusing to yield.
Encounter Primal Clear the Forest Barbarian Attack 19
Immediate Reaction Personal You enemies surround you like a deadly forest, so you
Trigger: An adjacent enemy moves away from you. strike at your opponent’s legs, felling them like saplings.
Effect: Shift into the square that the enemy vacated. Daily Primal, Weapon
You have combat advantage against that enemy Standard Action Close Burst 1
until the end of your next turn. Requirement: You must be wielding a two-handed
melee weapon
Indomitable Will Barbarian Utility 16 Target: Each enemy in burst you can see
Nothing can dissuade you from dispatching your foes. Attack: Strength vs. AC
Daily Primal Hit: 3[W] + Strength modifier and target is knocked
Free Acton Personal prone. If the target is bloodied they are also dazed
Effect: Immediately end any one dehabilitating effect on until the end of your next turn.
you that has a save to end. Miss: Half damage and the opponent is not knocked
prone or dazed.
Weapon: If you are using an axe or a heavy blade, you
Thunderfury Boar Hide Barbarian Utility 16 gain a power bonus to damage equal to your
You take the shock of the blow, and it does nothing to Constitution modifier.
you.
Daily Primal
Immediate Reaction Personal Impaling Strike Barbarian Attack 19
Trigger: An enemy hits you with an attack. With a mighty sweep of your weapon, you pin your foe
Effect: You gain resist 10 + Constitution modifier against a solid barrier, held in place with your weapon.
against the attack. Daily Primal, Weapon, Reliable
Standard Action Melee Weapon
Requirement: You must be wielding a two-handed
Level 17 Encounter Exploits melee weapon
Target: One creature
Death Titan’s Evisceration Barbarian Attack 17 Attack: Strength vs. Reflex
You tower over your opponent and rain death on your Hit: 2[W] + Strength modifier and push the opponent a
foe. number of squares equal to your Constitution
Encounter Primal, Weapon modifier. If the opponent is bloodied, he takes an
Standard Action Melee Weapon extra 1d6 damage. After each space you push the
Requirement: You must be using a two-handed melee foe, you shift into the opponent’s square. If the
weapon. opponent collides with an obstacle, you may discard
Target: One creature your weapon to immobilize the opponent (save
Hit: 2[W] + Strength modifier. If the target is bloodied, ends).
the target takes an extra 1d6 damage and is Weapon: If you are using a Spear or Heavy blade, you
weakened until the end of your next turn. gain a +2 bonus to hit with the attack.
Weapon: If you are using an axe or a heavy blade, you
gain a power bonus to damage equal to your
Constitution modifier.
Savage Wolf Strike Barbarian Attack 19
Like a rabid wolf, you tear and scratch at your opponent.
Daily Primal, Weapon
Weapon Sunder Barbarian Attack 17 Standard Action Melee Weapon
Your blow rains down on the opponent’s weapon, Targets: One, two or three creatures
rendering it useless Hit: 1[W] + Strength modifier damage each. A target hit
Encounter Primal, Weapon once is dazed until the end of your next turn. A
Standard Action Melee Weapon target hit twice is stunned until the end of your next
Target: One creature turn. A target hit three times is weakened and
Attack: Strength vs. Fortitude stunned until the end of your next turn. If the
Hit: 2[W] + Strength modifier damage, and the target’s opponent is bloodied, add an extra 1d6 damage to
weapon is sunder until it is repaired (See sundered each attack.
condition in Combat section later in this document). Miss: Half damage per attack, and the target is not
dazed, stunned or weakened. The target does not
take additional damage if it is bloodied.

Page 36 of 521
4E Races and Classes
Level 22 Utility Exploits Warding Strike Barbarian Attack 23
You parry the opponent’s attack with your own weapon,
Dig In Barbarian Utility 22 then bring you weapon about to skewer him.
You plant your feet and you’re going nowhere. Encounter Primal, Weapon
Daily Primal, Stance Immediate Interrupt Melee Weapon
Minor Action Personal Requirement: You must be wielding a two-handed
Effect: You can make an immediate save to avoid melee weapon
being pushed, pulled or shifted. Even if you fail the Target: The attacking creature
save, you can’t be moved more than 1 square. Hit: 2[W] + Strength modifier damage. If the opponent
is bloodied, you deal 3[W] + Strength modifier
instead.
Growing Fervor Barbarian Utility 22 Effect: Until the end of your next turn, the target’s
You thrive on the mayhem you create. attack rolls take a penalty equal to your Wisdom
Encounter Primal modifier.
Minor Action Personal
Effect: You gain a number of temporary hit points equal
to ½ the damage you inflict to a foe on your next Level 25 Daily Exploits
successful hit.
Predator’s Wounding Barbarian Attack 25
Scorn Death Barbarian Utility 22 You wound your opponent, letting him weaken and bleed
out.
With a defiant roar, you send the Raven Queen away.
Daily Primal, Weapon
You’ll let her take your enemies, but she won’t get you
Standard Action Melee weapon
today.
Requirement: You must be using a two-handed melee
Daily Healing, Primal
weapon
Free Action Personal
Target: One creature
Trigger: You are reduced to 0 or fewer hit points
Attack: Strength vs. Fortitude
Effect: You can use a healing surge, even if you are
Hit: 3[W] + Strength modifier damage and the target is
unconscious or dying. You can also stand from
slowed and takes ongoing 10 damage (save ends
prone after healing.
both).
Special: You cannot use this ability if you have no
Miss: Half damage and the target takes ongoing 10
healing surges.
ongoing damage (save ends).

Terror of the Battlefield Barbarian Utility 22


They’re right to fear you; you’re going to kill them all.
Primordial Wrath Barbarian Attack 25
You unleash the fury within you, striking at every foe you
Daily Primal, Reliable
can reach as you rage across the battlefield.
Minor Action Personal
Daily Primal, Weapon
Effect: Spend a healing surge to deal 4d10 + Strength
Standard Action Close Blast 6
Modifier on your next successful attack against the
Requirement: You must be wielding a two-handed
target of your Bloodlust ability, instead of your normal
melee weapon.
Bloodlust damage. You do not regain any hit points.
Target: Every creature in blast
Attack: Strength vs. AC
Level 23 Encounter Exploits Hit: 3[W] + Strength modifier. If an opponent is
bloodied, they take 4[W] + Strength modifier instead.
Primordial Blow Barbarian Attack 23 Miss: Half damage.
Like a vengeful god, you bring your weapon down on Effect: After making the attacks, you may shift to any
your foe – for the last time. space in the blast.
Encounter Primal, Weapon, Acid, Cold, Fire,
Lightning, or Thunder Provoked Attack Barbarian Attack 25
Standard Action Melee Weapon How dare he strike you? He’ll pay for that!
Requirement: You must be wielding a two-handed Daily Primal, Stance
melee weapon Minor Action Personal
Target: One creature Effect: You can make a basic attack against an enemy
Hit: 3[W] + Strength modifier acid, cold, fire, lightning or you choose as an immediate reaction if it attacks
thunder damage. If the opponent is bloodied, you you. You gain a +2 bonus to hit the opponent if it is
deal 4[W] + Strength modifier acid, cold, fire, bloodied.
lightning or thunder damage instead.

Page 37 of 521
4E Races and Classes
Level 27 Encounter Exploits Level 29 Daily Exploits

Executing Strike Barbarian Attack 27 I Have Become Death Barbarian Attack 29


Seeing a wounded enemy, you decide to take advantage With grim determination, you plan the death of your
and finish him off. opponent.
Encounter Primal, Weapon Daily Primal, Weapon
Immediate Reaction Melee Weapon Standard Action Melee Weapon
Requirement: You must be using a two-handed melee Requirement: You must be wielding a two-handed
weapon melee weapon
Trigger: One creature you can see has just taken Target: One creature
damage. Attack: Strength vs. AC
Effect: You can shift up to 3 spaces towards the Hit: 4[W] + Strength modifier. If you bloody the
creature. opponent, you render it unconscious. If an
Target: The creature that took damage unconscious target takes any damage, it is no longer
Attack: Strength vs. AC unconscious.
Hit: 3[W] + Strength modifier damage, or 4[W] + Miss: Half damage, and you daze the foe until the end
Strength modifier damage if the target is bloodied. of your next turn if it is bloodied.

Lumbering Blow Barbarian Attack 27


Like an unstoppable juggernaut, you launch yourself Lamentations of the Fallen Barbarian Attack 29
towards an enemy, weapon raised to strike. You leave a trail of broken and bleeding corpses in your
Encounter Primal, Weapon wake.
Standard Action Melee Weapon Daily Primal, Weapon
Target: One creature Standard Action Melee Weapon
Effect: You can move your speed + 2 spaces before Target: One creature
making the attack. Attack: Strength vs. Fortitude
Attack: Strength + 2 vs. AC Hit: 2[W] + Strength damage and you knock the target
Hit: 4[W] + Strength modifier damage. prone. You can move up to ½ your speed and make
a second attack against another or the same target.
Plowing Strike Barbarian Attack 27 You can continue attacking and moving until you
miss an opponent or until you have made a total of
You plow through the enemy lines, trampling foes
10 attacks and moves.
underfoot as you race to reach your real enemy.
Miss: Half damage and your attack and movement end.
Encounter Primal, Weapon
Standard Action Melee Weapon
Effect: You can shift up to 6 squares and must end up
adjacent to an enemy
Target: Every creature in path of movement
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier and shift the target 1
square out of your path of movement. At the end of
your movement make a secondary attack against
the foe you end adjacent to.
Miss: Shift target 1 square out of your path of
movement. At the end of your movement make a
secondary attack against the foe you end adjacent
to.
Secondary Attack: Strength vs. AC
Hit: 3[W] + Strength modifier.

Page 38 of 521
4E Races and Classes
Group Hug Barbarian Attack 20
Paragon Paths You scoop up your opponents, crushing them in your
grip.
Daily Primal, Weapon
Standard Action Close burst 1
Requirement: You must be Large size or larger.
Bear Warrior Target: All creatures of medium size or smaller in burst
“He is neither man nor beast, but both and neither at the Attack: Strength vs. Reflex
same time” Hit: 3[W] + Strength modifier and target is grabbed (until
escape).
Prerequisite: Barbarian class Special: As a standard action, you can make a basic
melee attack against all grabbed opponents.
You are a warrior who draws on the primal power of one
of the most powerful animals – the bear. Infused with its
strength and cunning you sally forth to rend your foes
with savage blows.

Bear Warrior Features


Bear Warrior’s Action (11th level): When you spend
an action point, you can take a move action in addition to
a standard action.

Bear Warrior’s Grab (11th level): When you make a


successful attack, if the opponent is one size larger than
you or smaller, you may choose to also grab the
opponent (until escape).

Bear Hug (16th level): When you grab an opponent you


can deal 1d6 damage with a minor action.

Bear Claws Barbarian Attack 11


You strike an enemy over and over, flaying the flesh
from their bones.
Encounter Primal, Weapon
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength vs. AC; make 2 attacks
Hit: 1[W] + Strength modifier each. If you hit a target
with two attacks, you deal an extra 1[W] damage. If
the opponent is already bloodied, you deal an extra
1[W] damage.

Grizzly Stature Barbarian Utility 12


Your bulk swells, and you tower over your opponent.
Daily Polymorph, Primal, Weapon
Minor Action Personal
Effect: You become Large size. As a Large sized
creature, you take up a 2x2 space and gain Reach
2. You also increase your weapon damage by one
size and gain a +2 power damage bonus to attacks.
This effect lasts for the entire encounter or you can
dismiss the power as a minor action.

Page 39 of 521
4E Races and Classes
Berserker Berserker Exploits
“Yeeeaaaargh!”
Ancestral Onslaught Berserker Attack 11
Prerequisite: Barbarian class Shouting the name of your forefathers and ending the
litany of your genealogy with your own name, you let
You are a warrior who looses himself in the frenzy of your enemy know exactly who sent them the afterlife as
combat. You thrive on the pain you inflict and are coldly you cut them down.
blind to the wounds you take as you cleave your Encounter Primal, Weapon
opponent sloppily in two. There are few who can Standard Action Melee Weapon
withstand the pummeling you can deliver, and those who Target: One creature
can, you intend to go down with your axe buried in their Attack: Strength vs. AC
chest as far as you can plant it. Hit: 3[W] + Strength modifier damage. If you bloody the
opponent, he is weakened (save ends).

Leap to the Attack Berserker Utility 12


Heedless of your companion’s shouts, you leap into the
fray.
Daily Primal, Weapon
No Action Personal
Effect: Make a Strength check with a +5 bonus and use
that as your initiative check result. If you get the first
turn in the encounter, you can shift up to your speed as
a free action before taking any other actions.

A Fine Red Mist Berserker Attack 20


This is going to be messy…
Daily Primal, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. If the opponent
is bloodied, you deal 4[W] + Strength modifier
damage instead. In either case, the target is dazed
until the end of your next turn.
Miss: Half damage and the target is not dazed.

Berserker Path Features


Berserker’s Action (11th level): When you spend an
action point, you can choose to recover your battle
frenzy class ability instead of taking an action.
Berserk Fury (16th level): When you spend an action
point to make an attack, the attack gains Close Burst 1.

Page 40 of 521
4E Races and Classes
Trophy Hunter Spirit of the Defeated Trophy Hunter Attack 20
“An’ this tooth is from the black dragon Rhyst. Ripped it You force the spirit of your defeated foe to fight on your
outta his skull just ‘afore I snapped his neck.” behalf.
Daily Conjuration, Divine, Trophy
Prerequisite: Barbarian class Standard Action Ranged 10
Target: One creature adjacent to ghostly spirit
Glory doesn’t just come from facing and Attack: Strength vs. AC
defeating a foe, but proving to everyone else you’ve Hit: 3d10 + Strength modifier damage
defeated them as well. If you’re strong enough, you can Effect: You conjure a ghostly spirit that resembles the
even draw on your enemy’s former strength to enhance creature from which your trophy is made. It
your own abilities. You tend to decorate yourself in occupies one square within range, and the spirit
grisly trophies taken from former foes that have crossed attacks an adjacent creature. Once per round as a
your path before – armor made from the hide of a minor action, you can make the spirit attack an
dragon you’ve slain, a necklace of teeth made from adjacent creature. Every round, you can move the
those who’ve crossed you and a belt weighed down with spirit 5 squares as a move action. It lasts until the
the severed heads or skulls of those foolish enough to end of the encounter.
get in your way. Even your axe is made from the
shoulder blade of a giant you’ve felled.
th
Trophy (11 level): A trophy is a bit of memorabilia
rendered from a former opponent’s body (such as a
skull, teeth, fingers, ears, etc.). While you possess a
trophy, you gain a +1 bonus to attacks vs. AC and a +1
bonus to your own Fortitude, Reflex and Will defenses.

Familiar Kill (16th level): When facing an opponent of a


race you’ve faced and defeated previously, you get a
damage bonus equal to your Wisdom modifier to attacks
you make against the foe (minimum +1).

Fate of My Enemies Trophy Hunter Attack 11


You hurl the severed head of a former foe into the
enemy’s midst, causing fear and panic.
Encounter Primal, Trophy
Standard Action Area burst 1 within 10 squares
Target: Each creature in area
Attack: Strength vs. Will
Hit: 3d8 + Strength modifier psychic damage and the
targets are weakened until the start of your next
turn.
Special: If the trophy is rendered from the same
creature type as the target, on a hit the target is
weakened (save ends).

Strength of the Enemy Trophy Hunter Utility 12


You fondle the necklace of teeth, drawing on the
strength stored within your captured trophy to augment
yourself.
Daily Primal, Trophy
Minor Action Personal
Effect: You gain a +4 power bonus to attack and
damage until the start of your next turn.

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Mountain Man Mountain Man Maneuvers

“Go home boy, before I’m forced to teach you a lesson” Wrong Move Mountain Man Attack 11
Your wait for your enemy to make a move, and you
Prerequisite: Barbarian class, trained in Nature skill. catch him with a thunderous strike.
Encounter Primal, Weapon
Steeped in the knowledge of the wilderness, you use the Immediate Interrupt Melee Weapon
very terrain against an opponent to strike them down. Trigger: An adjacent enemy shifts or moves
They never see you coming, and they never find the Target: The enemy
bodies. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is
immobilized until the end of your next turn.

I Work Alone Mountain Man Utility 12


You’re most dangerous when you have to do it yourself.
Daily Primal
Minor Action Personal
Trigger: No other allies are within 5 squares of the
opponent you are adjacent to.
Effect: You deal +1d6 damage to the opponent with
your attacks until the end of your turn.

Mountain Claims Another Mountain Man Attack 20


They’ll never find the body…
Daily Primal, Weapon
Standard Action Melee Weapon
Requirement: You must be using a two-handed
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and you grab the
opponent.
Miss: Half damage and no grab.
Sustain Minor: You maintain the grab and deal 1[W]
damage.

Mountain Man Path Features


Mountain Man’s Action (11th level): When you spend
an action point to take an extra action, you also gain a
move action.
Amid the Forest (11th level): You gain a +3 class
bonus to Stealth or Nature.
Unseen Strike (16th level): When you make an attack
while hidden, you deal extra damage equal to your
Strength modifier.

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4E Races and Classes
Bull’s Strength Cleric Utility 6
Cleric The ghostly outline of a bull overlays the touched
individual, before vanishing with a powerful snort.
Daily Divine
Level 2 Move Action Melee touch
Effect: The target gains a +2 power bonus to damage
Detect Evil Cleric Utility 2 rolls and Athletics skill checks for 5 minutes.
As you observe an individual, you can sense whether
they are black-hearted villains or not Cat’s Grace Cleric Utility 6
Daily Divine The prowling shape of a black cat descends to cover the
Minor Action Close burst 5 target before fading to a slight yellow glimmer in the
Target: One creature you can see in burst target’s eyes.
Effect: You can make an Insight skill check with a +5 Daily Arcane
power bonus to determine if the target is Chaotic Evil or Move Action Melee touch
Evil. Effect: The target gains a +2 power bonus to AC and to
Sustain Minor: The power persists. You can maintain Acrobatic skill checks for 5 minutes.
the power up to 5 minutes.

Eagle’s Splendor Cleric Utility 6


Detect Good Cleric Utility 2 The screeching phantasmal image appears over the
As you observe an individual, you can sense whether target before diving to become one with the target.
they are good-hearted or not. Daily Divine
Daily Divine Minor Action Melee touch
Minor Action Close burst 5 Effect: The target gains a +2 power bonus to Will
Target: One creature you can see in burst defense and the Diplomacy skill for up to 5 minutes.
Effect: You can make an Insight skill check with a +5
power bonus to determine if the target is Lawful Good or
Good. Fox’s Cunning Cleric Utility 6
Sustain Minor: The power persists. You can maintain The ghostly image of a fox spirals around the target
the power up to 5 minutes. before slipping nimbly out of sight amid the target’s
clothes.
Daily Divine
Level 5 Minor Action Melee touch
Effect: The target gains a +2 power bonus to Reflex
Hold Person Cleric Attack 5 defense and Stealth skill checks.
You present your holy symbol and speak an abjuration
against your enemy. In a flash, he is immobilized.
Daily Charm, Divine, Implement Greater Magic Weapon Divine Utility 6
Standard Action Ranged 15 The weapon you touch glows with magical power.
Target: One creature Daily Divine
Attack: Wisdom vs. Will Move Action Melee touch
Hit: The target is stunned (save ends). Effect: The weapon you touch gains a +2 power bonus
Miss: The target is immobilized until the end of your to hit and damage and deals an extra 2d6 damage
next turn. on a critical hit. This power lasts for 5 minutes.

Level 6 Level 9

Bear’s Endurance Cleric Utility 6 Dimensional Anchor Cleric Attack 9


For a moment, the spiritual shape of a bear outlines your You prevent a creature from escaping via magical or
own form or that of an ally, before disappearing with a supernatural means.
deep growl. Daily Divine, Implement
Daily Divine Move Action Ranged 15
Move Action Melee touch Target: One Creature
Effect: The target gains a +2 power bonus to Fortitude Attack: Wisdom vs. Will
defense and Endurance skill checks for up to 5 minutes. Hit: The target cannot travel extradimensionally, loses
its insubstantial resistance and cannot teleport (save
ends).

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4E Races and Classes
Level 16

Disrupting Weapon Cleric Utility 16


A quick prayer to your deity wraps your weapon in a holy
aura against the undead.
Daily Divine
Move Action Melee touch
Target: One weapon
Effect: The target weapon deals Radiant damage and
becomes a High Crit weapon against undead. On a
critical, it deals +4d6 Radiant damage. This power
lasts for 5 minutes.

Level 19

Slay Living Cleric Attack 19


You point at the target and pronounce his death. The
target complies.
Daily Divine, Necrotic
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 8d6 + Wisdom modifier and the target takes
ongoing 15 damage (save ends). If the save is
successful, the target takes ongoing 10 damage
(save ends).
Miss: 4d6 + Wisdom modifier damage and the target is
immobilized (save ends).

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Hit Points at 1st Level: 10 + Constitution score
Conjurer Hit Points per Level Gained: 4
“I am never alone, so long as I have my magic” Healing Surges per Day: 6 + Constitution modifier

CLASS TRAITS Trained Skills: Arcana. From the class skills list below,
Role: Controller. You summon creatures to confound choose three more trained skills at 1st level.
the enemy, and use magic spells to hinder the enemy. Class Skills: Arcana (Int), Diplomacy (Cha),
Power Source: Arcane. Dungeoneering (Wis), History (Int), Insight (Wis), Nature
Key Abilities: Intelligence, Dexterity, Charisma (Int), Religion (Int)

Armor Proficiencies: Cloth Build Options: Control conjurer, Buff Conjurer


Weapon Proficiencies: Dagger, quarterstaff Class Features: Arcane implement Mastery, cantrips,
Implements: Censers, orbs, staff Ritual Casting, spellbook, summons
Bonus to Defense: +2 Will
Conjurers are powerful spellcasters who draw
upon entities and powers from distance places or other
worlds and draw them forth to use as they please.
You studied under a learned master, who
revealed vistas and entities few others could even
conceive of. You might be a meek student fresh from
his master’ study or a cunning mastermind with plans to
make his fortune.
A bevy of minions surround you as magic
courses through your very veins. The world awaits with
baited breath for you to give the command to unleash
them upon your foes. Will you use your powers for the
weal of woe of those around you?

Creating a Conjurer
Summoner
The summoner relies on summoned monsters to
attack for him while using other conjurations to place
obstacles between himself and his foes.

Battle Conjurer
You create effects designed to destroy your foe
while defensively you use magic to position yourself in
an advantageous position or far from harm’s way.

Implements
Conjurers make use of censers, orbs and staffs
to help channel and direct their arcane powers. Every
conjurer has mastery of one type of implement (see
“Class Features”).
Without an implement, a conjurer can still use
his or her powers. A conjurer wielding a magic orb, staff,
or wand can add its enhancement bonus to the attack
rolls and the damage rolls of conjurer powers, as well as
conjurer paragon path powers, that have the implement
keyword.

Conjurer Class Features


You have the following class features

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4E Races and Classes
Arcane Implement Mastery At 5th level, and again at 11th, 15th, 21st, and
You specialize in the use of one kind of 25th level, you master two more rituals of your choice
implement to gain additional abilities when you wield it. and add them to your spellbook. Any ritual you add must
Choose one of the following forms of implement be your level or lower.
mastery. Daily and Utility Spells: Your spellbook also holds your
Censer of Summoning: Once per encounter as a free daily and utility spells. You begin knowing two daily
action, you can use the censer to gain one of the spells, one of which you can use on any given day. Each
following effects. time you gain a level that lets you select a daily spell or a
A minion within 10 squares that is struck and utility spell, choose two different daily spells or utility
dealt damage can make a save to negate the damage. spells of that level to add to your book.
A minion within 10 squares automatically After an extended rest, you can prepare a
recharges any rechargeable power. number of daily and utility spells according to what you
Alternately, you can give a minion within 10 can cast per day for your level. You can’t prepare the
squares a free standard action. It must be your turn to same spell twice.
give the minion the action. If you replace a spell because of gaining a level
You must wield the censer to use this ability. or through retraining, the previous spell vanishes from
Summoning conjurers choose this form of mastery your spellbook and is replaced by the new spell.
because it helps them make their minions more Capacity: A typical spellbook has 128 pages. Each spell
effective. takes up 1 page. A ritual takes up a number of pages
Orb of Imposition: Once per encounter as a free action, equal to its level.
you can use your orb to gain one of the following two
effects. Summons
You can designate one creature you have cast a A conjurer’s power is derived from summoning
wizard spell upon that has an effect that lasts until the material from other places or planes. Once an
subject succeeds on a saving throw. That creature takes encounter, a conjurer may attempt to summon an object,
a penalty to its saving throws against that effect equal to creature or item to his presence from far away.
your Wisdom modifier.
Alternatively, you can choose to extend the Summon Materia Conjurer Class Ability
duration of an effect created by a wizard at-will spell that You stretch out your hand, and summon an item or
would otherwise end at the end of your current turn. The object you desire.
effect instead ends at the end of your next turn. Encounter Arcane, Conjuration
You must wield an orb to use this ability. Control Minor Action Melee touch
wizards select this form of mastery because it helps Effect: You summon to your person up to 1 cubic foot
extend the duration of their control effects. of raw material (not worth more than 1 gp) or an
Staff of Defense: A staff of defense grants you a +1 unattended, non-magical item of up to medium size
bonus to AC. In addition, once per encounter as an that you are familiar with (i.e., that you know its
immediate interrupt, you gain a bonus to defense against location, and has no owner or is owned by you).
one attack equal to your Constitution modifier. You can The material or item must be within the range listed
declare the bonus after the Dungeon Master has already below or the power fails. The item/object appears in
told you the damage total. You must wield your staff to your hand or at your feet, as you desire.
benefit from these features. This form of mastery is
useful for all wizards, particularly if you dabble in both
control and damage-dealing spells. Level Distance
1st – 3rd 10 squares
4th – 6th 20 squares
Cantrips 7th-9th 500 feet
Cantrips are minor spells you gain at 1st level.
10th – 12th 1,000 feet
You can cast cantrips as at-will powers.
13th – 15th ½ mile
16th – 18th 1 mile
Ritual Casting 19th- 21st 2 miles
You gain the Ritual Caster feat as a bonus feat, 22nd – 24th 5 miles
allowing you to use magic rituals. 25th + 10 miles

Spellbook
You possess a spellbook, a book full of mystic
Summoned Monsters
lore in which you store your rituals and your daily and The conjurer has several abilities that lets him
utility spells. summon monsters to aid him in combat. The following
Rituals: Your book contains three 1st-level rituals of rules apply to all summoned monsters.
your choice that you have mastered. • The monster activates on the conjuer’s turn.
The monster’s turn starts when the conjurer’s
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4E Races and Classes
turn starts, so it takes any ongoing damage, Homunculus Blood Servant Level 1 Minion
regenerates and so forth at the same time as the Tiny shadow animate (construct, homunculus) XP –
conjurer. Likewise, the monster’s turn ends Initiative +2 Senses Perception +0; Low-light vision
when the conjurer’s turn ends, so it makes any HP 1; a missed attack never damages a minion
saving throws AC 14; Fortitude 13, Reflex 14, Will 13
• The Conjurer must spend a standard action to Immune disease, poison
control the conjured monsters. Multiple Speed 5, fly 3 (clumsy)
monsters summoned by the same spell can be M Defensive Claws (standard; at-will)
commanded with a single standard action. The +6 vs. AC; 1d3 damage.
summoned monster can make opportunity Alignment Unaligned Languages –
attacks. If a summoned minion is not given Skills Stealth +7
orders, it only performs a Full Defense action Str 5 (-3) Dex 15 (+2) Wis 13 (+1)
until its next turn. Con 13 (+1) Int 10 (-) Cha 13 (-)
• The minion does not deal fixed damage with a
successful attack. Instead, it deals Low
Damage for a creature of it’s level (see DMG Light Conjurer Cantrip
p185, Normal Damage Expressions table). With a wave of your hand, you cause a bright light to
• The monster can act in the turn it is summoned. appear on the tip of the object you choose.
As part of the summoning, the conjurer can At-Will Arcane
command it to attack a target of his choice. The Minor Action Ranged 5
monster’s appearance does not cause surprise. Target: One object or unoccupied square
• The monster cannot use Action Points or use a Effect: You cause the target to shed bright light. The
Second Wind. light fills the target’s square and all squares within 4
• If a monster’s target is reduced to 0 hit points squares of it. The light lasts for 5 minutes. Putting
out the light is a free action.
and it has not been commanded to attack
Special: You can have only one light cantrip active at a
another target, the summoned monster attempts
time. If you create a new light, your previously cast
to move to end adjacent to the conjurer, awaiting
more orders. light winks out.
• A summoned monster lasts until dropped to 0 hit
points, the encounter ends or 5 minutes pass. Mage Hand Conjurer Cantrip
You gesture toward an object nearby, and a spectral
Conjurer Powers floating hand lifts the object into the air and moves it
Your arcane powers are called spells. where you wish.
At Will Arcane, Conjuration
Minor Action Ranged 5
Class Features Effect: You conjure a spectral, floating hand in an
unoccupied square within range. The hand picks up,
Homunculus Conjurer Cantrip moves, or manipulates an adjacent object weighing
You squeeze a drop of blood from your finger and the 20 pounds or less and carries it up to 5 squares. If
lump of flesh awakens with a cough, ready to do as you you are holding the object when you use this power,
command. the hand can move the object into a pack, a pouch,
At-Will Arcane, Conjuration a sheath, or a similar container and simultaneously
Standard Action Ranged 20 move any one object carried or worn anywhere on
Effect: You create a tiny creature that follows your your body into your hand.
commands. As a standard action, you can command As a move action, you can move the hand up to 5
the creature to act or move. If the homunculus moves squares. As a free action, you can cause the hand to
more than 20 squares away from you, it dies. The drop an object it is holding, and as a minor action,
homunculus lasts for up to one day, or until it is slain or you can cause the hand to pick up or manipulate a
dismissed. different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

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4E Races and Classes
Prestidigitation Conjurer Cantrip Energy Orb Conjurer Attack 1
You perform an amusing magical trick, such as creating A ball of elemental energy appears between your hands.
a dancing wisp of light, freshening a wilting flower, With a firm push, you hurl it at your enemies
making a coin invisible, or warming a cold drink. At-Will Arcane, Implement, Acid, Cold, Electricity,
At-Will Arcane Fire or Thunder
Standard Action Ranged 2 Standard Action Burst 1 in 10 squares
Effect: Use this cantrip to accomplish one of the effects Target: Each creature in burst
given below. Attack: Intelligence vs. Reflex
Move up to 1 pound of material. Hit: 1d6 + Intelligence modifier energy damage. You
Create a harmless sensory effect, such as a choose the energy type (Acid, Cold, Lightning, Fire
shower of sparks, a puff of wind, faint music, or or Thunder) when this power is chosen.
a strong odor. Increase damage to 2d6 + Intelligence modifier at 21st
Color, clean, or soil items in 1 cubic foot for up to level.
1 hour.
Instantly light (or snuff out) a candle, a torch, or a Eye of Doom Conjurer Attack 1
small campfire.
You open your hands wide above your head and flaming
Chill, warm, or flavor up to 1 pound of nonliving
yellow eye sets its gaze upon your foe, who withers
material for up to 1 hour.
under its glare.
Make a small mark or symbol appear on a surface
At-Will Arcane, Necrotic, Implement
for up to 1 hour.
Standard Action Area burst 1 within 10 squares
Produce out of nothingness a small item or image
Target: Each creature in burst
that exists until the end of your next turn.
Attack: Intelligence vs. Fortitude
Make a small, handheld item invisible until the
Hit: 1d6 + Intelligence modifier fire damage.
end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st
Nothing you create with this cantrip can deal
level.
damage, serve as a weapon or a tool, or hinder
another creature’s actions. This cantrip cannot
duplicate the effect of any other power. Magic Missile Conjurer Attack 1
Special: You can have as many as three prestidigitation You launch a silvery bolt of force at an enemy.
effects active at one time. At-Will Arcane, Force, Implement
Standard Action Ranged 20
Level 1 At-Will Spells Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage
Abyssal Jaws Conjurer Attack 1 Increase damage to 4d4 + Intelligence modifier at 21st
A cloud of black smoke billows into existence, revealing level.
the jaws of a fearsome predator. Special: This power counts as a ranged basic attack.
At-Will Arcane, Implement When a power allows you to make a ranged basic
Standard Action Area 1 square in 10 squares attack, you can use this power.
Target: Each creature in square
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage.
Level 1 Encounter Spells
Increase damage to 2d6 + Intelligence modifier at 21st
level. Dharculas’s Bite Conjurer Attack 1
Effect: The power’s area is filled with gnashing teeth. You tear a rip in reality, and blind, white eel-like
Any creature that enters the area or starts it turn creatures race outward and snap at your prey
there takes damage equal to your Wisdom modifier Encounter Arcane, Implement, Necrotic
(minimum 1). The teeth remain in place until the end Standard Action Ranged 10
of your next turn. You can dispel it earlier as a Target: One creature
minor action. Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage, and
the target is weakened until the end of your next turn.

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4E Races and Classes
Fist of Stone Conjurer Attack 1 Level 1 Daily Spells
You cause a fist of stone to erupt from the ground,
knocking opponents and hindering their movement Acid Arrow Conjurer Attack 1
toward you. A shimmering arrow of green, glowing liquid streaks to
Encounter Arcane, Implement your target and bursts in a spray of sizzling acid.
Standard Action Burst 1 in 10 squares Daily Acid, Arcane, Implement
Target: One creature in burst Standard Action Ranged 20
Attack: Intelligence vs. Reflex Primary Target: One creature
Hit: 1d6 + Intelligence modifier damage, and the target Attack: Intelligence vs. Reflex
is shifted out of the burst and knocked prone. Hit: 2d8 + Intelligence modifier acid damage, and
Effect: The power’s area is treated as a solid obstacle 2 ongoing 5 acid damage (save ends). Make a
squares high until the end of your next turn. You can secondary attack.
end this effect as a minor action. Secondary Target: Each creature adjacent to the
primary target
Hellwasp Swarm Conjurer Attack 1 Secondary Attack: Intelligence vs. Reflex
At your command, a swarm of angry red-and-yellow Hit: 1d8 + Intelligence modifier acid damage, and
wasps descend from the sky and swarm your opponent. ongoing 5 acid damage (save ends).
Encounter Arcane, Conjuration, Implement, Miss: Half damage, and ongoing 2 acid damage to
Poison primary target (save ends), and no secondary
Standard Action Area burst 3 in 10 squares attack.
Target: each creature in burst
Attack: Intelligence vs. Reflex Flaming Sphere Conjurer Attack 1
Hit: 1d6 + Intelligence modifier poison damage, and You conjure a rolling ball of fire and control where it
the target is slowed. goes.
Effect: Anyone entering or ending their movement in Daily Arcane, Conjuration, Fire, Implement
the area takes poison damage equal to your Standard Action Ranged 10
Intelligence modifier. The area exists until the start Target: One creature adjacent to the flaming sphere
of your next turn. Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Interposing Blade Conjurer Attack 1 Effect: You conjure a Medium flaming sphere in an
You create a blade of coruscating force that interposes unoccupied square within range, and the sphere attacks
itself between you and your opponent. an adjacent creature. Any creature that starts its turn
Encounter Arcane, Conjuration, Force, Implement next to the flaming sphere takes 1d4 + intelligence
Standard Action Area 1 square in 10 squares modifier fire damage. As a move action, you can move
Effect: You create a blade of force in the target square. the sphere up to 6 squares.
As a standard action, you can move the sword up to Sustain Minor: You can sustain this power until the end
5 squares. The sword cannot move more than 10 of the encounter. As a standard action, you can make
squares away from you. The sword remains until another attack with the sphere.
the end of your turn.
Target: One creature adjacent to blade. Departing Strike Conjurer Attack 1
Attack: Intelligence vs. AC You blast your opponent and then transport yourself to
Hit: 1d8 + Intelligence modifier force damage. safety.
Sustain Move: The sword persists. Daily Arcane, Force, Implement, Teleportation
Standard Action Close blast 5
Powerful Strike Conjurer Attack 1 Target: One creature in blast
You direct your minion to attack, and it delivers a Attack: Intelligence vs. Fortitude
powerful blow to the opponent you name. Hit: 2d6 + Intelligence modifier force damage.
Encounter Arcane, Minion, Implement Effect: After the attack, you can teleport 5 squares.
Standard Action Melee 1
Effect: Your minion makes a melee attack against a Hail of Stone Conjurer Attack 1
target adjacent to it. You pull your hand downward, and the area you specify
Target: One creature is pounded with fist-sized stones.
Attack: Intelligence vs. AC Daily Arcane, Implement
Hit: 2d10 + Intelligence modifier damage Standard Action Area burst 3 in 10 squares
Target: All creatures in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage
Miss: Half damage
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4E Races and Classes
Rope Trick Conjurer Utility 2
Jumping Spider Conjurer Attack 1 You release the rope in your hands, which snakes
You lift your robes slightly, and a huge, hairy black skyward, then stops. You gently pull on the rope and a
spider leaps from beneath, surprising your foes. rift opens wide at the top of the rope, revealing a safe
Daily Arcane, Implement, Poison extradimensional pocket.
Standard Action Close 1 in 10 squares Daily Arcane, Conjuration, Zone
Target: One creature Standard Action Area 1 square in 10 squares
Attack: Intelligence vs. AC Effect: You create an extradimensional space in the
Hit: 2d8 + Intelligence modifier poison damage and square that is accessed by climbing the rope (up 5
ongoing 5 poison damage (save ends). feet). The extradimensional space takes up no
Miss: Half damage and ongoing 2 poison damage space itself, but opens into a 3 x 3 square area that
(save ends). is 10 feet tall. The rope can be pulled up to “close”
the entrance and let down to “open” the entrance.
Summon Swarm Conjurer Attack 1 Time passes normally in the area, but creatures
inside do not have line of effect to those outside and
You summon a swarm of crawling and/or flying vermin to
vice versa, unless the entrance is open.
disrupt your enemies.
Sustain Standard: The extradimensional space
Daily Arcane, Conjuration, Implement
persists for an hour. You can persist the space for
Standard Action Burst 1 in 10 squares
up to 8 hours.
Effect: You create a swarm of creatures that fills the
area. As a move action, you can move the swarm
up to 5 squares. Any creature in the swarm’s area is Summon Least Minion Conjurer Utility 2
slowed and suffers a –2 penalty to all defenses and Speaking words of magic, you summon a creature to aid
AC. A creature that ends it turn in the swarm takes you.
damage equal to your Intelligence modifier. Encounter Arcane, Conjuration
The swarm can be destroyed by a burst or blast Standard Action Ranged 10
attack that affects the entire area of the swarm. Effect: You summon two 1st or one 2nd level minion
The swarm remains until the end of your next creature to fight for you. As a standard action, you
turn. can give the minion a command, which it unfailingly
Sustain Minor: The swarm persists. You can sustain obeys. The minion has its own standard, move and
the power until the end of the encounter or until 5 minor action to perform tasks, though it acts on your
minutes elapse. turn. It deals 1d6 + 3 damage on a hit instead of
fixed damage. It cannot use action points. If not
Level 2 Utility Spells given orders, the minion takes no action other than
Full Defense for the round. The minion remains until
slain, dismissed or 5 minutes elapse.
Benign Transposition Conjurer Utility 2 Note: A list of summonable lesser minions can be found
With a word, two of your allies switch places. at the end of this document. Also, you can summon
Encounter Arcane, Teleportation the following creatures from the MM with this power:
Move Action Close Burst 10 Decrepit Skeleton, Giant Rat, Goblin Cutter, Kobold
Target: Two allies in burst Minion, Halfling Stout, Human Rabble, Kruthik
Effect: Two willing allies within the burst switch Hatchling.
squares.
Level 3 Encounter Spells
Minor Creation Conjurer Utility 2
You touch a sample of the material you desire, and it
multiplies and grows until it fills your needs.
Bigby’s Bashing Fist Conjurer Attack 3
You create a fist of glowing force, which races to the
Daily Arcane, Conjuration
target and begins pummeling them.
Standard Action Melee touch
Encounter Arcane, Conjuration, Force, Implement
Effect: You create a nonmagical object of nonliving,
Standard Action Ranged 10
vegetable matter of up to medium size. The item
Effect: You create a medium-sized fist in the target
can be sculpted into whatever shape you desire if
square.
you have the appropriate craft expertise, otherwise it
Target: All creatures in squares adjacent to fist
forms a simple block of basic material. The item
Attack: Intelligence vs. Fortitude
exists for only one day, then vanishes.
Hit: 2d6 + Intelligence modifier force damage.

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4E Races and Classes
Electric Orb Conjurer Attack 3 Web Conjurer Attack 5
At your command, an orb of blue lighting forms in the You call into being a giant web made of thick magical
area you direct, expanding to encompass your foes. strands that hang in midair, trapping those within in.
Encounter Arcane, Implement, Lightning Daily Arcane, Implement, Zone
Standard Action Area burst 2 in 10 squares Standard Action Area burst 2 in 20 squares
Target: Each creature in burst Target: Each creature in burst
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage. Hit: The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the
Tentacular Strike Conjurer Attack 3 area until the end of the encounter or for 5 minutes.
The zone is considered difficult terrain. Any creature
You hold forth your arm and from within the sleeve of
that ends its move in the web is immobilized (save
your robe rope-like tentacles lashes out, grasping and
ends).
crushing your opponent.
Encounter Arcane, Implement
Standard Action Close burst 3 Level 6 Utility Spells
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude Dimension Door Conjurer Utility 6
Hit: 1d8 + Intelligence modifier damage, and target is You trace the outline of a doorway in front of you, step
immobilized (save ends). through the portal, and reappear somewhere else
nearby.
Throwback Conjurer Attack 3 Daily Arcane, Teleportation
You lash your arm at your opponent, and they are hurled Move Action Personal
through another dimension away from you. Effect: Teleport 10 squares. You can’t take other
Encounter Arcane, Teleportation, Implement creatures with you.
Standard Action Close burst 5
Target: One creature in burst Dispel Magic Conjurer Utility 6
Attack: Intelligence vs. Fortitude You unleash a ray of crackling arcane energy that
Hit: 1d8 + Intelligence modifier damage, and the target destroys a magical effect created by an opponent.
is teleported 5 spaces and knocked prone. Daily Arcane
Standard Action Ranged 10
Level 5 Daily Spells Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator
Stinking Cloud Conjurer Attack 5 of the conjuration or the zone.
Hit: The conjuration or zone is destroyed. All its effects
You call forth a thick cloud of bilious yellow vapors. The
end, including those that normally last until a target
foul fumes overwhelm any creature within.
saves.
Daily Arcane, Implement, Poison, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier poison damage.
Effect: The burst creates a zone of poisonous vapor that
blocks line of sight until the end of your next turn.
Creatures that enter the zone or start their turns
there take 1d10 + Intelligence modifier poison
damage. As a move action, you can move the zone
up to 6 squares.
Sustain Minor: The zone persists.

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4E Races and Classes
Summon Lesser Minion Conjurer Utility 6 Ice Knife Conjurer Attack 7
Speaking words of magic, you summon a creature to aid You hold your hands together and a spike of ice streaks
you. outward at an opponent.
Encounter Arcane, Conjuration Encounter Arcane, Cold, Implement
Standard Action Ranged 10 Standard Action Ranged 20
Effect: You summon two 3rd or 4th level minions or one Target: One creature
5th or one 6th level minion creature to fight for you. Attack: Intelligence vs. AC
As a standard action, you can give the minion a Hit: 2d10 + Intelligence modifier cold damage and the
command, which it unfailingly obeys. The minion opponent is slowed until the end of its next turn.
has its own standard, move and minor action to
perform tasks, though it acts on your turn. Its attack Sleet Storm Conjurer Attack 7
deals 1d6 + 4 damage instead of a fixed amount. It
You hold forth your hands, and driving sleet pours forth,
cannot use action points. If not given orders, the
covering a portion of the battlefield in slippery slush.
minion takes no action other than Full Defense for
Encounter Arcane, Cold, Implement
the round. The minion remains until slain, dismissed
Standard Action Close blast 5
or 5 minutes elapse.
Target: All creatures in blast
Note: A list of summonable lesser minions can be found
Attack: Intelligence vs. Fortitude
at the end of this document. Also, you can summon
Hit: 2d6 + Intelligence modifier cold damage.
the following creatures from the MM with this power:
Effect: Blowing sleet erupts in the designated area and
Hobgoblin Grunt (Goblin), Zombie Rotter, Orc
continues until the end of your next turn. It grants
Drudge, Vampire Spawn Fleshripper, Legion Devil
concealment and is treated as difficult terrain. Any
Grunt, or Sahuagin Guard.
creature that starts it turn in the storm takes cold
damage equal to your intelligence modifier. You can
Wall of Fog Conjurer Utility 6 end this effect as a minor action.
You create a billowing wall of gray fog that obscures
vision. Level 9 Daily Spells
Daily Arcane, Conjuration
Standard Action Area wall 8 in 10 squares
Effect: You conjure a wall that consists of contiguous Bands of Steel Conjurer Attack 9
squares filled with arcane fog. The wall lasts until You imagine clasping your hand around an opponent,
the end of your next turn. It can be up to 8 squares and steel bands materialize around your foe.
long and up to 4 squares high. The fog grants Daily Arcane, Conjuration, Implement
concealment to creatures in its space and blocks Standard Action Ranged 10
line of sight. Target: One creature
Sustain Minor: The wall persists. Attack: Intelligence vs. Reflex
Hit: 2d12 + Intelligence modifier damage, and the target
is grabbed (until escape). If the target attempts to
Level 7 Encounter Spells escape, use your Fortitude or Reflex defense.
Miss: Half damage and the target is immobilized (save
Baleful Transposition Conjurer Attack 7 ends)
You snap your fingers and two creatures switch places.
Encounter Arcane, Teleportation Mordenkainen’s Sword Conjurer Attack 9
Standard Action Close burst 10
You invoke a sword of crackling golden force that
Target: Two creatures in burst
slashes and stabs furiously at the creature you indicate.
Attack: Intelligence vs. Will
Daily Arcane, Conjuration, Force, Implement
Hit: Two creatures within the burst switch places. You
Standard Action Ranged 10
may select yourself or an ally as one of the two
Effect: You conjure a sword of force in an unoccupied
targets. If you fail to hit either target, the power fails.
square within range, and it attacks. As a move
action, you can move the sword to a new target
Cloud of Bewilderment Conjurer Attack 7 within range. The sword lasts until the end of your
At your command, a cloud of blue-green vapors forms next turn.
around your enemies, confounding them. Target: One creature adjacent to the sword.
Encounter Arcane, Implement, Psychic Attack: Intelligence vs. Reflex
Standard Action Area burst 3 in 10 squares Hit: 1d10 + Intelligence modifier force damage.
Target: All creatures in burst Sustain Minor: When you sustain the sword, it attack
Attack: Intelligence vs. Fortitude again.
Hit: 2d8 + Intelligence modifier psychic damage and the
opponent is dazed until the end of your next turn.

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4E Races and Classes
Wall of Fire Conjurer Attack 9 Level 13 Encounter Spells
A blazing wall of flame erupts from the ground at your
command. Acid Breath Conjurer Attack 13
Daily Arcane, Conjuration, Fire, Implement You unleash a fetid green cloud of flesh-eating vapors.
Standard Action Area wall 8 in 10 squares Encounter Arcane, Implement, Acid
Effect: You conjure a wall that consists of contiguous Standard Action Close blast 5
squares filled with arcane fire. It can be up to 8 Target: All creatures in blast
squares long and up to 4 squares high. The wall Attack: Intelligence vs. Reflex
lasts until the end of your next turn. Any creature Hit: 3d6 + Intelligence modifier acid damage. Anyone
that starts its turn adjacent to the wall takes 1d6 + entering or ending their turn in the area takes acid
Intelligence modifier fire damage. damage equal to your Wisdom modifier. The cloud
If a creature moves into the wall’s space or remains until the end of your next turn.
starts its turn there, the creature takes 3d6 +
Intelligence modifier fire damage. Entering a square
occupied by the wall costs 3 extra squares of Blast of Flame Conjurer Attack 13
movement. The wall blocks line of sight. Fire erupts where you point, consuming your enemies in
Sustain Minor: The wall persists. a bright flash.
Encounter Arcane, Fire, Implement
Standard Action Area blast 3 in 10 squares
Target: All creatures in blast
Level 10 Utility Spells Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence fire damage and target is pushed
Far Steps Conjurer Utility 10 out of the burst and knocked prone.
Without moving, you disappear and constantly reappear
at your destination. Explosive Sacrifice Conjurer Attack 13
Encounter Arcane, Teleportation
You summoned minion screams, shakes and explodes,
Minor Action Melee touch
sending deadly shrapnel to tear through your opponents
Target: You or one ally
Encounter Arcane, Fire, Implement, Minion
Effect: The target gains a movement rate of Teleport 5
Standard Action Ranged 10
for the duration of the encounter.
Effect: One of your minion explodes, killing it.
Target: All creatures adjacent to minion
Summon Minion Conjurer Utility 10 Attack: Intelligence vs. Reflex
Speaking words of magic, you summon a creature to aid Hit: 3d6 + Intelligence fire damage and target is pushed
you. a number of squares equal to your Wisdom.
Encounter Arcane, Conjuration
Standard Action Ranged 10 Vipergout Conjurer Attack 13
Effect: You summon two 7th or 8th level minions or one
You open your mouth and disgorge poisonous biting
9th or one 10th level minion creature to fight for you.
snakes onto your foe.
As a standard action, you can give the minion a
Encounter Arcane, Implement, Poison
command, which it unfailingly obeys. The minion
Standard Action Ranged 10
has its own standard, move and minor action to
Target: One creature
perform tasks, though it acts on your turn. It deals
Attack: Intelligence vs. AC
1d8 + 5 damage with a successful attack, instead of
Hit: 4d6 + Intelligence modifier poison damage and the
fixed damage. It cannot use action points. If not
target is immobilized until the end of your next turn.
given orders, the minion takes no action other than
Full Defense for the round. The minion remains until
slain, dismissed or 5 minutes elapse.
Note: A list of summonable lesser minions can be found
at the end of this document. Also, you can summon
the following creatures from the MM with this power:
Human Lackey, Snaketongue Initiate (Yuan-ti),
Hobgoblin Warrior (Goblin), Orc Warrior, Vampire
Spawn Bloodhunter.

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4E Races and Classes
Level 15 Daily Spells Otiluke’s Resilient Sphere Conjurer Attack 15
You trap your enemy in a transparent, immobile globe of
Bigby’s Grasping Hands Conjurer Attack 15 impenetrable force.
Two hands of glowing golden force materialize, grab a Daily Arcane, Conjuration, Force, Implement
couple of your foes, and slam them together. Standard Action Ranged 10
Daily Arcane, Conjuration, Force, Implement Target: One creature
Standard Action Ranged 10 Attack: Intelligence vs. Reflex
Effect: You conjure two 5-foot-tall hands of force, each Hit: You conjure a sphere of force that fills the target’s
one occupying 1 square within range. Each hand entire space until the end of your next turn. The
attacks one adjacent creature. A hand that is not target is immobilized and can’t attack anything
grabbing a target can be moved and made to attack outside its own space. Creatures outside the sphere
a new target within range as a move action. The can’t attack the target, and the sphere blocks objects
hands last until the end of your next turn. and creatures attempting to pass through it.
Targets: One or two creatures The sphere, though impenetrable, is not impervious to
Attack: Intelligence vs. Reflex damage. Attacks against the sphere automatically
Hit: 2d10 + Intelligence modifier force damage, and the hit, and it has 100 hit points.
hand grabs the target. If the target attempts to Sustain Minor: If your attack roll was successful, you
escape, the hand uses your Fortitude or Reflex can sustain the sphere.
defense. Miss: The target is immobilized (save ends).
Special: If the hands have each grabbed an enemy, Special: Instead of attacking an enemy, you can put the
you can slam the enemies into each other as a sphere around yourself or a willing ally within range
standard action, dealing 2d10 + Intelligence modifier without making an attack roll.
force damage to each grabbed target. After the
attack, each hand returns to its original square with Wall of Ice Conjurer Attack 15
its grabbed target. A wall of glittering, jagged ice appears at your command.
Sustain Minor: The hands persist. Daily Arcane, Cold, Conjuration, Implement
Standard Action Area wall 12 in 10 squares
Elemental Breath Conjurer Attack 15 Effect: You conjure a solid wall of contiguous squares
You exhale a blast of pure elemental energy on your filled with arcane ice. The wall can be up to 12
foes.. squares long and up to 6 squares high.
Daily Arcane, Implement; Acid, Cold, Lightning, Any creature that starts its turn adjacent to the
Fire, Necrotic, Radiant or Thunder wall takes 2d6 + Intelligence modifier cold damage.
Standard Action Close blast 5 The wall blocks line of sight and prevents
Target: All creatures in blast movement. No creature can enter a square
Attack: Intelligence vs. Reflex containing the wall.
Hit: 6d6 + Intelligence modifier energy damage (acid, Special: As a standard action, a creature can attack one
cold, lightning, fire, necrotic, radiant or thunder). square of the wall. Each square has 50 hit points.
Miss: Half damage Any creature that makes a melee attack against the
wall takes 2d6 cold damage. The wall has
vulnerability 25 to fire. If the wall is not destroyed, it
melts away after 1 hour.

Page 54 of 521
4E Races and Classes
Level 16 Utility Spells Teleport Conjurer Utility 16
You set into your mind your destination, and in the blink
Bigby’s Interposing Hand Conjurer Utility 16 of an eye, you and your companions are there.
You create a massive fist of swirling, translucent energy, Daily Arcane, Teleportation
which moves to keep itself between you and your Standard Action Melee touch
opponents. Effect: You and up to four allies that are all touching are
Encounter Arcane, Conjuration, Force immediately teleported to another location of your
Move Action Area 1 adjacent square choice on the same plane. Distance is not a factor.
Effect: You create a hand of force in the target square. You must be able to see or be familiar with the
The hand is solid and cannot be passed through. It destination you are attempting to reach. You cannot
counts as total cover against melee and ranged teleport to a destination that you have not physically
attacks, but does not block line of sight. If you seen before.
move, the hand moves with you, staying in the same
adjacent square relative to you. As a move action, Level 17 Encounter Spells
you can move the hand to any square adjacent to
you. When an opponent attempts to shift or move Acid Deluge Conjurer Attack 17
when adjacent to the hand, the hand may shift as an
With a motion, a wave of greenish liquid drenches the
opportunity action.
enemy, hissing and spitting as it eats away flesh.
The hand lasts until the end of your next turn.
Encounter Arcane, Acid, Implement
Sustain Minor: The hand persists.
Standard Action Close blast 5
Target: Each creature in burst
Solid Fog Conjurer Utility 16 Attack: Intelligence vs. Reflex
You blow on the pinch of powdered peas and a thick fog Hit: 3d8 + Intelligence modifier acid damage, and the
erupts forth, filling the battlefield. target takes ongoing 10 acid damage (save ends).
Daily Arcane, Conjuration
Standard Action Burst 3 in 10 squares Earthshock Conjurer Attack 17
Effect: You create an area of fog that blocks line of
You touch your hand to the ground and the earth rips
sight and is treated as difficult terrain. Any falling
itself open.
creature that lands in the fog takes half falling
Encounter Arcane, Implement
damage.
Standard Action Area burst 2 in 20 squares
Target: Each creature in burst
Summon Greater Minion Conjurer Utility 16 Attack: Intelligence vs. Reflex
Speaking words of magic, you summon a creature to aid Hit: 3d8 + Intelligence modifier damage, and the target
you. is knocked prone.
Encounter Arcane, Conjuration Effect: The area is considered difficult terrain until the
Standard Action Ranged 10 end of your next turn.
Effect: You summon three 11th or 12th level minions,
two 13th or 14th level minions or one 15th or one 16th Force Volley Conjurer Attack 17
level minion creature to fight for you. As a standard
Silvery missiles spring from your fingertips and streak
action, you can give the minion a command, which it
across the battlefield, striking your enemies with
unfailingly obeys. The minion has its own standard,
staggering force.
move and minor action to perform tasks, though it
Encounter Arcane, Force, Implement
acts on your turn. It deals 1d10 + 7 damage on a
Standard Action Ranged 20
successful attack, instead of fixed damage. It
Targets: One, two or three creatures
cannot use action points. If not given orders, the
Attack: Intelligence vs. Reflex, one attack per target.
minion takes no action other than Full Defense for
Special: If you target only one creature with this power,
the round. The minion remains until slain, dismissed
you gain a +4 power bonus to the attack roll.
or 5 minutes elapse.
Hit: 3d6 + Intelligence modifier force damage, and the
Note: A list of summonable lesser minions can be found
target is dazed until the end of your next turn.
at the end of this document. Also, you can summon
the following creatures from the MM with this power:
Angel of Valor Cohort, Legion Devil Hellguard, Ogre
Thug, Snaketongue Zealot (Yuan-ti), Troglodyte
Warrior, Horde Ghoul, Cyclops Guard, Grimlock
Minion, Angel of Valor Veteran, Cyclops Warrior,
Kuo-toa Guard, Legion Devil Veteran, Ogre
Bludgeoneer.

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4E Races and Classes
Level 19 Daily Spells
Level 22 Utility Spells
Cloudkill Conjurer Attack 19
Yellow-green vapors emerge from the ground with a Gate Conjurer Utility 22
hiss, forming a thick, toxic cloud. You draw a circle in the air and with a thunderous crack,
Daily Arcane, Implement, Poison, Zone it opens to another plane of existence.
Standard Action Area burst 5 in 20 squares Daily Arcane, Teleportation
Target: Each creature in burst Standard Action Area 1 square in 10 squares
Hit: 1d10 + Intelligence modifier poison damage. Effect: You open a portal that leads to another plane of
Effects: The burst creates a zone of poisonous vapors existence. The portal opens to any location on the
that lasts until the end of your next turn. A creature distant plane that you desire. Creatures can pass to
that enters the zone or starts its turn there takes and from the plane simply by entering the square
1d10 + Intelligence modifier poison damage. As a and choosing to passing through.
move action, you can move the zone 3 squares. You can only open the portal to a place you are
Sustain Minor: The zone persists. familiar with or have seen before.
Sustain Move: The portal remains open.
Evard’s Black Tentacles Conjurer Attack 19
Wriggling, ebon tentacles of necrotic energy erupt from Mordenkainen’s Mansion Conjurer Utility 22
the ground, grasping toward every creature within reach. You trace the outline of a door, and a shimmering portal
Daily Arcane, Implement, Necrotic, Zone appears, leading to a space accessible only by you and
Standard Action Area burst 4 within 10 squares your allies.
Target: Each creature in burst Daily Arcane, Conjuration, Teleportation
Attack: Intelligence vs. Reflex Standard Action Melee touch
Hit: 2d10 + Intelligence modifier necrotic damage, and Effect: You conjure a spacious extradimensional
the target is immobilized (save ends). dwelling that can hold up to fifty Medium creatures. It
Effect: The burst creates a zone of difficult terrain that is reached through a single doorway that you trace
lasts until the end of your next turn. on a surface or in the air. Only you and those you
Sustain Minor: When you sustain the power, repeat the designate can pass through it. You can close the
attack against any creature within the zone that is entrance and make it invisible after you enter the
not immobilized, and deal 1d10 necrotic damage to mansion, and only someone inside the mansion can
creatures that are immobilized. open the portal once it’s closed. The mansion
contains comfortable furnishings and enough food
Fire Spiders Conjurer Attack 19 and drink to satisfy its denizens. The furniture and
food disappear if removed from the mansion. The
A swarm of flickering, candle-sized flames fans
mansion lasts for 8 hours, and any creatures still in
outwards, swarming over opponents and setting them
the mansion when the power ends reappear in
ablaze.
unoccupied squares outside the entrance portal.
Daily Arcane, Fire, Implement
Standard Action Area burst 3 in 15 squares
Target: Each creature in burst Phase Door Conjurer Utility 22
Attack: Intelligence vs. Fortitude A rectangular doorway of blue energy materializes
Hit: 4d10 + Intelligence modifier fire damage. before and transports you elsewhere.
Miss: Half damage. Encounter Arcane, Teleportation
Move Action Personal
Thunderball Conjurer Attack 19 Effect: You gain a speed of Teleport 10 for the duration
of the encounter.
A blue orb of lightning grows at the point you choose,
then explodes in deafening blast.
Daily Arcane, Lightning, Implement, Thunder
Standard Action Area burst 3 within 15 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier Lightning and Thunder
damage. The target is also pushed a number of
squares equal to your Wisdom modifier, deafened
(save ends) and knocked prone.
Miss: Half damage and the target is pushed a number
of squares equal to your Wisdom modifier. The
target is also deafened until the end of your next
turn.
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4E Races and Classes
Summon Greatest Minion Conjurer Utility 22 Dimensional Chasm Conjurer Attack 23
Speaking words of magic, you summon a creature to aid The ground vanishes beneath the feet of your
you. opponents, dropping them through nothingness to land
Encounter Arcane, Conjuration harshly with the ground they were just standing on.
Standard Action Ranged 10 Encounter Arcane, Implement
Effect: You summon three 17th or 18th level minions, Standard Action Area burst 2 in 20 squares
two 19th or 20th level minions or one 21st or one 22nd Target: Each creature in burst
level minion creature to fight for you. As a standard Attack: Special
action, you can give the minion(s) a command, Effect: Each creature must make a save or fall 30 feet,
which it unfailingly obeys. The minion has its own taking 3d10 damage and be knocked prone. If the
standard, move and minor action to perform tasks, creature makes the save, it is shifted outside the
though it acts on your turn. It deals 2d6 + 8 damage burst and knocked prone.
on a successful attack, instead of fixed damage. It
cannot use action points. If not given orders, the Spurious Attack Conjurer Attack 23
minion takes no action other than Full Defense for
You minion surges forward, catching an opponent with a
the round. The minion remains until slain, dismissed
surprising blow.
or 5 minutes elapse.
Encounter Arcane, Implement, Minion
Note: A list of summonable lesser minions can be found
Standard Action Melee 1
at the end of this document. Also, you can summon
Effect: One of your minions moves up to five spaces
the following creatures from the MM with this power:
and makes a melee attack against a target adjacent
Aboleth Servitor, Abyssal Ghoul Hungerer, Angel of
to it.
Valor Legionnaire, Legion Devil Legionnaire,
Target: One creature
Grimlock Follower.
Attack: Intelligence vs. AC
Hit: 3d6 + your Intelligence modifier damage. Make a
Wall of Stone Conjurer Utility 22 secondary attack.
You create a wall of mortared stone to block the area Secondary Target: Same creature
you designated. Secondary Attack: Intelligence vs. AC
Encounter Arcane, Conjuration Hit: 2d6 + your Intelligence modifier damage.
Standard Action Area wall 12 in 10 squares
Effect: You conjure a permanent solid wall of Level 25 Daily Spells
contiguous squares filled with stone. The wall can
be up to 12 squares long and up to 6 squares high.
The wall blocks line of sight and prevents Avatar of Hate Conjurer Attack 25
movement. No creature can enter a square You draw the hatred of your enemies out of your own
containing the wall. soul and give it substance.
Special: As a standard action, a creature can attack Daily Arcane, Conjuration, Force, Implement
one square of the wall. Each square has 50 hit Standard Action Area 2 in 20 squares
points and damage resistance 15. Effect: You create a cloud-like form with misty tendrils
that wield swords of coruscating energy that
occupies a 2 x 2 square. As a standard action, you
can move the avatar up to 5 squares and it attacks
Level 23 Encounter Spells all creatures in its square or within 2 squares of its
location. It has threatening reach 2.
Acid Storm Conjurer Attack 23 Attack: Intelligence vs. Fortitude
You create a thick black cloud filled with pelting drops of Hit: 3d8 + Intelligence modifier force damage and the
acid. target is slowed.
Encounter Arcane, Acid, Implement Sustain Move: The avatar persists.
Standard Action Area burst 4 in 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 4d6 + Intelligence modifier acid damage.
Effect: The cloud blocks line of sight, providing total
concealment to creatures inside it. Any creature that
enters the cloud or starts it turn there takes 10 acid
damage. The cloud lasts until the end of your next
turn, or you can dismiss it as a minor action.

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4E Races and Classes
Elemental Maw Conjurer Attack 25 Level 27 Encounter Spells
You call up a spinning vortex of elemental energy that
inexorably draws everything around it toward seeming Deadly Transport Conjurer Attack 27
destruction. You pass from one point to another through a
Daily Arcane, Implement, Teleportation; Acid, dimensional bubble that disrupts the body of foes in your
Cold, Fire, Lightning, or Thunder path.
Standard Action Area burst 4 in 20 squares Encounter Arcane, Implement, Teleportation
Target: Each creature in burst Standard Action Ranged 20
Attack: Intelligence vs. Reflex Target: All creatures in path from origin to destination
Hit: 6d6 + Intelligence modifier damage of a type chosen Attack: Intelligence vs. Reflex
from the following list: acid, cold, fire, lightning, or Hit: 5d6 + Intelligence modifier damage
thunder. In addition, the target is pulled 2 squares Effect: You teleport to the destination point you select.
toward the maw’s origin square.
Miss: Half damage, and no pull.
Effect: This attack’s origin square becomes a vortex of Forcecage Conjurer Attack 27
energy. The burst creates an area of difficult terrain. Around your foe you erect an invisible cage made of
The effect remains until the end of your next turn. unbreakable bars of force, effectively imprisoning it.
Any creature that is pulled into the vortex takes 3d6 Encounter Arcane, Force, Implement
+ Intelligence modifier damage of a type chosen Standard Action Ranged 20
from the following list: acid, cold, fire, lightning, or Target: One creature
thunder. In addition, you teleport that creature to a Attack: Intelligence vs. Reflex
square within 20 squares of you. Hit: 3d10 + Intelligence modifier force damage. The
The creature arrives at its destination prone and target is confined in the forcecage until the end of your
dazed until the start of your next turn. next turn. While confined, it is immobilized, grants
combat advantage, and cannot gain line of effect against
nonadjacent enemies.
Maze Conjurer Attack 25
You trap an enemy in an extradimensional vault
resembling a maze. He vanishes from sight, caught in Orb of Devouring Flame Conjurer Attack 27
your maze until he can find an escape. A tiny speck of fire grows and expands, engulfing
Daily Arcane, Implement, Psychic, Teleportation everything around it.
Standard Action Ranged 10 Encounter Arcane, Fire, Implement
Target: One creature Standard Action Area burst 4 in 20 squares
Attack: Intelligence vs. Will Target: All creatures in burst
Hit: 3d12 + Intelligence modifier psychic damage. Attack: Intelligence vs. Reflex
Effect: You trap the target in an extradimensional maze. Hit: 3d10 + Intelligence modifier fire damage and
While caught in the maze, the target cannot see, ongoing 15 fire damage (save ends).
move, or affect the world outside in any way.
Similarly, no one can see or attack the creature in Level 29 Daily Spells
the maze. The maze remains visible as a faintly
glowing sigil or rune in the square the trapped A Thousand Places At Once Conjurer Attack 29
creature occupied; it is harmless to all other beings, You reach out through a dimensional rift and strike all
and creatures can move through or attack through your enemies at once.
that square without penalty. On its turn each round, Daily Arcane, Force, Implement, Teleportation
the target can attempt an Intelligence check against Standard Action Area burst 20
your Will defense to escape as a standard action. Target: All enemies in burst
The target gains a cumulative +5 bonus to this check Attack: Intelligence vs. Fortitude
each time it fails. Hit: 4d6 + Intelligence modifier force damage.
Upon leaving the maze, the creature returns to Miss: Half damage.
the space it occupied (or, if occupied, the nearest
available unoccupied space of its choice), and the
maze ends.

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4E Races and Classes
Black Blade of Disaster Conjurer Attack 29
You create a silvery blade that obeys your command.
Daily Arcane, Conjuration, Force, Implement,
Necrotic
Standard Action Area 1 square in 20 squares
Effect: You create a sword of necrotic force that fills
one square. As a standard action, you can move
the sword up to 6 squares and attack one creature in
the sword’s square. The sword remains until the
end of your next turn.
Target: One creature or zone
Attack: Intelligence vs. Fortitude; Intelligence vs. Will
defense of the creator of a zone
Hit: 3d8 + Intelligence modifier force and necrotic
damage and target is dazed until the end of your
next turn.
If attacking a zone, the zone is destroyed. All its
effects end, including those that normally last until a
target saves.
Sustain Minor: The sword persists.

Incendiary Cloud Conjurer Attack 29


A billowing cloud of red and orange flows to where you
direct, then explodes in flame.
Daily Arcane, Conjuration, Fire, Implement, Zone
Standard Action Area burst 5 in 20 squares
Target: All creatures in burst
Attack: Intelligence vs. Reflex
Hit: 7d6 + Intelligence modifier fire damage
Effect: The cloud fills the area, providing concealment
and counting as difficult terrain. The cloud remains
until the end of your next turn.
Sustain Minor: The cloud persists. Any creature
entering the cloud or ending their turn in the cloud
takes 15 fire damage.

Not Here Conjurer Attack 29


As an enemy attempts to strike you, you vanish, leaving
behind a forceful blast.
Daily Arcane, Force, Implement, Teleportation
Immediate Reaction Personal
Trigger: You are attacked.
Effect: You gain a +4 bonus to all your defenses. For
the duration of the encounter, if you are attacked
and missed, you make an attack and then teleport 5
spaces.
Target: Creature that attacked you.
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier force damage.

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4E Races and Classes
Dueling Minion Level 11 Minion
Medium natural humanoid or magical beast XP -
Paragon Paths Initiative +4* Senses Perception +4*
HP 1; a missed attack never damages a minion
AC: 16*; Fortitude 15*, Reflex 14*, Will 14*
Gathering Duelist Speed 8; see power
Natural attack (standard; at-will)
Prerequisite: Conjurer class See summon dueling minion for effects
Alignment Unaligned Languages –
In the ancient days of the Bael Turath, conjurers Skills –
gathered at great arenas, using their summoning magic Str 21 (+5*) Dex 18 (+4*) Wis 18 (+4*)
to call forth creatures from various worlds to do battle Con 10 (+0*) Int 8 (-1*) Cha 5 (-3*)
against one another. These “gatherings” continued even * add ½ character level to modifier (min +5)
after the fall of the great empire, though they became far
more dire battles, often for land or power among the Bolster Minion Gathering Duelist Utility 12
fallen ruins of civilization. You are one who has been You make your summoned creature undefeatable.
trained in the dueling arts, plucking creatures from other Daily Arcane, Minion
dimensions to do your bidding in battle. Move Action Ranged 15
Target: One summoned minion
Gathering Duelist Path Features Effect: The target gains hit point equal to 18 + (your
Summoning Recharge (11th level): When you spend level X 8). It loses the minion ability to not take
an action point to take an extra action, you may instead damage on a miss. These hit points are retained
regain any one summon spell you have already used for until lost through damage or the encounter ends.
the day.
Dueling Magic (11th level): Once per day, you can
restore a spell you have already used for the day and
Minion Horde Gathering Duelist Attack 20
You summon a horde of creatures to decimate your foes
use it again. Make a Wisdom check. The result
Daily Arcane, Conjuration
indicates the kind of spell you can regain. You can
Standard Action Close burst 10
choose to regain a spell from a lower result that the
Effect: You summon four 19th or 20th level minions,
result you rolled, if you so choose.
which you may place in any unoccupied square
1-10: Encounter Utility spell.
within the burst. As a standard action, you can give
11-15: Encounter Attack spell.
all of the minion horde different or the same orders.
16-20: Daily Utility spell.
The minions act on your turn. If you do not give a
21+: Daily Attack spell.
minion an order, it only performs a full defense
Redirect Attack (16th level): If you are subject to an
action.
attack that would reduce you to bloodied in an
Note: A list of minions that can be summoned can be
encounter, you can choose to redirect the attack against
found at the end of this document. There are no
you to any allied minion adjacent to you instead.
minions from the MM that can be summoned with
this spell.
Gathering Duelist Spells

Summon Dueling Minion Gathering Duelist


Attack 11
You reach into another dimension and pull forth a
creature to do your bidding.
Encounter Arcane, Conjuration
Standard Action Area 1 square in 10 squares
Effect: You summon a minion to the indicated square.
As a standard action, you can move the minion up to 8
squares and it makes an attack against an opponent
adjacent to it.
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d6 + Intelligence modifier damage and you push
the target a number of spaces equal to your Wisdom
modifier.

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4E Races and Classes
Elemental Tempest Elemental ProtectionElemental Tempest Utility 12
You throw open a portal to the Elemental Chaos,
“I am the fury and the flame” sending damaging concentrations of an element back
home.
Daily Arcane
Immediate Reaction Close burst 5
Trigger: You would take damage from an element
(Acid, Cold, Fire, Lightning or Thunder)
Effect: The attack deals no damage in the area.

Elemental Tempest Elemental Tempest Attack 20


You unleash the fury of Elemental Chaos on your
unsuspecting foes.
Daily Arcane, Implement, Acid, Cold, Fire,
Lightning, Thunder
Standard Action Area burst 5 in 20 squares
Target: All creatures in burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier acid, cold, fire, lightning
and thunder damage.
Miss: Half damage.
Effect: You create an area of difficult terrain. Any
creature entering or ending its turn in the area takes
5 acid, cold, fire, lightning and thunder damage. The
area lasts until the end of your next turn.
Sustain Minor: The area persists.
Prerequisite: Conjurer class

With the power of magic, you can draw upon the


elements of the Elemental Chaos, pulling it to do your
bidding.

Elemental Tempest Path Features


Elemental Recharge (11th level): When you spend an
action to take an extra action, you can regain the use of
any one Encounter spell that has the Acid, Cold, Fire,
Lightning, Necrotic or Radiant keyword.

Elemental Enhancement (16th level): When you use


an attack spell with the Acid, Cold, Fire, Lightning or
Thunder keyword, you can increase the damage you
deal by your Wisdom modifier (minimum 1).

Elemental Tempest Spells

Elemental Fury Elemental Tempest Attack 11


You draw upon sentient elemental forces to seek out
and strike your foes.
Encounter Arcane, Implement; Acid, Cold, Fire,
Lightning, Thunder
Standard Action Area burst 2 in 10 squares
Target: All creatures in burst
Attack: Intelligence + 2 vs. Reflex
Hit: 3d6 energy damage (Acid, Cold, Fire, Lightning or
Thunder)

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4E Races and Classes
Scion of Travel Scion of Travel Spells

“Wherever the long road takes you, you shall find me Long Misstep Scion of Travel Attack 11
there aleady waiting for you” You sidestep an enemy’s attack and send them
careening though a dimensional rift into an obstacle
Encounter Arcane, Implement, Teleportation
Immediate Reaction Melee 1
Trigger: One creature that just attacked you
Target: The creature that attacked you
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage and the target is
teleported 5 spaces.

Passwall Scion of Travel 12


With a wave of your hand the wall vanishes, allowing
you and your allies passage.
Daily Arcane, Zone
Standard Action Area wall 3 within 10 squares
Effect: You create an opening in an immobile, nonliving
obstacle that is 3 squares wide, 5 feet thick and up
to 2 squares high.
Sustain Minor: The opening persists.

Send Away Scion of Travel 20


You open a portal, sending your target far, far away.
Daily Arcane, Implement, Teleportation
Standard Action Area 1 square in 15 squares
Target: All creatures in square
Attack: Intelligence vs. Reflex
Hit: You teleport the target 20 squares. If you attempt
to teleport the target into hazardous terrain, it makes a
save. If the save is successful, it appears in a non-
hazardous square within 3 squares and is prone.
Prerequisite: Conjurer class

Your mastery of teleportation magic allows you


to travel to any place you so choose. There is no place
safe from your mystic method of transportation, and
that’s how you like it.

Scion of Travel Path Features


Traveling Action (11th level): When you spend an
action point to take an extra action, you can use your
move action for the turn to teleport 6 squares.

Extended Teleportation (11th level): When using a


power with the teleportation keyword, you can increase
the distance of the teleportation by 6 squares.

Assured Teleportation (16th level): Once per


encounter, when you attempt to use a teleportation
power or spell in an area that denies teleportation, if you
make a successful save, you may still teleport normally.

Page 62 of 521
4E Races and Classes
unless you want to have a back up in case magic
becomes ineffective.
Druid ♦ Suggested Feat: Ritual Caster (Human feat:
“I am the spirit that walks unheeded through the Human Perseverance)
wilderness, unseen and feared” ♦ Suggested Skills: Heal, History, Nature,
Religion
CLASS TRAITS ♦ Suggested At-will Powers: Overheat, Thorns
Role: Striker & Controller. You control the battlefield ♦ Suggested Encounter Power: Chill, Magic
with a myriad of effects that hinder or kill opponents Stones
and/or use your companion and ability to change shape ♦ Suggested Daily Power: Shillelagh
to take out opponents.
Power Source: Primal.
Key Abilities: Wisdom, Strength, Constitution
Nature’s Protector Druid
You focus on your Constitution. Dexterity is a
Armor Proficiencies: Cloth, leather, hide great choice to improve upon your AC defense.
Weapon Proficiencies: Simple melee, simple ranged Strength often compliments the other two well since it
Implement: Mistletoe, Staff or Pact Dagger helps with most of your attacks while in wild shape.
Bonus to Defense: +1 Fortitude, +1 Will ♦ Suggested Feat: Toughness (Human feat:
Combat Reflexes)
Hit Points at 1st Level: 12 + Constitution score ♦ Suggested Skills: Nature, Endurance,
Hit Points per Level Gained: 5 Athletics, Perception
Healing Surges per Day: 7 + Constitution modifier ♦ Suggested At-will Powers: Tear, Stomp
♦ Suggested Encounter Power: Pounce
Trained Skills: Nature. From the class skills list below, ♦ Suggested Daily Power: Nip at the Heels
choose four more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Diplomacy
(Cha), Endurance (Con), Heal (Wis), History (Int), Insight
(Wis), Religion (Int), Stealth (Dex)

Build Options: Feral Warrior Druid, Master of Rites


Druid, Nature’s Protector Druid
Class Features: Animal companion, Shapeshift, Stride,
Ritual Casting

Creating A Druid
Druids depend on Wisdom for most of their
abilities or Strength when shapeshifting. Constitution is
also useful, since it helps them stand up to damage.
The three builds presented here are the feral warrior
druid, the master of rites druid and the nature’s protector
druid.

Feral Warrior Druid


Your focus is Strength, and you’ll often choose
to remain in your Offensive wild shape form just in case.
Constitution helps if you're going to get hit sometimes
while Wisdom is only important for spreading focus.
♦ Suggested Feat: Weapon Focus: Unarmed
(Human feat: Action Surge)
♦ Suggested Skills: Athletics, Endurance,
Nature, and Stealth
♦ Suggested At-will Powers: Tear, Rake
♦ Suggested Encounter Power: Pack Tactics
♦ Suggested Daily Power: Rend

Master of Rites Druid


You focus primarily on Wisdom. Constitution is
often your second choice. Strength is not important

Page 63 of 521
4E Races and Classes
Animal Companion Basic Attack Class Feature
Druid Class Features Your animal companion bites, claws, kicks or otherwise
strikes at your foe.
Animal Companion At-Will Primal, Companion
The Nature’s Protector Druid and Master of Standard Action Melee 1
Rites Druid gain this ability. The Feral Warrior Druid
cannot gain an animal companion. Target: One creature
Your animal companion is an animal or beast Attack: Strength vs. AC or Dexterity vs. AC
that accompanies you on your travels. You may Damage: 1d6 + Dexterity Modifier
determine what the animal companion looks like, but Increase to 2d6 + Dexterity modifier at 21st level.
regardless of its appearance, it uses the rules below. Special: This power counts as a melee basic attack.
• Ability Scores: Choose one set of ability When a power allows your animal companion to
scores from below for your animal companion. make a melee or unarmed basic attack, the animal
Set 1 (Strong Companion): Strength 15, companion can use this power.
Dexterity 8, Constitution 10, Intelligence 2,
Wisdom 12, Charisma 8, AC 12 + level, Fort Favored Form
12 + ½ level, Reflex 10 + ½ level, Will 11 + Druids operate in a variety of ways. Some
½ level, Speed 5 squares. druids rely on their wild shape to protect allies and
Set 2 (Balanced Companion): Strength 12, nature alike; while others rely on the advantages it
Dexterity 12, Constitution 10, Intelligence 2, brings when combating enemies. There are some
Wisdom 12, Charisma 8, AC 12 + level, Fort druids who only shapechange as a last resort. These
11 + ½ level, Reflex 11 + ½ level, Will 11 + druids, instead, focus on their magical talents and their
½ level, Speed 6 squares. connection to Elemental Chaos or the Feywild.
Set 2 (Quick Companion): Strength 8, Choose one of the following options.
Dexterity 15, Constitution 10, Intelligence 2, Feral Warrior: When shapechanged, you gain a +2
Wisdom 12, Charisma 8, AC 12 + level, Fort bonus to damage you deal with melee attacks.
10 + ½ level, Reflex 12 + ½ level, Will 11 + When shapechanged, your AC is 13 + Wisdom or
½ level, Speed 8 squares. Dexterity modifier. Increase this to AC 14 + Wisdom
th
• The animal companion’s skills equal ½ your or Dexterity modifier at 16 level and 15 + Wisdom
level + the companion’s appropriate skill or Dexterity modifier at 30th level.
modifier. The animal companion has no trained Master of Rites: Pick one additional 1st level, non-
skilled, but benefits from any feat you have that shapechange encounter power. You can exchange
provides a bonus to skills. that power like you would any other.
• When you gain an increase to ability scores, Nature’s Protector: You gain +3 starting HP and +1
your animal companion likewise gains an HP per level. When shapechanged, your AC is 16.
increase in ability scores. You do not have to Increase this AC to 19 at 16th level and to AC 22 at
increase the same ability scores on your animal 30th level.
companion that you increase on your character.
• You and your animal companion share the same Ritual Casting
hit point pool. If you or your animal companion You gain the Ritual Caster feat as a bonus feat,
are targeted by an attack, any hit points lost allowing you to use magical rituals. You possess a ritual
come from the same source. If both you and book, and it contains two rituals you have mastered:
your animal companion are affected by the Animal Messenger and one other 1st-level ritual of your
same attack from the same source, you only choice.
take damage once from the attack, not twice.
• You and your animal companion share actions Shapechange
in a round. Fortunately, your animal companion A Feral Warrior Druid and Nature’s Protector
has a Standard action of its own, and you can Druid gain this ability. A Master of Rites Druid does not
grant it a Move or Minor action from your own gain the use of this ability.
pool of actions. Your animal companion cannot Druids have an unusual bond to the natural
spend action points. world, allowing them to take the shape of a myriad of
• When you use or are affected by a power that animals. As a druid increases in level, he gains the
has a target of personal, it also benefits your ability to strengthen and modify his ability to change
animal companion. shape.
An animal companion has its own basic attack,
and can use any of your powers that have a Companion
keyword in them.

Page 64 of 521
4E Races and Classes
Stride or she doesn’t gain the bonus provided by the enchanted
You have Terrain Walk of the type of your implement.
choice. Choose between Earth Walk, Forest Walk, Ice An Anathema, a special magical dagger also
Walk and Swamp Walk. known as a Pact Blade, can also be used as Implement
• Earth Walk: You treat boulders and other for druid powers, as well as druid paragon powers.
difficult stony terrain as clear. At 11th level and These daggers are often given to respected members of
higher you treat treacherous stony terrain as a druid’s circle.
clear. At 21st level, once per day you can pass
through up to one square of a stone obstacle as Summoned Monsters
if clear terrain. You cannot end your movement The druid has several abilities that lets him
in a stone obstacle. summon monsters to aid him in combat. The following
• Forest Walk: You treat trees and overgrowth rules apply to all summoned monsters.
and other difficult plant-based terrain as clear. • You may only have one summoned creature in
At 11th level and higher you treat treacherous existence. If you summon another creature
plant-based terrain as clear. At 21st level, once while you have one in existence, the first
per day you can pass through up to one square creature instantly fades from existence.
of a plant creature as if clear terrain. You • The monster activates on the druid’s turn. The
cannot end your movement in a plant creature. monster’s turn starts when the druid’s turn
• Ice Walk: You treat icy ground and other starts, so it takes any ongoing damage,
difficult snow-covered terrain as clear. At 11th regenerates and so forth at the same time as the
level and higher you treat treacherous icy or druid. Likewise, the monster’s turn ends when
snow-covered terrain as clear. At 21st level, the druid’s turn ends, so it makes any saving
once per day you can pass through up to one throws at the same time
square of an icy obstacle as if clear terrain. You • The monster has a Standard action, Move action
cannot end your movement in an icy obstacle. and Minor action each turn. Unlike an animal
• Swamp Walk: You treat shallow water and companion, it cannot use any of the druid’s
other difficult bog-based terrain as clear. At 11th powers and has its own pool of hit points. The
level and higher you treat treacherous bog- summoned monster can make opportunity
based terrain as clear. At 21st level, once per attacks.
day you can pass through up to one square of a • The monster can act in the turn it is summoned.
bog-based obstacle as if clear terrain. You As part of the summoning, the druid can
cannot end your movement in a bog-based command it to attack a target of his choice. The
obstacle. monster’s appearance does not cause surprise.
• The monster cannot use Action Points or use a
Druids and Deities Second Wind.
Unlike clerics, druids tend and worship the • Unless commanded by the druid, which is
primordial forces that spawned the world. normally a standard action, the monster
As a druid, the primordials do not directly grant continues its attack against the last foe it was
you powers. Instead, your knowledge of the secrets of directed to attack, using its basic attack mode.
the natural world grant you the ability to wield primal A druid must use a standard action to command
powers. Druids usually congregate into sects where the a monster he has summoned to use a special
secrets to these abilities are taught to its members, but attack.
in rare cases hermits or otherwise reclusive individuals • If a monster’s target is reduced to 0 hit points
stumble onto the secrets to wielding these great powers. and it has not been commanded to attack
What you do with your powers once you have learned another target, the summoned monster attempts
the secrets of the natural world is up to you, though if to move to end adjacent to the druid, awaiting
you flagrantly abuse them, members of your sect or more orders.
another sect – or the primordial forces themselves – may • A summoned monster lasts until dropped to 0 hit
move against you. points, the encounter ends or 5 minutes pass.

Implement
Druids make use of mistletoe for many of their Druid Powers
primal powers. A druid wearing or holding enchanted Your druid powers are called appeals. Some are better
mistletoe can add its enhancement bonus to the attack for the shapeshifter druid and some are better for the
rolls and damage rolls of druid powers, as well as druid controlling druid, but a druid can choose any power
paragon path powers, that have the implement keyword. when making a class selection.
Without mistletoe, a druid can still use his powers, but he

Page 65 of 521
4E Races and Classes
Class Features Level 1 At-Will Appeals
The druid has two class features that act like
powers, shapechange and an animal shape basic attack. Claw and Bite Druid Attack 1
You tear at your opponent with natural weapons.
At-Will Primal, Companion, Shapechange
Shapechange Class Feature Standard Action Melee Weapon
You form melts and shifts, and in a blink of an eye you Requirement: You must be shapechanged to use this
have become a savage animal. power yourself
Encounter Primal, Polymorph, Shapechange, Target: One or two creatures
Stance Attack: Strength vs. AC
Minor Action Personal Hit: 1[W] + Strength modifier damage and make a
Effect: You take on the appearance of an animal of secondary attack against the same or an adjacent
small or medium size. While in this shape, the target.
following rules apply. Secondary Attack: Strength vs. AC
• You cannot use manufactured weapons or armor; Secondary Hit: 1[W] damage.
these items meld into your new shape and
cannot be accessed until you change back. Primal Fire Druid Attack 1
• You use your Animal Shape Basic attack to perform You hold out your hand, palm up, and a swirling ball of
your own attacks while in animal form. flame hovers over it that you can hurl or rake across an
• You cannot activate any item’s special ability that opponent.
requires anything more than a free action to At-Will Primal, Implement, Fire
activate. Standard Action Melee or Ranged 10
• Your AC becomes 13 + Dexterity or Intelligence Target: One creature
modifier, plus ½ your level. Attack: Dexterity vs. Reflex
• Upon taking animal shape, you can spend a healing Hit: 1d6 + Wisdom modifier fire damage.
surge. This does not count against your ability Increase to 2d6 + Wisdom modifier fire damage at 21st
to use a Second Wind. level.
• While in animal form, you can use any power or
ability with the Shapechange keyword. You
Primal Strike Druid Attack 1
cannot us a power or ability that does not have
Like a savage animal backed into a corner, you strike
the shapechange keyword while shapechanged.
out at your foes.
• You can change back to your normal form as a At-Will Primal, Weapon, Companion,
Minor Action, ending the use of this ability for the Shapechange
encounter. Standard Action Melee Weapon
Shapechange lasts until you are unconscious, Target: One creature
are dying or until you choose to change back to your Attack: Strength vs. AC
normal form. Outside of an encounter you can Hit: 1[W] + Strength modifier and you gain a +1 power
maintain Shapechange for as long as you desire. bonus to hit until the end of your next turn.
Increase damage to 2[W] + Strength modifier at 21st
Animal Shape Basic Attack Druid Attack 1 level.
You bite, claw, kick or otherwise strikes at your foe.
At-Will Primal Thorns Druid Attack 1
Standard Action Melee 1 You conjure thorns which dig into shins and heels
Target: One creature painfully.
Attack: Strength vs. AC At-Will Primal, Implement, Conjuration
Damage: based on favored form Standard Action Ranged 5
Feral Warrior: 1d10 + Strength modifier Target: One creature
Increase to 2d10 + Strength modifier at 21st level Attack: Wisdom vs. Fortitude
Master of Rites: 1d4 + Strength modifier Hit: 1d6 + Wisdom modifier damage and half damage if
Increase to 2d4 + Strength modifier at 21st level target moves before the start of your next turn.
Nature’s Protector: 1d6 + Strength modifier Increase damage to 2d6 + Wisdom modifier at 21st level.
Increase to 2d6 + Strength modifier at 21st level
Special: This power counts as a melee basic attack.
When a power allows you to make a melee or
unarmed attack when shapeshifted, you can use this
power.

Page 66 of 521
4E Races and Classes
Level 1 Encounter Appeals Magic Stones Druid Attack 1
You pick up three rocks and lightly toss them in the air.
Chill to the Bone Druid Attack 1 They hover, begin to spin and then rocket towards the
Uttering an appeal to the Primordials, your palm full of enemy you point to.
water plunges the enemy into the depths of winter. Encounter Primal, Implement
Encounter Primal, Implement, Cold Standard Action Ranged 5
Standard Action Ranged 5 Target: Up to 3 creatures
Target: One creature Special: Pick your targets before you roll the attack.
Attack: Wisdom vs. Fortitude You may pick the same target 3 times.
Hit: 2d6 + Wisdom modifier cold damage, and the Attack: Wisdom vs. Reflex; make one attack against all
target is slowed until the start of your next turn. targets
Master of Rites: After the start of your next turn, the Hit: 1d6 damage to each target, and you deal Wisdom
target is still slowed (save ends). modifier damage to one target.

Entangle Druid Attack 1 Pounce Druid Attack 1


With a word and a motion, you cause the very ground to With a burst of speed, you leap on your opponent,
rise up and entwine about your foes. scratching, clawing and biting.
Encounter Primal, Implement, Zone Encounter Primal, Companion, Shapechange
Standard Action Area burst 2 within 10 squares Standard Action Melee 1
Target: Each creature in area Requirement: You must be shapechanged to use this
Attack: Wisdom vs. Fortitude power yourself.
Hit: 1d6 + Intelligence modifier. Trigger: You charge an opponent
Effect: Target that enters the zone must immediately Attack: Dexterity vs. AC
stop moving. Any target already in zone is slowed. Hit: 1d10 + Strength modifier damage and the target is
Sustain Minor: The zone persists dazed until the start of your next turn.
Feral Warrior: If you hit, you also knock the target
prone.
Furious Wind Druid Attack 1
At your command, a powerful wind blows in the direction
you point. Level 1 Daily Appeals
Encounter Primal, Implement
Minor Action Ranged 10 Heat Metal Druid Attack 1
Target: One creature You turn an opponent’s reliance on manufactured items
Attack: Wisdom vs. Fortitude against him.
Hit: 1d6 + Wisdom modifier and shift the target a Daily Primal, Fire, Implement
number of spaces equal to you Wisdom modifier. Standard Action Ranged 20
Target: One creature using a manufactured weapon or
Ice Lash Druid Attack 1 armor
You whip your arm about, emulating the lashing of a Attack: Wisdom vs. Fortitude
whip. Frost lashes out in the wake of your motion. Hit: 2d4 + Wisdom modifier fire damage and ongoing
Encounter Primal, Ice, Implement Fire 2 + Wisdom modifier.
Standard Action Close Burst 2 Miss: Half damage and no ongoing damage.
Target: Each target in burst
Attack: Wisdom vs. Fortitude Hold Animal Druid Attack 1
Hit: 2d6 + Wisdom modifier cold damage and the target You gaze deep into an animal’s eyes, holding it
is slowed until the start of your next turn. enraptured.
Master of Rites: The target treats all terrain it moves Encounter Primal, Charm, Implement,
through as difficult terrain until the start of your next Shapechange
turn. Standard Action Ranged 10
Target: One natural beast
Attack: Wisdom vs. Will
Hit: The creature is stunned until the end of your next
turn.
Sustained Move: The creature is stunned until the end
of your next turn.

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4E Races and Classes
Nip the Heels Druid Attack 1 Shillelagh Druid Attack 1
You bite threateningly at your enemy, drawing their You murmur a mystical word of power to the weapon in
attention to you. your hand, and you hear it harden in response just
Daily Primal, Companion, Shapechange, Weapon before it connects with your foe.
Standard Action Melee Weapon Daily Primal, Weapon
Requirement: You must be shapedchanged to use this Standard Action Melee Weapon
ability yourself. Requirement: You must be wielding a quarterstaff or
Target: One creature club
Attack: Strength vs. AC Target: One creature
Hit: 2[W] + Strength modifier Attack: Strength +1 vs. AC
Effect: Until the end of your next turn, if the target Hit: 1[W] + Strength + Wisdom modifier damage.
moves or shifts away from you, shift one square and Effect: You get a +1 power bonus to attacks and treat
make an immediate basic attack against it. your weapon as two size categories larger than
normal until the end of the encounter
Rend Druid Attack 1
With claws like razors, you cut into your enemy and Summon Swarm Druid Attack 1
open a gaping wound. Stinging and biting, a swarm of ravenous insects heeds
Daily Primal, Companion, Reliable, Shapechange, your call.
Weapon Daily Primal, Implement, Zone
Standard Action Melee 1 Standard Action Area burst 2 within 20 squares
Requirement: You must be shapechanged to use this Target: Each creature in zone
power yourself. Attack: Wisdom vs. Fortitude
Target: One creature Hit: 1d6 + Wisdom modifier and target is dazed.
Attack: Strength vs. AC; make two attacks Effect: Target that enters zone must stop movement.
Hit: 1[W] + Strength modifier damage and if both Target in zone is slowed.
attacks hit, the target takes 1d6 additional damage. Sustain Minor: The zone persists.

Rolling Fire Druid Attack 1 Level 2 Utility Appeals


You conjure a rolling ball of fire and control where it
goes. Animal Defender Druid Utility 2
Daily Primal, Conjuration, Fire, Implement Your animal companion steps in the way of your foes,
Standard Action Ranged 10 snapping at biting at your opponent’s heels.
Target: One creature adjacent to the flaming sphere At-Will Primal, Companion
Attack: Wisdom vs. Reflex Minor Action Melee 1
Hit: 2d6 + Wisdom modifier fire damage. Effect: Your animal companion marks a foe it attacks.
Effect: You conjure a Medium flaming sphere in an The mark lasts until your animal companion attacks
unoccupied square within range, and the sphere attacks another creature, change targets or the encounter
an adjacent creature. Any creature that starts its turn ends.
next to the flaming sphere takes 1d4 + Wisdom modifier
fire damage. As a move action, you can move the
sphere up to 6 squares. Barkskin Druid Utility 2
Sustain Minor: You can sustain this power until the end Your skin takes on a hard, bark-like covering, protecting
of the encounter. As a standard action, you can you from physical attacks.
make another attack with the sphere. Daily Primal, Companion, Shapechange
Minor Action Personal
Effect: You gain a +2 power bonus to AC until the end
of the encounter.

Bestow Primal Healing Druid Utility 2


You appeal to primordial powers and gain the power to
instantly heal wounds, and your touch momentarily
suffuses you or a wounded creature with a dim green
glow.
Daily Primal, Healing
Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a
healing surge.

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4E Races and Classes
Fog Cloud Druid Utility 2 Catspaw Druid Attack 3
You exhale and a cloud of misty vapors shrouds you and You strike at your target and dare it to move again.
your allies. Encounter Primal, Companion, Shapechange,
Encounter Primal, Zone Weapon
Standard Action Area burst 3 within 20 squares Standard Action Melee 1
Effect: You create a zone of misty vapors that provides Target: One creature
concealment. Targets adjacent to one another in Attack: Strength vs. AC
the fog cloud have concealment, while any targets Hit: 2[W] + Strength modifier damage and you may
not adjacent to one another have total concealment. make a basic melee attack as an immediate reaction
Sustain Minor: The zone persists until the end of the if the target moves or shifts away from you this turn.
encounter. You can dismiss the zone at any time as Nature’s Protector: You can use this attack as an
a minor action. opportunity attack if the target is moving away from
you.
Goodberry Druid Utility 2 Feral Warrior: Half damage on a miss
You pull a handful of enchanted blackberries from your
satchel and pass them around to your party for use at a Call Lightning Druid Attack 3
moments notice. You appeal to the heavens, which sends down a bolt of
Daily Primal, Healing shining blue lightning to strike your foe.
Standard Action Encounter Primal, Electrical, Implement
Effect: You create a number of goodberries equal to Standard Action Area burst 2 within Range 20
your Wisdom modifier. Until the end of the day, you Target: All creatures in square
or an ally can eat one berry as a minor action to use Attack: Wisdom vs. Reflex
a healing surge. The target also regains a number Hit: 1d10 + Wisdom modifier lightning damage, and the
of extra hit points equal to your Constitution modifier. target is dazed until the end of your next turn.

Sprint Druid Utility 2 Flame Blade Druid Attack 3


As you move across the field of battle, your form melts Uttering a mystical word, a blade of flame appears in
into that of a fast-moving animal. your hand to smite your enemies with.
Encounter Primal, Companion, Shapechange Encounter Primal, Implement, Flame
Move Action Personal Standard Action Melee 1
Effect: Move up to twice your speed. Target: One creature
Attack: Wisdom vs. Reflex
Tree Shape Druid Utility 2 Hit: 1d8 + Wisdom modifier fire damage.
Holding your arms outstretched, your body stiffens into Sustain Minor: You can sustain this power until the end
wood as you take on the semblance of a tree. of the encounter. As a standard action, you can
Encounter Primal, Polymorph make another attack with the flame blade. You can
Standard Action Personal dismiss the flame blade as a minor action.
Effect: You take on the appearance of a Medium tree.
You gain resist 20 to all attacks, but cannot move or Takedown Druid Attack 3
attack. It takes a Perception DC 20 check to discern You catch your opponent in your jaws and yank him off
you are anything other than an ordinary tree. his feet.
Sustain Standard: You remain in tree form. Encounter Primal, Companion, Shapechange
Standard Action Melee 1
Level 3 Encounter Appeals Target: One enemy
Hit: 1[W] + Strength modifier and the target is knocked
prone.
Blast of Wind Druid Attack 3
You call forth a terrible wind that batters foes.
Encounter Primal, Implement
Standard Action Area blast 3 within range 5
Target: All creatures in blast
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage, and push the
target a number of squares equal to your Wisdom
modifier.
Master of Rites: At the end of the push, the target falls
prone.

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4E Races and Classes
Level 5 Daily Appeals Snowstorm Druid Attack 5
With a wave of your hand, icy sleet rains down on the
Anklebiter Druid Attack 5 area you designate.
You snap at your opponent’s ankle, dealing a crippling Daily Primal, Cold, Implement, Zone
blow that forces him to stumble across the battlefield. Standard Action Area burst 2 within 20 squares
Daily Primal, Companion, Shapechange Target: Each creature in burst
Standard Action Melee 1 Attack: Wisdom vs. Fortitude
Target: One creature Hit: 1d10 + Wisdom modifier cold damage.
Attack: Strength vs. Fortitude Effect: The burst creates a zone of blowing ice and
Hit: 2[W] + Strength modifier damage, and the target is snow that blocks line of sight and is considered
knocked prone. Until the end of the encounter, if the difficult terrain until the end of your next turn.
target moves more than half its speed in a single Creatures that enter the zone or start their turns
action, it falls prone at the end of its movement. there take 1d6 + Wisdom modifier cold damage. As
Miss: Half damage, and the target is not knocked a move action, you can move the zone up to 6
prone. squares.
Sustain Minor: The zone persists.
Poison Druid Attack 5
You point your finger at an enemy and fill his body with Level 6 Utility Appeals
vile poison
Daily Primal, Implement, Poison Animal Affinity Druid Utility 6
Standard Action Ranged 10 You call upon the Animal Lords to grant a bit of their
Target: One creature primal power to yourself or an ally.
Attack: Wisdom vs. Fortitude Daily Primal, Shapechange
Hit: 3d6 + Wisdom modifier and the target takes Minor Action Melee Touch
ongoing poison 2 + Wisdom modifier damage (save Effect: You grant a +2 power bonus to attack rolls for
ends). the target. This power lasts until the end of the
Miss: Half damage and no ongoing damage. encounter.
Master of Rites: on a miss, ongoing Wisdom modifier
poison damage (save ends). Camouflage Druid Utility 6
Like a chameleon, you blend into your surroundings.
Pummel Druid Attack 5 Daily Primal, Companion, Shapechange
You slam into your foe relentlessly. Minor Action Personal
Daily Primal, Reliable, Companion, Shapechange, Effect: You have superior cover until the start of your
Weapon next turn as long as you do not move more 2
Standard Action Melee Weapon spaces.
Target: One creature
Primary Attack: Strength vs. AC; make two attacks Greater Primal Healing Druid Utility 6
Reliable: If you miss with both primary attacks, you do You appeal to the primordial powers and gain the power
not expend the use of this power. to instantly heal wounds, and your touch momentarily
Hit: 1[W] + Strength modifier damage and make one suffuses you or a wounded creature with a bright green
secondary attack against the same target. glow.
Secondary Attack: Strength vs. AC Daily Primal, Healing
Hit: 1[W] + Strength modifier damage. Standard Action Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent
two healing surges.

Soften Earth Druid Utility 6


You turn the ground around you into a mire.
Encounter Primal, Zone
Move Action Area burst 3 in 10 squares
Effect: You create a zone of very difficult terrain. Each
square in the area costs 4 squares of movement to pass
through.

Page 70 of 521
4E Races and Classes
Summon Primal Protector Druid Utility 6 Level 7 Encounter Appeals
You call to the wilderness around you, and it sends an
ally in response. Bear Hug Druid Attack 7
Encounter Primal, Conjuration, Shapechange You grab your enemy and maul them.
Standard Action Ranged 10 Encounter Primal, Companion, Shapechange,
Effect: You create a primal protector that obeys your Weapon
command. The primal protector can take the outward Standard Action Melee Weapon
appearance of any small-sized animal you choose. The Requirement: You must be shapechanged to use this
primal protector remains until dropped to 0 hit points, the ability yourself.
encounter ends, or for 5 minutes. Target: One creature your size, smaller or one size
larger
Summoned Primal Protector Level 6 Minion Attack: Strength vs. AC
Small natural beast XP - Hit: 1[W] + Strength modifier damage and the target is
Initiative: +6 Senses Perception +7;low-light vision grabbed (until escape). You get a +2 to any checks,
HP 1; a missed attack never damages a minion defenses, or saves triggered by the target if the
AC 22; Fortitude 18, Reflex 18, Will 18 result would end the grapple.
Speed 8 Nature’s Protector: You can sustain the grab as a free
M Claws (standard; at-will) action.
+13 vs. AC; 1d10+4 damage
m Guarding Attack (standard; encounter) Snare Druid Attack 7
Until the end of the primal protector’s next turn, if You call out to the world around you, and it responds,
you (the druid) are adjacent to either the primal ensnaring your foe.
protector or the target, you gain a +2 power bonus to Encounter Primal, Implement, Zone
AC against the target’s attacks. Standard Action Ranged 5
+13 vs. AC; 3d8+4 damage Target: One creature in area
Alignment Unaligned Languages – Attack: Wisdom vs. Fortitude
Str 19 (+7) Dex 16 (+6) Wis 16 (+6) Hit: 2d6 + Wisdom modifier damage and the target is
Con 16 (+6) Int 2 (-1) Cha 8 (+2) immobilized (save ends).

Wall of Fog Druid Utility 6 Spike Stones Druid Attack 7


You create a billowing wall of gray fog that obscures You curse the ground, and it erupts in cruel spikes of
vision. hardened earth.
Daily Primal, Conjuration Encounter Primal, Implement, Zone
Standard Action Area wall 8 within 10 Standard Action Burst 4 within 10 squares
Effect: You conjure a wall that consists of contiguous Target: Each creature in area
squares filled with arcane fog. The wall lasts until the Attack: Wisdom vs. Reflex
end of your next turn. It can be up to 8 squares long and Hit: 1d8 + Wisdom modifier and target is slowed until the
up to 4 squares high. The fog grants concealment to end your next turn.
creatures in its space and blocks line of sight. Effect: The zone creates an area of difficult terrain that
lasts until the end of your next turn. A creature that
enters the zone or starts it turn there takes 1d8 +
Wisdom modifier.
Sustain Minor: The zone persists.

Wildstrike Druid Attack 7


You leap at the opponent, slashing and biting.
Encounter Primal, Companion, Weapon,
Shapechange
Standard Action Melee 1
Attack: You shift up to 2 squares then make a Strength
vs. AC attack.
Hit: 2[W] + Wisdom modifier.

Page 71 of 521
4E Races and Classes
Level 9 Daily Appeals Level 10 Utility Appeals

Pillar of Fire Druid Attack 9 Mass Primal Healing Druid Utility 10


A column of flame roars downward to engulf your foes. With a wave of your hand, healing motes of green light
Daily Primal, Fire, Implement engulf you and all nearby allies.
Standard Action Area burst 2 within 10 squares Daily Primal, Healing
Target: Each enemy in burst Standard Action Close burst 5
Attack: Wisdom vs. Reflex Targets: You and each ally in burst
Hit: 2d10 + Wisdom modifier fire damage, and ongoing Effect: The targets regain hit points as if they had spent
5 + Wisdom modifier fire damage (save ends). a healing surge. Add your Charisma modifier to the
Miss: Half damage, and no ongoing fire damage. hit points regained.
Special: You cannot target both yourself and your
Snapping Jaws Druid Attack 9 animal companion with this power.
You bite and snap at the opponent, forcing him right
where you want him to move. Meld into Stone Druid Utility 10
Daily Primal, Companion, Shapechange, Weapon You vanish into solid stone.
Standard Action Melee 1 Encounter Primal
Target: One creature Move Action Personal
Attack: You slide the target to any other square Effect: You shift one square into a solid obstacle made
adjacent to you, and then make a Strength vs. AC of stone. You do not have line of sight out of your
attack. square. While merged, you have resist 20 all damage.
Hit: 3[W] + Dexterity modifier damage. You can remain merged up to 5 minutes. When you exit
Effect: Until the end of the encounter, as long as you you return to the square where you entered the obstacle.
are adjacent to the target, you slide the target 1 If your exit square is occupied, you shift into an adjacent
square before making a melee attack against it. open square.

Wall of Flames Druid Attack 9 Summon Primal Hunter Druid Utility 10


A blazing wall of flame erupts from the ground at your You call to the wilderness around you, and it sends an
command. ally in response.
Daily Primal, Conjuration, Fire, Implement Encounter Primal, Conjuration, Shapechange
Standard Action Area wall 8 within 10 squares Standard Action Ranged 10
Effect: You conjure a wall that consists of contiguous Effect: You create a primal hunter that obeys your
squares filled with arcane fire. It can be up to 8 command. The primal hunter can take the outward
squares long and up to 4 squares high. The wall appearance of any medium-sized animal you
lasts until the end of your next turn. Any creature choose. The primal hunter remains until dropped to
that starts it turn adjacent to the wall takes 1d6 + 0 hit points, the encounter ends, or for 5 minutes.
Wisdom modifier fire damage. If a creature moves
into the wall’s space or starts its turn there, the Summoned Primal Hunter Level 10 Minion
creature takes 3d6 + Wisdom modifier fire damage. Medium natural beast XP -
Entering a square occupied by the wall costs 3 extra Initiative: +10 Senses Perception +7;low-light vision
squares of movement. The wall blocks line of sight. HP 1; a missed attack never damages a minion
Sustain Minor: The wall persists. AC 24; Fortitude 22, Reflex 22, Will 22
Speed 8
Wither Druid Attack 9 M Claws (standard; at-will)
You glare at your opponent and his flesh desiccates, +15 vs. AC; 2d6+5 damage
eyes sink into his skull and his hair falls out in clumps. m Wolf Pack Tactics (standard; encounter)
Daily Primal Before primordial hunter attacks, shift you (the druid)
Standard Action Ranged 5 or the target 1 square as a free action.
Target: One creature +15 vs. AC; 3d10+5 damage
Attack: Wisdom vs. Fortitude Alignment Unaligned Languages –
Hit: 2d10 + Wisdom modifier and the target is Str 21 (+10) Dex 17 (+8) Wis 17 (+8)
weakened (save ends). Con 17 (+8) Int 2 (-) Cha 8 (+4)
Miss: Half damage and the target is weakened until the
end of your next turn.

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4E Races and Classes
Venom Immunity Druid Utility 10 Dire Pounce Druid Attack 13
With a thought, you neutralize the poison coursing Like a great cat, you leap upon your foe and take them
through your system. down with a flurry of clawing and biting.
Daily Primal, Shapechange Encounter Primal, Companion, Shapechange,
Minor Action Personal Weapon
Effect: You gain poison resistance 10 until the end of Minor Action Melee 1
the encounter. If you are struck by an attack that Effect: Until the end of the encounter, when you hit a
deals ongoing poison damage, you gain a +5 bonus target with a charge attack, the target makes an
to the saving throws. immediate save or is knocked prone.
Target: One creature
Level 13 Encounter Appeals Trigger: You successfully hit the target with your
charge this round.
Attack: Strength +2 vs. Reflex
Armor of Thorns Druid Attack 13 Hit: 1[W] + Strength modifier damage, and you knock
Primordial power courses through you, creating a natural the target prone (save avoids).
armor of thick thorns that harms those that are near you. Feral Warrior: Hit or miss, you knock the target prone
Encounter Primal, Implement, Zone (save avoids).
Immediate Reaction Close burst 1
Trigger: A creature within range attacks you
Effect: 1d8 + Wisdom modifier damage, and you gain a Maul Druid Attack 13
+2 power bonus to AC until the end of your next turn. You attack the enemy and allow it no chance to retaliate
Master of Rites: You can sustain this power with a as you latch on.
minor action. In such a case, the effect persists and Encounter Primal, Companion, Shapechange,
damages any creature that enters the zone. Weapon
Standard Action Melee Weapon
Requirement: You must be shapechanged to use this
Blazing Blizzard Druid Attack 13 ability yourself.
You whisper a word of elemental power and hurl a Target: One creature
flaming ball of ice. Waves of fire and ice explode Attack: Strength vs. AC
outward from the point of impact. Hit: 1[W] + Strength modifier damage and the target is
Encounter Primal, Cold, Fire, Implement grabbed (until escape). Make a secondary attack
Standard Action Area burst 2 within 20 squares against the same target.
Target: Each creature in burst Secondary Attack: Strength vs. AC
Attack: Wisdom vs. Fortitude Hit: 2[W] + Strength modifier damage
Hit: 3d6 + Wisdom modifier cold and fire damage. Nature’s Protector: You can use the secondary attack
Effect: This power’s area is difficult terrain until the end of this power as an At-Will when you have a target
of your next turn. Any creature that starts its turn in grabbed.
the area takes 5 cold and fire damage. You can
dismiss the effect as a minor action.
Winter’s Claws Druid Attack 13
With a thought, your weapon becomes covered in
Call Lightning Storm Druid Attack 13 supernatural frost.
You summon a storm to hamper enemies. Encounter Primal, Cold, Companion, Weapon,
Encounter Implement, Primal, Lightning, Thunder, Shapechange
Zone Standard Action Melee Weapon
Standard Action Area burst 6 within 10 Target: One creature
Target: Each creature in burst Attack: Strength vs. AC
Attack: Wisdom vs. Reflex Hit: 3[W] + Wisdom modifier cold damage and the
Hit: 1d10 + Wisdom modifier Lighting and Thunder target is immobilized until the start of your next turn.
damage
Effect: The burst creates a zone with a stormcloud
overhead. Creatures that enter the zone or start
their turns there take 1d10 + Wisdom modifier
Lightning and Thunder damage. As a move action,
you can move the zone up to 6 squares.
Sustain Minor: The zone persists.

Page 73 of 521
4E Races and Classes
Level 15 Daily Appeals Icy Wall Druid Attack 15
A wall of glittering, jagged ice appears at your command.
Bellowing Roar Druid Attack 15 Daily Primal, Cold, Conjuration, Implement
You roar with bestial power and shove your enemy to Standard Action Area wall 12 within 10 squares
make it focus on you. Effect: You conjure a solid wall of contiguous squares
Daily Primal, Companion, Shapechange, Weapon filled with arcane ice. The wall can be up to 12
Standard Action Melee 1 squares long and up to 6 squares high.
Target: One creature Any creature that starts its turn adjacent to the
Attack: Strength vs. AC wall takes 2d6 + Wisdom modifier cold damage.
Hit: 3[W] + Strength modifier damage, and you push the The wall blocks line of sight and prevents
target 2 squares. movement. No creature can enter a square
Special: The target is marked by you until the end of containing the wall.
the encounter, and all of your enemies within 2 Special: As a standard action, a creature can attack
squares of you or the target are marked until the end one square of the wall. Each square has 50 hit
of your next turn. points. Any creature that makes a melee attack
Miss: The target and all of your enemies within 2 against the wall takes 2d6 cold damage. The wall
squares of you or the target are marked until the end has vulnerability 25 to fire. If the wall is not
of your next turn. destroyed, it melts away after 1 hour.

Fire Seeds Druid Attack 15 Empower Staff Druid Attack 15


You whisper to the acorn in your hands, then hurl it at You strike your foe once while preparing a more deadly
your enemy, where it explodes in fire. assault.
Encounter Primal, Fire, Implement Daily Implement, Primal, Reliable, Weapon
Standard Action Burst 2 within 10 squares Standard Action Melee Weapon
Target: Every creature in area Requirements: You must be wielding a staff
Attack: Wisdom vs. Reflex Target: One creature
Hit: 3d8 + Wisdom modifier fire damage and 10 Attack: Make an attack with one encounter attack
ongoing fire damage. power of less than 15th level you have available.
Miss: Half damage and no ongoing fire damage. Reliable: If you miss with the attack, you do not expend
the use of either power.
Hit: As the encounter power’s description, and pick a
Food for the Worms Druid Attack 15 second encounter power of a lower level. Until the
Your enemy will be better served filling the belly of end of the encounter, if you are wielding your staff,
carrion birds and the worms of the earth. you can use that power as a minor action.
Daily Primal, Companion, Shapechange, Weapon
Standard Action Melee Weapon
Target: One creature Lightning Strike Druid Attack 15
Attack: Strength vs. AC The sky alights with power, then strikes downward,
Hit: 4[W] + Strength modifier. blasting your enemy.
Miss: Half damage. Daily Primal, Implement, Lightning
Special: If the target is bloodied, this attack does 5[W] Standard Action Ranged 10
+ Strength modifier damage on a hit (half damage Target: One creature
on a miss) and can score a critical hit on a roll of 17- Attack: Wisdom vs. Reflex
20. Hit: 3d8 + Wisdom modifier lightning damage and
ongoing 8 + Wisdom modifier lightning damage
(save ends).
Icy Blast Druid Attack 15 Miss: Half damage and ongoing Wisdom modifier
You create a tremendous blast of supernatural cold, lightning damage (save ends).
freezing your enemies.
Daily Primal, Cold, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 6d6 + Wisdom modifier cold damage, and the target
is immobilized (save ends).
Miss: Half damage, and the target is slowed (save
ends).

Page 74 of 521
4E Races and Classes
Level 16 Utility Appeals Summoned Primal Brute Level 16 Minion
Large natural beast XP -
Primal Mount Druid Utility 16 Initiative: +9 Senses Perception +13;low-light vision
You provide your ally with much needed assistance and HP 1; a missed attack never damages a minion
mobility. AC 28; Fortitude 28, Reflex 28, Will 28
Encounter Primal, Companion, Shapechange, Speed 8
Stance M Claws (standard; at-will)
Requirement: You must be shapechanged to use this +19 vs. AC; 3d8+7 damage
ability yourself. m Visejaw Strike (standard; recharge 4 5 6)
Minor Action Personal +17 vs. Fortitude; 4d12+7 damage and opponent is
Effect: Until the end of the encounter an ally can use grabbed (until escape).
you or your animal companion as a mount to gain a m Crush (Standard; at-will)
+4 power bonus to his speed and deal 3[W] + The primal brute deals 4d12+7 damage to an
Strength modifier damage on a charge. You and opponent it has grabbed (no attack roll required).
your ally occupy and threaten the same 2x2 square. Alignment Unaligned Languages –
Each of you can still only attack on your own turns, Str 24 (+15) Dex 19 (+12) Wis 21 (+13)
but move at the same time on your turn. Con 21 (+13) Int 2 (+4) Cha 8 (+7)

Primal Stoneskin Druid Utility 16


You sprinkle a tiny pinch of diamond dust over the Level 17 Encounter Appeals
subject, and his skin turns gray and hard as granite.
Daily Primal
Brutal Strike Druid Attack 17
Standard Action Melee touch
With a mighty swipe, you slash open your opponent’s
Target: You or one ally
innards.
Effect: The target gains resist 10 to all damage until the
Encounter Primal, Companion, Weapon,
end of the encounter or for 5 minutes.
Shapechange
Standard Action Melee Weapon
Slink Into Shadows Druid Utility 16 Attack: Strength vs. AC
While the opponent is distracted, you slip into the Hit: 4[W] + Wisdom modifier and the target is stunned
shadows and out of sight. until the end of your next turn.
Daily Primal, Companion, Shapechange
Immediate Reaction Personal
Primal Combust Druid Attack 17
Trigger: An ally hits an opponent you are adjacent to.
As you raise your hands upward, several foes
Effect: You can shift 2 squares and make a Stealth
spontaneously burst into flame.
check with a +3 bonus to attempt to hide.
Encounter Primal, Fire, Implement
Standard Action Area 2 within 20 squares
Summon Primal Brute Druid Utility 16 Target: Each creature in burst
You call to the wilderness around you, and it sends an Attack: Wisdom vs. Reflex
ally in response. Hit: 5d6 + Wisdom modifier fire damage.
Encounter Primal, Conjuration, Shapechange
Standard Action Ranged 10
Ramstrike Druid Attack 17
Effect: You create a primordial hunter that obeys your
You rush into an opponent and slam him with great
command. The primal brute can take the outward
horns.
appearance of any Large-sized animal you choose.
Encounter Primal, Companion, Shapechange,
The primordial hunter remains until dropped to 0 hit
Weapon
points, the encounter ends, or for 5 minutes.
Standard Action Melee 1
Requirement: You must be shapechanged to use this
ability yourself.
Target: One creature
Special: You must charge as part of this attack.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target is
dazed until the end of your next turn.
Nature’s Protector: The target is stunned rather than
dazed.

Page 75 of 521
4E Races and Classes
Frozen Tomb Druid Attack 17 Earthquake Druid Attack 17
You target an enemy with a freezing ray that briefly traps With a sweep of your hands, the ground splits open,
him in an icy sarcophagus. swallowing foes.
Encounter Primal, Cold, Implement Daily Primal, Implement, Zone
Standard Action Ranged 20 Standard Action Burst 4 within 20 squares
Target: One creature Area Pit 8 within burst
Attack: Wisdom vs. Reflex Target: All creatures in burst
Hit: 3d10 + Wisdom modifier cold damage, and the Hit: 2d10 + Wisdom modifier damage and the target is
target is entombed in ice. While entombed, the knocked prone.
target is stunned, and attacks cannot gain line of Effect: You create a pit that consists of contiguous
effect against it. This effect lasts until the end of squares. It can be up to 8 squares long and is 20
your next turn. feet deep. Any creature in a pit square when
created must make a saving throw to avoid falling in
Wolverine Strike Druid Attack 17 and taking 2d10 damage. A target that avoids falling
You slash at enemies ferociously, moving from one to is placed prone adjacent to the pit (target’s choice of
the other. squares).
Encounter Primal, Companion, Shapechange, Sustain Minor: The pit persists. If a target is still in the
Weapon pit when you cease to sustain the power, the target
Standard Action Melee 1 takes 2d10 damage and is returned to the battlefield
Target: One creature prone.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage Faerie Clone Druid Attack 19
Feral Warrior: You gain a +4 bonus on the damage roll. You take the place of an enemy and move to attack
Effect: After the attack, you shift one square and repeat unsuspecting enemies.
the attack against another target within reach. You Daily Primal, Conjuration, Teleportation
can then shift 1 square and repeat the attack against Standard Action Ranged 20
a third target within reach. After the final attack, you Target: One natural creature
can shift one square. Attack: Wisdom vs. Will
Hit: The target is teleported to a harmless area within
Level 19 Daily Appeals the feywild. Conjure a duplicate of the creature in
place of the original. The duplicate is a minion
under your control. It can move and make at-will
Cloud of Poison Druid Attack 19 attacks which deal average damage on a hit until the
Yellow-green vapors emerge from the ground with a end of your next round. At the end of the effect, the
hiss, forming a thick, toxic cloud. target returns in the same place as the duplicate left.
Daily Primal, Implement, Poison, Zone Sustain Standard: The effect persists until you are
Standard Action Area burst 5 within 20 squares attacked or move, or the duplicate is killed. You can
Target: Each creature in burst still take minor actions and make at-will attacks or
Hit: 1d10 + Wisdom modifier poison damage. move with the duplicate. There is no limit to how far
Effect: The burst creates a zone of poisonous vapors you can send the duplicate.
that lasts until the end of your next turn. A creature Special: You can cast this on yourself or a willing ally
that enters the zone or starts its turn there takes without making an attack roll.
1d10 + Wisdom modifier poison damage. As a Miss: The target is teleported to a harmless area within
move action, you can move the zone 3 squares. the feywild until the end of your next round.
Sustain Minor: The zone persists.

Page 76 of 521
4E Races and Classes
Primal Fire Storm Druid Attack 19 Regenerate Druid Utility 22
A roiling cloud of fire scours your foes, lingering on the You speak secret words and your ally briefly glows
battlefield until you allow it to burn itself out. green before his wounds begin to seal.
Daily Primal, Fire, Implement, Zone Daily Healing
Standard Action Area burst 5 within 10 squares Standard Action Melee touch
Target: Each enemy in burst Target: You or one ally
Attack: Wisdom vs. Reflex Effect: The target gains Regeneration equal to your
Hit: 5d10 + Wisdom modifier fire damage. Wisdom modifier for the remainder of the encounter.
Miss: Half damage. If the target is reduced to 0 hit points, the
Effect: The burst creates a zone of fire that lasts until regeneration ceases.
the end of your next turn. Enemies that start their
turn in this zone take 1d10 + Wisdom modifier fire Summon Air Primordial Druid Utility 22
damage. You reach out to the elemental chaos, and draw an ally
Sustain Minor: The zone persists. to aid your fight.
Encounter Primal, Conjuration, Shapechange
Razorboar Flurry Druid Attack 19 Standard Action Ranged 10
Even a glancing blow can be especially painful. Effect: You create an air primordial that obeys your
Daily Primal, Companion, Shapechange, Weapon command. The air primordial looks like a towering
Standard Action Melee 1 tornado with whip-like arms. The air primordial
Target: One creature remains until dropped to 0 hit points, the encounter
Attack: Strength vs. AC ends, or for 5 minutes.
Hit: 3[W] + Strength modifier damage.
Miss: Half damage. Primordial Air Titan Level 22 Minion
Special: This attack can score a critical hit on a roll of Large elemental magical beast (air) XP -
18-20. If the target is bloodied either before or after Initiative: +19 Senses Perception +18
the attack, it takes an additional 2[W] damage. HP 1; a missed attack never damages a minion
AC 34; Fortitude 25, Reflex 23, Will 24
Level 22 Utility Appeals Speed fly 20 (hover)
M Tornadic Lash (standard; at-will)
Elemental Tuning Druid Utility 22 +25 vs. AC; 3d6+8 damage, +3d6 damage if the
You reach into the elemental chaos and make it a part of primordial air titan has combat advantage.
your own essence. c Wind Flurry (standard; recharge 5 6)
Daily Primal; Acid, Cold, Fire, Lightning or Close burst 2; +23 vs. Reflex; 4d12+8 damage and
Thunder targets are knocked prone.
Minor Action Personal Melt into Air (move; recharge 6)
Effect: You gain resistance to one energy (acid, cold, The primordial air titan becomes invisible until the
fire, lightning or thunder) 10 + Wisdom modifier until end of the encounter. If the air titan attacks, it
the end of the encounter becomes visible.
Alignment Unaligned Languages –
Str 22 (+17) Dex 27 (+19) Wis 24 (+18)
Fey Walk Druid Utility 22
Con 24 (+18) Int 10 (+11) Cha 8 (+10)
You will yourself across the boundary between worlds,
teleporting a short distance. When you appear from the
feywild, you are surrounded by a glamour of invisibility. Summon Earth Primordial Druid Utility 22
Encounter Primal, Illusion, Teleportation You reach out to the elemental chaos, and draw an ally
Move Action Personal to aid your fight.
Effect: You become invisible and then teleport 4 Encounter Primal, Conjuration, Shapechange
squares. The invisibility lasts until the start of your Standard Action Ranged 10
next turn. Effect: You create an earth primordial that obeys your
command. The earth primordial appears as a
mountain of stone and loose earth. The earth
primordial remains until dropped to 0 hit points, the
encounter ends, or for 5 minutes.

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4E Races and Classes
Primordial Earth Titan Level 22 Minion Level 23 Encounter Appeals
Large elemental magical beast (earth) XP -
Initiative: +17 Senses Perception +18 Challenging Trumpet Druid Attack 23
HP 1; a missed attack never damages a minion You let out a great call which your enemy is compelled
AC 34; Fortitude 25, Reflex 23, Will 24 to answer.
Speed 8, burrow 4 Encounter Primal, Wild
M Rockslide slam (standard; at-will) Standard Action Ranged 6
Reach 2; +25 vs. AC; 4d6+8 damage Target: One creature
m Overhead Double Slam (standard; at-will) Attack: Strength vs. Will
Reach 2; +23 vs. Reflex; 6d6 + 8 damage Hit: 3d10 + Strength modifier damage and the target
a Stone Slivers (standard; recharge 5 6) can only attack you until the end of its next turn.
The primordial earth titan slams its fist into the Nature’s Protector: The target takes a penalty to
ground and spikes of earth erupt in the target area. attacks equal to your Strength modifier until the end
Area burst 2 within 10; +23 vs. Reflex; 9d6+8 of its next turn.
damage and area becomes difficult ground until the
start of the primordial earth titan’s next turn. Companion Strike Druid Attack 23
Alignment Unaligned Languages – Your companion deals a timely blow to your enemy, and
Str 27 (+19) Dex 22 (+17) Wis 24 (+18) you use the opportunity to strike.
Con 24 (+18) Int 10 (+11) Cha 8 (+10) Encounter Primal, Companion, Shapechange,
Weapon
Summon Fire Primordial Druid Utility 22 Immediate Reaction Melee 1
You reach out to the elemental chaos, and draw an ally Trigger: An ally damages a creature adjacent to you
to aid your fight. Target: The creature your ally damaged
Encounter Primal, Conjuration, Shapechange Attack: Strength vs. AC
Standard Action Ranged 10 Hit: 2[W] + Strength modifier damage.
Effect: You create a primordial hunter that obeys your
command. The primal brute can take the outward Control Weather Druid Attack 23
appearance of any Large-sized animal you choose. You manipulate one of Mother Nature’s finest
The primordial hunter remains until dropped to 0 hit achievements with masterful hands.
points, the encounter ends, or for 5 minutes. Encounter Implement, Lightning, Primal, Thunder
Standard Action Area Burst 2 within 10 squares
Primordial Fire Titan Level 22 Minion Target: Each enemy in burst
Large elemental magical beast (fire) XP - Master of Rites: Until the end of the encounter,
Initiative: +17 Senses Perception +18 Lightning attacks that hit a creature in the area deal
HP 1; a missed attack never damages a minion +1d6 lightning damage. Thunder attacks deal +1d6
AC 34; Fortitude 25, Reflex 23, Will 24 thunder damage. Lightning and Thunder attacks
Speed 8 deal +2d6 lightning and thunder damage.
M Fiery fist (standard; at-will) Fire Attack: Wisdom vs. Reflex
Reach 2; +25 vs. AC; 3d6+8 fire damage and Hit: 5d6 + Wisdom modifier Lightning and Thunder
ongoing fire 10. damage.
Sustain Minor: Creatures entering or starting their turn
a Blast of Flame (standard; recharge 5 6) in the area take 2d6 + Wisdom modifier Lightning
Area 2 in range 10; +23 vs. Reflex; 4d8+8 damage and Thunder damage. If you are a Master of Rites,
and ongoing fire 5 (save ends). increase to 4d6 + Wisdom modifier Lightning and
c Funeral Pyre (standard; daily, zone) Thunder damage (don’t add the above bonus).
Close blast 3; +23 vs. Reflex; 2d6+8 fire damage
and target immobilized (save ends); Anyone starting
turn or ending turn in zone takes 2d6+8 fire damage.
Sustain minor: zone persists.
Alignment Unaligned Languages –
Str 24 (+17) Dex 27 (+19) Wis 24 (+18)
Con 24 (+18) Int 10 (+11) Cha 8 (+10)

Page 78 of 521
4E Races and Classes
Level 25 Daily Appeals Storm of Vengeance Druid Attack 25
The sky darkens, then all hell breaks loose.
Primordial Maw Druid Attack 25 Daily Primal, Implement, Acid, Fire, Lightning,
You open a gate to very mouth of a Primordial of the Thunder, Zone
elemental chaos, who hunger devours everything it can Standard Action Burst 4 within 10 squares
reach. Target: Each creature in burst
Daily Primal, Implement, Teleportation; Acid, Cold, Attack: Wisdom vs. Reflex
Fire, Lightning or Thunder Hit: 4d6 + Wisdom modifier acid, fire, lightning and
Standard Action Area burst 4 within 20 squares thunder damage. A creature may not reduce the
Target: Each creature in burst damage from this attack unless they are resistance
Attack: Wisdom vs. Reflex to all four damage types.
Hit: 6d6 + Wisdom modifier damage of a type chosen Master of Rites: Increase the damage to 6d6 +
from the following list: acid, cold fire, lightning, or Wisdom modifier acid, fire, lightning and thunder
thunder. In addition, the target is pulled 2 squares damage.
toward the maw’s origin square. Effect: The storm blocks line of sight, providing total
Miss: Half damage, and no pull. concealment to creatures inside it. Any creature that
Effect: This attack’s origin square becomes a vortex of enters the cloud or starts its turn there takes 10 acid,
energy. The burst creates an area of difficult terrain. fire, lightning, and thunder damage. The storm lasts
The effect remains until the end of your next turn. until the end of your next turn, or you can dismiss it
Any creature that is pulled into the vortex takes 3d6 as a minor action.
+ Wisdom modifier damage of a type chosen from Master of Rites: You can sustain the zone as a move
the following list: acid, cold, fire, lightning, or action.
thunder. In addition, you teleport that creature to a
square within 20 squares of you. The creature Level 27 Encounter Appeals
arrives at its destination prone and dazed until the
start of your next turn. Coursing Fire Druid Attack 27
A blast of crackling black fire erupts from your hand,
Savage Flurry Druid Attack 25 charring the flesh and burning the souls of your foes.
You rend several opponents at once. Encounter Primal, Fire, Implement, Lightning
Daily Primal, Companion, Shapechange, Weapon Standard Action Close blast 5
Standard Action Close burst 1 Target: Each enemy in blast
Target: All creatures in burst Attack: Wisdom vs. Reflex
Attack: Strength vs. AC Hit: 6d6 + Wisdom modifier fire and lightning damage.
Hit: 2[W] + Strength modifier damage, and the target
takes ongoing 5 damage (save ends). Manticore Spines Druid Attack 27
Miss: Half damage and no ongoing damage. Your hair bristles, lengthens and sharpens like a javelin,
Feral Warrior: the target takes ongoing 10 damage then launches at a foe.
(save ends). Encounter Primal, Companion, Shapechange,
Weapon
Spore Cloud Druid Attack 25 Standard Action Ranged 10
You cover your enemy in mold spores that blossom to Requirement: You must be shapechanged to use this
provide life energy to your allies. ability yourself.
Daily Primal, Implement, Shapechange Target: One creature
Standard Action Area burst 2 within 10 squares Attack: Strength vs. AC, three attacks
Target: Each creature in burst Hit: 1[W] + Strength modifier damage per attack. If two
Attack: Wisdom vs. Fortitude attacks hit, deal an extra 1[W] damage. If three
Hit: 3d8 + Wisdom modifier damage, and until the end attacks hit, deal an extra 2[W] damage.
of the encounter, if the target is reduced to 0 hit
points, your allies within burst 1 of the target can
spend a healing surge.

Page 79 of 521
4E Races and Classes
Poisoned Brambles Druid Attack 27 Vengeance of the Primordials Druid Attack 29
Thick tendrils erupt from the ground, their sharp barbs You weapon explodes with the primal fury of the
covered with oozing green poison. At your command, Primordials themselves.
they lash at your foes, holding them fast. Daily Primal, Companion, Shapechange; Acid,
Encounter Implement, Poison, Primal Cold, Fire, Lightning, Thunder
Standard Action Ranged 10 Standard Action Melee weapon
Attack: Wisdom vs. Fortitude Target: One creature
Hit: 3d8 + Wisdom modifier poison damage, and the Attack: Strength vs. AC
target is immobilized, and takes a –2 penalty to AC Hit: 7[W] + Strength modifier acid, cold, fire, lightning,
and reflex defenses until the end of your next turn. and thunder damage. Resistance doesn’t reduce
Master of Rites: The penalty to AC and Reflex defense the damage unless the target has resistance to all
is equal to 1 + your Wisdom modifier. five damage types, and only the weakest resistance
applies. A target that has vulnerability to any one of
Primal Sunburst Druid Attack 27 the five damage types is subject to that vulnerability.
When you invoke the ancient primordials, a brilliant burst Miss: Half damage.
of light explodes in front of you, healing your allies and
searing your enemies.
Encounter Primal, Fire, Healing, Implement
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: 3d8 + Wisdom modifier fire damage.
Effect: You and each ally in the burst regain hit points
equal to 10 + your Charisma modifier and make a saving
throw.

Whirlwind of Blood Druid Attack 27


You mercilessly slash at your foe, spilling copious
amount of its blood.
Encounter Primal, Companion, Shapechange,
Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC.
Hit: 5[W] + Strength modifier damage.

Level 29 Daily Appeals

Blizzard Druid Attack 29


A storm of bitterly cold hailstones pummels a wide swath
of ground and covers the area in ice.
Daily Primal, Cold, Implement, Zone
Standard Action Area burst 5 within 20 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier cold damage, and the
target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save
ends).
Effect: The burst creates a zone of ice. The zone is
difficult terrain until the end of the encounter or for 5
minutes.

Page 80 of 521
4E Races and Classes
Beastmaster Appeals
Paragon Paths
Tooth and Nail Druid Attack 11
Your jaws elongate and fill with vicious teeth as your
hands become talon-like, allowing you to rend your
Beastmaster opponent to shreds.
Encounter Primal, Shapechange
“Growl” Standard Action Melee 1
Target: One or two creatures
Attack: Strength vs. AC; make two attacks
Hit: 2[W] + Strength modifier each.

Animal Pack Druid Utility 12


You let out an animalistic howl, and a horde of animals
answers your call.
Daily Primal
Standard Action Ranged 10
Effect: You summon an animal pack, which acts as you
direct. The pack is a mixture of medium and/or
small-sized animals that moves as a single unit. The
animal pack takes up a 2X2 square. It remains until
dismissed, destroyed or until 5 minutes pass.

Animal Pack Level 12 Minion


Large natural beast (swarm) XP -
Initiative: +10 Senses Perception +7;low-light vision
HP 1; a missed attack never damages a minion
AC 26; Fortitude 24, Reflex 26, Will 22
Speed 8
M Claws (standard; at-will)
+15 vs. AC; 1d8+5 damage
m Animal Pack Tactics (standard; encounter)
If the target grants combat advantage, the animal
pack deals +2d6 damage
Alignment Unaligned Languages –
Str 22 (+12) Dex 24 (+13) Wis 20 (+11)
Con 15 (+9) Int 2 (+2) Cha 8 (+5)
Prerequisite: Druid class, Animal Companion feature

You are more animal than the creature whose Devouring Stampede Beastmaster Attack 20
skin you wear. Your consciousness often slips out of You infuse your animal companion with the forces of the
your body, into that of the very animals around you, feywild, transforming it into a rampaging monster that
driving their predatory nature with your cunning. with a bellow, tramples or devours all in its way.
Daily Primal, Companion, Implement
Standard Action Ranged 10
Beastmaster Path Features Target: One target within your animal companion’s or
summoned creatures speed in squares
Predatory Action (11th level): When you spend an Effect: Your animal companion increases in size by one
action point to take an extra action, you also gain a +4 size category. Move your animal companion or
bonus to attack rolls until the start of your next turn. summoned creature to the target. Any opponent in
the path of movement is knocked prone.
Summoning Bond (11th level): When you summon a Attack: Strength vs. AC
creature, it gains a bonus to AC and damage rolls equal Hit: 3d8 + Strength modifier damage.
to your Constitution modifier. Miss: Half damage
Special: Your animal companion or summoned
Companion Action (16th level): When you spend an creature returns to normal size after the attack.
action point to take an extra action, you can grant that
action to your animal companion or summoned creature.

Page 81 of 521
4E Races and Classes
Green Druid it a Move or Minor action from your own pool of
actions. Your animal companion cannot spend
”The creatures the Feywild are nothing before the might action points.
of the trees and the resilience of its plains” • When you use or are affected by a power that
has a target of personal, it also benefits your
Prerequisite: Druid animal companion.
A plant companion has its own basic attack, and
There are those among the druids with can use any of your powers that have a Companion
unusually green thumbs – sometimes quite literally. A keyword in them.
green druid focuses his mastery of the Feywild to control
and call on the flora of that plane and the natural world. Plant Companion Basic Attack Class Feature
Your plant companion strikes by slamming its hard body
Green Druid Path Features or appendages into a foe.
At-Will Primal, Companion
Hardwood Defense (11th level): When you spend an Standard Action Melee 1
action point to take an extra action, you gain a +2 bonus Target: One creature
to AC and Fortitude defense until the start of your next Attack: Strength vs. AC or Dexterity vs. AC
turn. Damage: 1d6 + Dexterity Modifier
Plant Summons (11th level): When you summon Increase to 2d6 + Dexterity modifier at 21st level.
creatures, you summon plants, not animals. Your Special: This power counts as a melee basic attack.
summoned creatures are plant creatures. When a power allows your plant companion to make
Plant Companion (11th level): Your can replace your a melee or unarmed basic attack, the plant
animal companion with a plant companion. companion can use this power.
Wild Growth (16th level): When you spend an action
point to take an extra action, you heal hit points equal to Green Druid Appeals
your Wisdom modifier + ½ your level.
Tendril Smash Green Druid Utility 11
Plant Companion You hold forth your arms and ivy-covered stalks lash out
Your plant companion is an animal or beast that at your enemy.
accompanies you on your travels. You may determine Encounter Primal, Implement, Shapechange
what the plant companion looks like, but regardless of its Standard Action Close burst 5
appearance, it uses the rules below. Target: All creatures in burst
Ability Scores: Strength 18, Dexterity 11, Attack: Wisdom vs. AC
Constitution 10, Intelligence 2, Wisdom 12, Hit: 2d8 + Wisdom modifier.
Charisma 8, AC 12 + level, Fort 12 + ½
level, Reflex 10 + ½ level, Will 11 + ½ level,
Speed 5 squares. Green Growth Green Druid Utility 12
Stretching out to the sun, you and your companion heal
• The plant companion’s skills equal ½ your level
your wounds.
+ the companion’s appropriate skill modifier.
Daily Primal, Companion, Healing, Shapechange
The animal companion has no trained skilled,
Standard Action Personal
but benefits from any feat you have that
Effect: You regain hit points as if you had spent two
provides a bonus to skills.
healing surges, plus your Wisdom modifier.
• When you gain an increase to ability scores,
your plant companion likewise gains an increase
in ability scores (it does not gain ability
increases from previous levels). You do not
have to increase the same ability scores on your
plant companion that you increase on your
character.
• You and your plant companion share the same
hit point pool. If you or your plant companion
are targeted by an attack, any hit points lost
come from the same source. If both you and
your plant companion are affected by the same
attack from the same source, you only take
damage once from the attack, not twice.
• You and your plant companion share actions in
a round. Fortunately, your plant companion has
a Standard action of its own, and you can grant
Page 82 of 521
4E Races and Classes
Tap Roots Green Druid Attack 20 Primordial Scion Appeals
You cross your arms and the ground erupts in thick
roots, dragging opponents into the ground as it crushes Energy Wave Primordial Scion Attack 11
the life from them. A swirling distortion appears in the air as you gather
Daily Primal, Implement, Shapechange, Zone together elemental energy and send it coruscating to
Standard Action Area burst 4 within 10 squares obliterate your enemies.
Target: Each creature in burst Encounter Primal, Implement, Acid, Cold,
Attack: Wisdom vs. Reflex Lightning, or Fire
Hit: 2d10 + Wisdom modifier damage, and the target is Standard Action Area burst 5 in 15 squares
immobilized (save ends). Target: All creatures in burst
Effect: The burst creates a zone of difficult terrain that Attack: Wisdom vs. Reflex
lasts until the end of your next turn. Hit: 2d8 + Wisdom modifier damage of your choice of
Sustain Minor: When you sustain the power, repeat the Acid, Cold, Lightning or Fire.
attack against any creature within the zone that is Effect: The area is treated as difficult terrain until the
not immobilized, and deal 1d10 damage to creatures end of your next turn.
that are immobilized.
Elemental Aura Primordial Scion Utility 12
Primordial Scion You call upon the energies of Elemental Chaos to
surround and suffuse you.
”Bah, the Feywild is overrun, corrupted and tamed by the Daily Primal, Aura, Acid, Cold, Lightning or Fire
fey who live there. But the Elemental Chaos runs pure Minor Action Aura 3
and has not forgotten the laws of the wild – hunt or be Effect: You surround yourself in a supernatural aura of
hunted.” elemental energy (acid, cold, lightning or fire).
Anyone entering or ending their turn in the aura
Prerequisite: Druid takes damage energy damage equal to your
Wisdom modifier and is slowed.
For some, they are drawn by the siren call of the Sustain Minor: The aura persists
primordial immortals. For others, it is the lure of power
of pure elemental energy. For a small few, madness
drives them to draw on the power of chaos. Whatever
Chaos Grinder Primordial Scion Attack 20
With a flick of your wrist, you send you enemy to the
the reason, these druids have dismissed the ties of
deepest, hellish regions of Elemental Chaos.
nature and have instead allied themselves with
Daily Primal, Implement, Acid, Cold, Lightning,
elemental power.
Fire
Standard Action Close blast 5
Primordial Scion Path Features Target: One creature in burst
Attack: Wisdom vs. Fortitude
Elemental Infusion (11th level): When using an attack Hit: The target is whisked away to Elemental Chaos
power, you can choose to change the damage to an and takes 2d8 + Wisdom modifier Acid, Cold,
elemental type of your choice. Lightning and Fire damage each round (save ends).
Elemental Affinity (11th level): When you spend an On a successful save, the target is returned to the
action point to perform an extra action, you gain space from which he vanished, but is stunned until
Resistance 10 to one energy type (acid, cold, lightning or the end of his next turn.
fire) until the end of your next turn. Miss: Half damage and the target is dazed until the end
Elemental Overcharge (16th level): When you spend of your next turn.
an action point to perform an extra action, any attack you
make deals an extra 1d6 damage of elemental damage
(acid, cold, lightning or fire) of your choice until the end
of your next turn.

Page 83 of 521
4E Races and Classes
Sky Marshal Go for the Eyes Sky Marshal Attack 20
Nobody ever looks up. They’ll pay for that mistake You gouge your opponent in the eyes with sharp claws.
dearly. Daily Primal, Companion, Reliable, Shapechange,
Weapon
Prerequisite: Druid, Avian Shape Standard Action Melee Weapon
Target: One creature
Lord of the skies, the Sky Marshal moves in for Attack: Strength vs. Reflex
his strike before flitting off to prepare another. Despite Hit: 3[W] + Strength modifier damage and target is
its name, this paragon path doesn’t actually require flight blinded until it receives healing; then target is
to use its powers. Druids will often rename it to fit their blinded (save ends).
preferred form.
th
Fly-by attack (11 level): When in wild shape, you can
use your standard action before, during, or after your
movement in a round. If you can already do this, you
gain a +1 bonus to each of your movement modes
instead.

Sky Marshal’s Action (11th level): You can spend an


action to regain one druid encounter power with the
shapechange keyword that you have already used,
instead of taking an extra action.

Eagle’s Claw Strike (16th level): When you hit a


creature of your size or smaller with a melee attack, you
may push that creature a number of squares equal to
your Strength modifier. It takes 1d4 damage for every
square pushed in this way. You must move with the
creature.

Screeching Descent Sky Marshal Attack 11


You come down on your foe with a piercing yell and an
equally piercing blow.
Encounter Primal, Companion, Shapechange,
Weapon
Requirement: You must be shapechanged or using a
flying mount to use this ability yourself.
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage and target takes
a –5 penalty to perception checks (save ends).

Hummingbird Strike Sky Marshal Utility 12


You dart in and confuse your opponent when you pull
back at the last moment to allow your partner an
advantage.
Encounter Primal, Stance, Weapon
Minor Action Personal
Effect: When dealing damage with a successful hit, you
may grant an ally adjacent to the target you hit
combat advantage against the target until the
beginning of your next turn.

Page 84 of 521
4E Races and Classes
Enchanter
“Yes, look at me, and tremble, for I will make you your
own doom, by your own hand.”

The enchanter is a master of charms and spells that buff


himself and his companions.

CLASS TRAITS
Role: Controller.
Power Source: Arcane
Key Abilities: Intelligence, Wisdom, Dexterity

Armor Proficiencies: Cloth


Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10 + Constitution score


Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana. From the class skills list below,


choose three more trained skills at 1st level.
Class Skills: Diplomacy (Cha), Dungeoneering (Wis),
History (Int), Insight (Wis), Nature (Int), Religion (Int)

Build Options: Manipulative enchanter, Buff enchanter


Class Features: Implement mastery, cantrips, master of
charms, ritual casting, spellbook

Creating an Enchanter Enchanter Class Features


You have the following class features.
Manipulative Enchanter
You specialize in powers that make your Arcane Implement Mastery
enemies into puppets and tools for your own use. You specialize in the use of one kind of
implement to gain additional abilities when you wield it.
Buff Enchanter Choose one of the following forms of implement
You specialize in powers that enhance the mastery.
abilities of your allies Orb of Imposition: Once per encounter as a free action,
you can use your orb to gain one of the following two
Implements effects.
Wizards make use of orbs, staffs, and wands to You can designate one creature you have cast a
help channel and direct their arcane powers. Every wizard spell upon that has an effect that lasts until the
wizard has mastery of one type of implement (see “Class subject succeeds on a saving throw. That creature takes
Features”). a penalty to its saving throws against that effect equal to
Without an implement, a wizard can still use his your Wisdom modifier.
or her powers. A wizard wielding a magic orb, staff, or Alternatively, you can choose to extend the
wand can add its enhancement bonus to the attack rolls duration of an effect created by a wizard at-will spell
and the damage rolls of wizard powers, as well as (such as cloud of daggers or ray of frost) that would
wizard paragon path powers, that have the implement otherwise end at the end of your current turn. The effect
keyword. instead ends at the end of your next turn.
You must wield an orb to use this ability. Control
wizards select this form of mastery because it helps
extend the duration of their control effects.
Staff of Defense: A staff of defense grants you a +1
bonus to AC. In addition, once per encounter as an
Page 85 of 521
4E Races and Classes
immediate interrupt, you gain a bonus to defense against Enchanter Powers
one attack equal to your Constitution modifier. You can Your encounter powers are called spells. Most
declare the bonus after the Dungeon Master has already of your spells influence the mind of others, tricking them
told you the damage total. You must wield your staff to or controlling them into performing how you desire.
benefit from these features. This form of mastery is Other spells you know augment the abilities of your
useful for all wizards, particularly if you dabble in both allies. A few both hinder your enemies and assist your
control and damage-dealing spells. allies.
Wand of Accuracy: Once per encounter as a free
action, you gain a bonus to a single attack roll equal to
your Dexterity modifier. You must wield your wand to Class Features
benefit from this feature. This form of mastery is good for
war wizards because it helps increase their accuracy Light Enchanter Cantrip
with damaging powers. With a wave of your hand, you cause a bright light to
appear on the tip of the object you choose.
Cantrips At-Will Arcane
Cantrips are minor spells you gain at 1st level. Minor Action Ranged 5
You can use the cantrips as at-will powers. Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The
light fills the target’s square and all squares within 4
Master of Charms
squares of it. The light lasts for 5 minutes. Putting out
Any spell you use with the Charm keyword you
the light is a free action.
can choose to sustain as a minor action. When
Special: You can have only one light cantrip active at a
sustained, you can continue to control the target’s
time. If you create a new light, your previously cast light
actions as indicated by the power, though you do not
winks out.
cause additional damage when you do so. The target
can end the charm with a successful saving throw.
Prestidigitation Enchanter Cantrip
Ritual Casting You perform an amusing magical trick, such as creating
You gain the Ritual Caster feat as a bonus feat, a dancing wisp of light, freshening a wilting flower,
allowing you to use magical rituals. making a coin invisible, or warming a cold drink.
At-Will Arcane
Spellbook Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
You possess a spellbook, a book full of mystic
given below.
lore in which you store your rituals and your daily and
Move up to 1 pound of material.
utility spells.
Create a harmless sensory effect, such as a
Rituals: Your book contains three 1st-level rituals of
shower of sparks, a puff of wind, faint music, or
your choice that you have mastered. At 5th level, and
a strong odor.
again at 11th, 15th, 21st, and 25th level, you master two
Color, clean, or soil items in 1 cubic foot for up to
more rituals of your choice and add them to your
1 hour.
spellbook. Any ritual you add must be your level or
Instantly light (or snuff out) a candle, a torch, or a
lower.
small campfire.
Daily and Utility Spells: Your spellbook also holds your
Chill, warm, or flavor up to 1 pound of nonliving
daily and utility spells. You begin knowing two daily
material for up to 1 hour.
spells, one of which you can use on any given day. Each
Make a small mark or symbol appear on a surface
time you gain a level that lets you select a daily spell or a
for up to 1 hour.
utility spell, choose two different daily spells or utility
Produce out of nothingness a small item or image
spells of that level to add to your book.
that exists until the end of your next turn.
After an extended rest, you can prepare a
Make a small, handheld item invisible until the
number of daily and utility spells according to what you
end of your next turn.
can cast per day for your level. You can’t prepare the
Nothing you create with this cantrip can deal
same spell twice.
damage, serve as a weapon or a tool, or hinder
If you replace a spell because of gaining a level
another creature’s actions. This cantrip cannot
or through retraining, the previous spell vanishes from
duplicate the effect of any other power.
your spellbook and is replaced by the new spell.
Special: You can have as many as three prestidigitation
Capacity: A typical spellbook has 128 pages. Each spell
effects active at one time.
takes up 1 page. A ritual takes up a number of pages
equal to its level.

Page 86 of 521
4E Races and Classes
Silent Image Enchanter Cantrip Enchanted Bolt Enchanter Attack 1
With a clap, you create an illusory image that emanates A bolt of golden-flecked pulsating energy flies from your
from somewhere close by. fingertips to strike your enemy.
At-Will Arcane, Illusion At-Will Arcane, Psychic, Implement
Standard Action Ranged 10 Standard Action Ranged 20
Target: One object or unoccupied square Target: One creature
Effect: You create a medium-sized noiseless image of Attack: Intelligence vs. Reflex
whatever you wish. The image can freely move within Hit: 2d4 + Intelligence modifier psychic damage
the square it was created, but can moved through Increase damage to 4d4 + Intelligence modifier at 21st
without harm. It can provide concealment, but not cover. level
Special: This power counts as a ranged basic attack.
Level 1 At-Will Spells When a power allows you to make a ranged basic
attack, you can use this power.
Bewildering Blast Enchanter Attack 1
You raise your hands and douse your opponents with Level 1 Encounter Spells
magic.
At-Will Arcane, Psychic, Implement Backstabbing Charm Enchanter Attack 1
Standard Action Close blast 3 As your opponent readies to strike you, he pauses, and
Target: All creatures in blast in turn is struck down from behind by one of his own
Attack: Intelligence vs. Will allies.
Hit: 1d6 + Intelligence modifier psychic damage, and Encounter Arcane, Psychic, Implement
the opponents are slowed until the end of your next turn. Standard Action Close blast 5
Increase damage to 2d6 + Intelligence modifier at 21st Target: One creature in range
level. Attack: Intelligence vs. Will
Hit: The creature provokes an Opportunity Attack from
Confused Hostility Enchanter Attack 1 all adjacent creatures, including its own allies, who
You well up an opponent’s secret desire to harm an ally must attack.
and unleash its hate.
At-Will Arcane, Charm, Implement Offensive Charm Enchanter Attack 1
Standard Action Ranged 5 A mystic aura only you can see settles on the opponent,
Target: One creature as opposite aura coalesces on an ally.
Attack: Intelligence vs. Will Encounter Arcane, Psychic, Implement
Hit: The target makes a basic attack against an Standard Action Ranged 10
adjacent creature it is allied to. It adds your Intelligence Target: One creature
modifier to the damage. Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage. Until
Daze Enchanter Attack 1 the end of your next turn, one ally adjacent to either
You snap your fingers, temporarily blanking the you or the target gains a +1 power bonus to all
opponent’s mind. defenses against the target’s attacks.
At-Will Arcane, Psychic, Implement
Standard Action Ranged 10 Ray of Stupidity Enchanter Attack 1
Target: One creature A yellow ray strikes out from your finger and strikes an
Attack: Intelligence vs. Will opponent, robbing it of its ability to reason.
Hit: 1d6 + Intelligence modifier psychic damage, and Daily Arcane, Implement, Psychic
the target is immobilized until the end of its turn. Standard Action Ranged 10
Increase the damage to 2d6 + Intelligence modifier at Target: One creature
21st level. Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage and the
opponent is restrained until the end of your next
turn.

Page 87 of 521
4E Races and Classes
Level 1 Daily Spells Friends Enchanter Utility 2
With a wave of your hand, an enemy now believes you
Enchanted Slumber Enchanter Attack 1 are an ally.
As sand slips through your fingers, your enemies are Daily Arcane, Charm
overcome with weariness. Standard Action Ranged 5
Daily Arcane, Implement, Sleep Target: One creature
Standard Action Area burst 2 within 20 squares Effect: The target cannot attack you or include you in
Target: Each creature in burst an area attack (save ends). If you attack the target, the
Attack: Intelligence vs. Will spell is broken. This effect lasts until the end of your
Hit: The target is slowed (save ends). If the target fails next turn.
its first saving throw against this power, the target Sustain Standard: The effect persists until your next
becomes unconscious (save ends). turn.
Miss: The target is slowed (save ends).
Level 3 Encounter Spells
Charm Humanoid Enchanter Attack 1
You gaze deeply into the eyes of another and he greets Compelling Directive Enchanter Attack 3
you as an old friend. You motion with your finger for an opponent to
Daily Arcane, Charm approach, and he cannot refuse.
Standard Action Ranged 5 Encounter Arcane, Implement, Psychic
Target: One humanoid creature Standard Action Ranged 10
Attack: Intelligence vs. Will Target: One creature
Hit: The target becomes an ally and friendly towards Attack: Intelligence vs. Will
you for the duration of the encounter. If you request Hit: 1d8 + Intelligence modifier psychic damage and the
the target to perform an action contrary to its nature, opponent immediately moves your Charisma
it gains an immediate saving throw to end the modifier towards you. This move grants Opportunity
charm. If you or another ally use a power to cause Attacks.
harm to the target, the power ends instantly.
At the end of each encounter or after every 5 Ray of Dizziness Enchanter Attack 3
minutes, the target gains a saving throw to end the A ray of brilliant light flashes outward at an enemy, who
charm. You may end the charm at any time as a is stunned with vertigo
minor action. The target has full memory of its Encounter Arcane, Implement, Psychic
actions while charmed. Standard Action Ranged 10
Sustain Standard: The power lasts another encounter Target: One creature
or 5 minutes. Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage and
Level 2 Utility Spells the target is dazed until the end of your next turn.

Avoidance Enchanter Utility 2 Staggering Thoughts Enchanter Attack 3


You bolster an ally’s defenses. You press your hand to your temple and fill your
Encounter Arcane enemy’s mind with distracting thoughts.
Immediate Reaction Ranged 5 Encounter Arcane, Implement, Psychic
Trigger: An ally is attacked Standard Action Close burst 3
Effect: The ally gains a +2 power bonus to AC or Target: All creatures in burst
defenses against the attack. Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage and
Diplomat Enchanter Utility 2 the target is immobilized until the end of your next
With the aid of magic, you become a silver-tongued turn.
speaker.
Encounter Arcane
Minor Action Personal
Effect: You gain a +2 power bonus to Diplomacy
checks for the duration of the encounter.

Page 88 of 521
4E Races and Classes
Level 5 Daily Spells Mindlock Enchanter Attack 5
Your thoughts streak from your mind and wrap about an
Ensnaring Zone Enchanter Attack 5 opponent, squeezing the life from them.
You fill an area with dazzling motes of light. Those who Daily Arcane, Psychic, Conjuration, Implement
enter the area risk never leaving. Standard Action Ranged 20
Daily Arcane, Implement, Zone Effect: You conjure a snake-like construct of psychic
Standard Action Area burst 2 in 20 squares energy in an unoccupied square within range, and
Target: Each creature in burst the construct attacks. As a move action, you can
Attack: Intelligence vs. Will move the construct up to 6 squares.
Hit: The target is immobilized (save ends). Target: One creature adjacent to the construct
Effect: The burst creates a zone of psychic energy that Attack: Intelligence vs. Reflex
fills the area until the end of the encounter or for 5 Hit: 2d8 + Intelligence modifier psychic damage, and
minutes. The zone is considered difficult terrain. the construct grabs the target. If the target attempts
Any creature that ends its move in the zone is to escape, the construct uses your Reflex or Will
immobilized (save ends). defense.
Sustain Minor: A target grabbed by the construct takes
1d8 + Intelligence modifier psychic damage when
Hold Person Enchanter Attack 5 you sustain this power. As a standard action, you
You hold up a hand and speak an abjuration against can attack another target with the construct, but it
your enemy. In a flash, he is immobilized. must release a target it has grabbed.
Daily Arcane, Charm, Implement
Standard Action Ranged 15
Target: One creature Level 6 Utility Spells
Attack: Intelligence vs. Will
Hit: The target is stunned (save ends). Dispel Magic Enchanter Utility 6
Miss: The target is immobilized until the end of your With a wave of your hand, you disperse a spell in place.
next turn. Daily Arcane
Standard Action Ranged 10
Touch of Idiocy Enchanter Attack 5 Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator
You snap your fingers and your enemy can’t seem to
of the conjuration or the zone
think straight.
Hit: The conjuration or zone is destroyed. All its effects
Daily Arcane, Psychic
end, including those that normally last until a target
Standard Action Ranged 5
saves.
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage and the Heroism Enchanter Utility 6
target takes a –2 penalty to Will defense until the With a gesture, you fill an ally with the courage and
end of the encounter. mettle of a true hero.
Miss: Half damage and the target takes a –1 penalty to Encounter Arcane
Will defense until the end of your next turn. Minor Action Ranged 10
Target: One ally
Effect: The target gains a +1 power bonus to AC,
defenses, attack rolls and skill checks until the end
of your next turn.

Rage Enchanter Utility 6


You instill a primal rage in an ally.
Daily Arcane
Minor Action Ranged 10
Target: One ally
Effect: The target gains a +2 power bonus to attacks
and damage and gains temporary hit points equal to
your Charisma modifier until the end of the
encounter or 5 minutes.

Page 89 of 521
4E Races and Classes
Level 7 Encounter Spells Suggestion Enchanter Attack 9
You softly speak words of advice, and you opponent
Crushing Despair Enchanter Attack 7 agrees with your wisdom.
Waves of hopelessness fans out from your outstretched Daily Arcane, Charm, Implement, Language-
hand, washing over your foes and weakening them. Dependant
Encounter Arcane, Implement, Psychic Standard Action Ranged 5
Standard Action Close blast 5 Target: One creature
Target: All creatures in blast Attack: Intelligence vs. Will
Attack: Intelligence vs. Will Hit: 2d8 + Intelligence modifier psychic damage and
Hit: 2d6 + Intelligence modifier psychic damage and the you can give an order to the target to spend a
target suffers a –1 penalty to attacks and all standard, move or minor action on its turn to perform
defenses until the end of its next turn. The target is an action of your choice.
also weakened until the end of its next turn. Miss: Half damage and the target is dazed until the end
of its next turn.
Enchanted Mire Enchanter Attack 7
Dizzying thoughts spiral from your mind, confounding Wall of Thought Enchanter Attack 9
and slowing enemies who pass through the stream of A shimmering wall of mental energy solidifies nearby.
conflicting thoughts. Daily Arcane, Conjuration, Psychic, Implement
Encounter Arcane, Implement, Psychic, Zone Standard Action Area wall 8 in 10 squares
Standard Action Area burst 3 in 10 squares Effect: You conjure a wall of psychic energy that
Target: All creatures in burst consists of contiguous squares. It can be up to 8
Attack: Intelligence vs. Will squares long and up to 4 squares high. The wall lasts
Hit: 1d8 + Intelligence modifier psychic damage and the until the end of your next turn. Any creature that
opponent is slowed until the end of your next turn. attempts to pass through the wall must make a saving
Effect: You create a zone of invading thoughts that throw. If it fails, it takes 3d6 + Intelligence modifier
counts as difficult terrain until the end of your next psychic damage and is pushed back a number of
turn. squares equal to your Charisma modifier.
Sustain Minor: The wall persists.
Mental Thrust Enchanter Attack 7
You focus a single thought of hate and drive it at the Level 10 Utility Spells
opponent, hurling him away.
Encounter Arcane, Implement, Psychic Break Enchantment Enchanter Utility 10
Standard Action Ranged 10 You sunder other’s control of an individual’s mind.
Target: One creature Daily Arcane
Attack: Intelligence vs. Reflex Standard Action Ranged 10
Hit: 2d10 + Intelligence modifier psychic damage, and Target: One charmed creature
you push the target 3 squares and it is knocked Attack: Intelligence vs. the Will defense of the creator
prone. of the charm
Hit: The charm is destroyed. All its effects end,
Level 9 Daily Spells including those that normally last until a target
saves.
Mind Blade Enchanter Attack 9
A ghostly blade of pure thought materializes nearby, and Enchanted Fortune Enchanter Utility 10
you direct it to strike your hated foe. You subtlety twist an allies fortune to their favor.
Daily Arcane, Implement, Conjuration, Psychic Daily Arcane
Standard Action Ranged 10 Minor Action Melee touch
Effect: You conjure a sword of pure psychic energy in Target: You or one ally
an unoccupied square within range, and it attacks. As a Effect: The target makes an immediate saving throw.
move action, you can move the sword to a new target For the rest of the encounter, when the target makes
within range. The sword lasts until the end of your next a save, he makes two rolls and takes the one of his
turn. or her choice.
Target: One creature adjacent to the sword
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier psychic damage.
Sustain Minor: When you sustain the sword, it attacks
again.

Page 90 of 521
4E Races and Classes
Resistance Enchanter Utility 10 Level 15 Daily Spells
You make yourself or another creature in range resistant
to a particular kind of damage. Charm Monster Enchanter Attack 15
Daily Arcane You gaze into the eyes of an enemy, and it beholds a
Minor Action Ranged 10 friend.
Target: You or one creature Daily Arcane, Charm, Implement
Effect: The target gains resistance equal to your level + Standard Action Ranged 10
Intelligence modifier until the end of the encounter or Target: One creature
for 5 minutes against a damage type you choose. Attack: Intelligence vs. Will
Choose the damage type from the following list: Hit: The target becomes an ally and friendly towards
acid, cold, fire, force, lightning, necrotic, poison, you for the duration of the encounter. If you request
psychic, radiant or thunder. the target to perform an action contrary to its nature,
it gains an immediate saving throw to end the
Level 13 Encounter Spells charm. If you or another ally use a power to cause
harm to the target, the power ends instantly.
Feeblemind Enchanter Attack 13 At the end of each encounter or after every 5
You crush a sphere of glass in your hand, and your minutes, the target gains a saving throw to end the
opponent clasps his head in agony. charm. You may end the charm at any time as a
Encounter Arcane, Implement, Psychic minor action. The target has full memory of its
Standard Action Ranged 10 actions while charmed.
Target: One creature Sustain Standard: The power lasts another encounter
Attack: Intelligence vs. Will or 5 minutes.
Hit: 3d6 + Intelligence modifier psychic damage and the
opponent takes a –2 penalty to Will defense until the Bewildering Word Enchanter Attack 15
end of your next turn. You speak a jumble of phrases into your hand, then cast
the words at your opponent, befuddling them.
Hold Monster Enchanter Attack 13 Daily Arcane, Charm, Implement, Psychic
You hold your open palm to your opponent, and he Standard Action Area burst 3 in 10 squares
freezes in his tracks. Target: All creatures in burst
Encounter Arcane, Charm, Implement, Psychic Attack: Intelligence vs. Will
Standard Action Ranged 5 Hit: 2d8 + Intelligence modifier psychic damage and the
Target: One, two or three creatures target is restrained (save ends).
Attack: Intelligence vs. Will; one attack per target Miss: Half damage and the target is immobilized until
Special: If you target only one creature with this power, the end of its next turn.
you gain a +4 power bonus to the attack roll.
Hit: 2d6 + Intelligence modifier psychic damage and the Fog of the Mind Enchanter Attack 15
opponent is immobilized until the end of your next Gray vapors charged with blue motes springs from your
turn. hands, filling the area you specify and numbing the
minds of your enemies.
Word of Pain Enchanter Attack 13 Daily Arcane, Implement, Psychic, Zone
You utter a single word, and your opponents double over Standard Action Area burst 3 in 10 squares
in agony. Target: All enemies in cloud
Encounter Arcane, Implement, Psychic Attack: Intelligence vs. Will
Standard Action Close burst 3 Hit: 2d8 + Intelligence modifier psychic damage and the
Target: All creatures in burst target takes a –4 penalty to Will defense until the end of
Attack: Intelligence vs. Will the encounter.
Hit: 3d6 + Intelligence psychic damage and the Miss: Half damage and the target takes a –2 penalty to
opponent is slowed until the end of your next turn. Will defense until the end of your next turn.
Effect: The area grants concealment.
Sustain Minor: The area persists. Creatures who start
or end their turn in the cloud are subject to an
Intelligence vs. Will attack and if hit suffer a –2
penalty to Will defense until the end of the
encounter.

Page 91 of 521
4E Races and Classes
Level 16 Utility Spells Mental Outburst Enchanter Attack 17
You take the violent thoughts of an opponent and turn it
Greater Heroism Enchanter Utility 16 against his fellows.
With a gesture, you fill your allies with the courage and Encounter Arcane, Implement, Psychic
mettle of a true hero. Standard Action Area burst 3 in 10 squares
Encounter Arcane Primary Target: One creature in origin square
Minor Action Close burst 10 Attack: Intelligence vs. Will
Target: All allies in burst Hit: 2d8 + Intelligence modifier psychic damage
Effect: The target gains a +2 power bonus to AC, Secondary Targets: All other creatures in burst
defenses, attack rolls and skill checks until the end of Secondary Attack: Intelligence vs. Will
your next turn. Hit: All targets take damage equal to the primary
target’s basic attack value.
Mental Fortitude Enchanter Utility 16
In your mind you build an unassailable tower of pure Psychic Lockdown Enchanter Attack 17
thought that protects you and your allies. You batter the opponent with his own mind, locking him
Encounter Arcane, Zone in indecision.
Move Action Close burst 5 Encounter Arcane, Psychic, Implement
Target: All allies in burst Standard Action Ranged 20
Effect: You and the targets gain a +4 bonus to saving Target: One creature
throws until the end of the encounter against attacks with Attack: Intelligence vs. Reflex
the psychic keyword as long as they remain within 5 Hit: 3d10 + Intelligence modifier psychic damage, and
squares of you. the target is stunned until the end of your next turn.

Usurp Will Enchanter Utility 16


With mild concentration, you upset an opponent’s Level 19 Daily Spells
chances of shaking off your magic.
Encounter Arcane Mass Suggestion Enchanter Attack 19
Minor Action Ranged 10 squares You softly speak words of advice, and you opponents
Target: One creature agrees with your wisdom.
Effect: The target takes a penalty to its next saving Daily Arcane, Charm, Implement, Language-
throw equal to you Charisma bonus. Dependant
Standard Action Close burst 5
Level 17 Encounter Spells Target: All creatures in burst
Attack: Intelligence vs. Will
Hit: 5d6 + Intelligence modifier psychic damage and
Crushing Thoughts Enchanter Attack 17 you can give an order to the target to spend a
With a thought, a powerful force grips your opponent and standard, move or minor action on its turn to perform
crushes them. an action of your choice.
Encounter Arcane, Implement, Psychic Miss: Half damage and the target is dazed until the end
Standard Action Area burst 2 in 20 squares of its next turn.
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier psychic damage, and Pact of Vengeance Enchanter Attack 19
the target is immobilized until the end of your next A mumbled curse, and your opponent dares not attack
turn. you.
Effect: Enter a square within the power’s area costs 4 Daily Arcane, Implement
extra squares of movement. This effect ends at the Standard Action Ranged 10
end of your next turn, and you can dismiss it as a Target: One creature
minor action. Attack: Intelligence vs. Will
Hit: 5d6 + Intelligence modifier damage.
Miss: Half damage.
Effect: For the remainder of the encounter, if the target
makes an attack that includes you, it suffers 5 points
of damage.

Page 92 of 521
4E Races and Classes
Level 22 Utility Spells Temptation’s Undoing Enchanter Attack 23
You feel the opponent’s desire to harm you, then
Antipathy Enchanter Utility 22 violently scorn his wishes, pushing them away as you
You scribe a symbol in the air, and your opponents dare punish their thoughts.
not approach. Encounter Arcane, Implement, Psychic
Daily Arcane, Implement, Zone Standard Action Close burst 5
Standard Action Close burst 2 Target: All creatures in burst
Effect: You create a zone of unpleasantness that Attack: Intelligence vs. Will
moves with you. Any creature who starts it turn or Hit: 3d6 + Intelligence modifier psychic damage and
enters the zone must make a saving throw or be you push the opponent a number of squares equal
pushed outside the burst. The zone lasts until the to your Charisma modifier.
end of your next turn.
Sustain Minor: The zone persists until the end of your Level 25 Daily Spells
next turn.
Blinding Word Enchanter Attack 25
Suppress Resistance Enchanter Utility 22 You speak a single word, and your opponent’s world
With effort, you strip away an opponent’s ability to resist goes dark
your magic. Daily Arcane, Implement, Psychic
Daily Arcane Standard Action Close burst 5
Standard Action Ranged 20 squares Target: All creatures in burst
Target: One creature Attack: Intelligence vs. Will
Effect: Choose an effect a creature is already affected Hit: 6d6 + Intelligence modifier psychic damage and the
by. If the affected creature fails its next save against opponent is blind (save ends).
an effect, it does not get to save against the effect Miss: Half damage and the opponent is blind (save
until the end of the scene. ends).

Level 23 Encounter Spells Final Rebuke Enchanter Attack 25


You scorn your opponent, and he dies.
Insanity Enchanter Attack 23 Daily Arcane, Implement, Psychic
You cackle into your hand, then cast the laughter at your Standard Action Ranged 20
opponent, driving them mad. Target: One creature
Encounter Arcane, Charm, Implement, Psychic Attack: Intelligence vs. Will
Standard Action Area burst 5 in 20 squares Hit: 9d6 + Intelligence modifier psychic damage and the
Target: All creatures in burst target is stunned (save ends).
Attack: Intelligence vs. Will Miss: Half damage and the target is stunned until the
Hit: 3d6 + Intelligence modifier psychic damage and the end of your next turn.
target is stunned until the end of your next turn.
Mass Charm Monster Enchanter Attack 25
Mental Onslaught Enchanter Attack 23 You gaze into the eye of your enemies, and they behold
You focus your thoughts and crush your opponent’s a friend.
mind Daily Arcane, Charm, Implement
Encounter Arcane, Implement, Psychic Standard Action Area burst 5 in 20 squares
Standard Action Ranged 20 squares Target: All creatures in burst
Target: One creature Attack: Intelligence vs. Will
Attack: Intelligence vs. Will Hit: The target becomes an ally and friendly towards
Hit: 4d6 + Intelligence modifier psychic damage and the you for the duration of the encounter. If you request
opponent is immobilized until the end of your next the target to perform an action contrary to its nature,
turn. it gains an immediate saving throw to end the
charm. If you or another ally use a power to cause
harm to the target, the power ends instantly.
At the end of the encounter or after 5 minutes,
the target is freed of the charm. You may end the
charm at any time as a minor action. The target has
full memory of its actions while charmed.

Page 93 of 521
4E Races and Classes
Mental Maze Enchanter Attack 25 Level 29 Daily Spells
You trap an enemy within his own mind, leaving him to
wander the corridors of his own thoughts. Euthenizing Word Enchanter Attack 29
Daily Arcane, Implement, Psychic, Teleportation You speak a single word, and your opponent dies.
Standard Action Ranged 10 Daily Arcane, Implement, Psychic
Target: One creature Standard Action Ranged 10
Attack: Intelligence vs. Will Target: One creature
Hit: 3d12 + Intelligence modifier psychic damage. Attack: Intelligence vs. Will
Effect: You trap the target within its own thoughts. Hit: 9d6 + Intelligence modifier psychic damage and
While caught in its thoughts, the target cannot see, opponent is stunned (save ends).
move or affect the world around him any way. Miss: Half damage and the opponent is dazed (save
Similarly, no one can see or attack the creature lost ends).
in its own thoughts. The creature remains visible as
a ghostly outline in the square it occupied; it is
harmless to all other beings and creatures can move Mass Hold Monster Enchanter Attack 29
through or attack through the square without With a thought, you paralyze a crowd of enemies.
penalty. One its turn each round, the target can Daily Arcane, Charm, Implement, Psychic
attempt an Intelligence check against your Will Standard Action Close burst 20
defense to escape as a standard action. The target Target: Each enemy in burst
gains a cumulative +5 bonus to this check each time Attack: Intelligence vs. Will
it fails. Upon escaping its thoughts, the creature Hit: 2d10 + Intelligence modifier psychic damage, and
returns to the space it occupied (or, if occupied, the the target is stunned (save ends).
nearest available unoccupied space of its choice), Miss: Half damage, and the target is dazed (save
and the power ends. ends).

Level 27 Encounter Spells

Binding Enchanter Attack 27


With a casual motion, you root your foes in place.
Encounter Arcane, Implement, Psychic
Standard Action Area burst 5 in 20 squares
Target: All creatures in burst
Attack: Intelligence vs. Will
Hit: 3d10 + Intelligence modifier psychic damage and
the target is stunned until the end of your next turn.

Domination Enchanter Attack 27


You magically compel an enemy to attack its nearest
ally.
Encounter Arcane, Charm, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d10 + Intelligence modifier psychic damage. On
the target’s next turn, you control its actions: You
can move it a number of squares equal to your
Wisdom modifier, and it then makes a basic attack
against its nearest ally.

Page 94 of 521
4E Races and Classes
Mindwarper Spells
Paragon Paths
Assisting Charm Mindwarper Attack 11
Your pleading gaze meets the eyes of an enemy, who
moves to defend you.
Mindwarper Encounter Arcane, Charm, Implement, Psychic
“You don’t want to cross me. You want to help me.” Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Effect: The target moves its speed towards an enemy
you direct and makes a basic attack against the
designated enemy with a +2 bonus to hit.

Ignoring Charm Mindwarper Utility 12


You pass your hand before your face, and your enemies
forget about you.
Daily Arcane, Charm
Standard Action Personal
Effect: Any opponent who wants to target you or
include you in an area of effect must make a saving
throw to do so. If you attack, you break the charm
until the start of your next turn.
Sustain Minor: The power persists.

Fall Upon The Enemy Mindwarper Attack 20


You fill the enemy with bloodlust against its own kind.
Daily Arcane, Charm, Reliable
Standard Action Area burst 3 in 20 squares
Prerequisite: Enchanter class Target: Each enemy in burst
Attack: Intelligence vs. Will
People don’t need to think, unless you think for Effect: Each turn, the target moves to its closest ally
them. Minds are easily malleable to your suggestions,
and attacks it with a basic attack (save ends).
and you revel in controlling other’s thoughts and actions
as if they were your own.

Mindwarper Path Features


Direct (11th level): You can give up your own standard
action to grant an ally an immediate action (standard,
move or minor).
Mindwarper Action (11th level): When you spend an
action point to take an extra action, you gain a +4 bonus
to attack rolls with powers that have the psychic keyword
until the start of your next turn.
Mental Recovery (16th level): If you lose control of a
charmed individual that was under the effect of a Charm
Humanoid or Charm Monster spell, you regain the spell
for the day.

Page 95 of 521
4E Races and Classes
Warden of Charms Warden of Charms Spells
“My magic will surround and protect you. Now, defeat
your enemy with confidence.” Castigating Strike Warden of Charms Attack 11
You draw a mystic symbol in the air, blasting your
opponents backward.
Encounter Arcane, Implement, Psychic
Standard Action Close blast 5
Target: All creatures in blast
Attack: Intelligence vs. Will
Effect: 2d8 + Intelligence modifier psychic damage and
the opponent is pushed a number of squares equal
to your Charisma modifier and is knocked prone.

Protective Zone Warden of Charms Utility 12


You draw a mystic circle about you, and you and your
allies are mystically protected from harm.
Daily Arcane, Implement, Psychic, Zone
Minor Action Close burst 3
Target: All allies in burst
Effect: You create a zone that provides a +2 power
bonus to the defense of all allies within the zone and
grants resist 5 to damage to allies. The zone
persists until the end of the encounter or 15 minutes.

Restorative Charm Warden of Charms Attack 20


You blast a foe with psychic energy, and heal an ally.
Prerequisite: Enchanter class Daily Arcane, Healing, Implement, Psychic
Standard Action Ranged 20
Magic can provide protection and power to your Target: One creature
allies, when correctly applied. A simple charm can turn Effect: 4d10 + Intelligence modifier psychic damage
a mediocre combatant into a fearsome dreadnought, or and an ally within 5 squares may spend a healing
turn a fearsome dreadnought into an unstoppable force surge to regain hit points. The ally gains extra hit
on the battlefield. You know the magic to accomplish points equal to your Charisma modifier.
this, and you are unafraid to use it on yourself and your Miss: Half damage and an ally within 5 squares may
allies. If your foes are smart, they’ll rightly fear you. spend a healing surge to regain hit points.

Warden of Charms Class Features


Charming Action (11th level): When you use an action
point for an extra action, you can grant an ally a +1
power bonus to attacks and defenses until your next turn
as well.
Cursing Charm (11th level): When you successfully
use a power on an enemy creature, you may also give it
a –1 penalty to all defenses if you don’t add your
Intelligence modifier to the damage you deal.
Dread Charm (16th level): When you successfully hit a
creature with a power, you deal an extra 1d6 psychic
damage.

Page 96 of 521
4E Races and Classes
Evoker
“I am the eternal fire, the seeking storm and the frost that
kills at a touch. Our foes do not stand a chance.”

CLASS TRAIT
Role: Controller.
Power Source: Arcane.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10 + Constitution score


Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana. From the class skills list below,


choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha),
Dungeoneering (Wis), History (Int), Insight (Wis),
Nature (Int), Religion (Int)
Build Options: Blaster evoker, controller evoker
Class Features: Arcane Implement Mastery, cantrips,
Ritual Casting, spellbook

Creating an Evoker
Blaster Evoker
A blast evoker concentrates on hitting with most
force he can muster, and hitting as often or as many
targets as possible in a single stroke.
Evoker Class Features
Controller Evoker
A controller evoker concentrates on limiting or Arcane Implement Mastery
denying his foes choices – sending them down a one- You specialize in the use of one kind of
way path to their inevitable defeat. While causing implement to gain additional abilities when you wield it.
causalities is beneficial to the controller, they are a Choose one of the following forms of implement
secondary concern to effects that limit or control mastery.
movement, penalize actions and the like. Orb of Imposition: Once per encounter as a free action,
you can use your orb to gain one of the following two
Implements effects.
Evokers make use of orbs, staffs, and wands to You can designate one creature you have cast
help channel and direct their arcane powers. Every an evoker spell upon that has an effect that lasts until
evoker has mastery of one type of implement (see the subject succeeds on a saving throw. That creature
“Class Features”). takes a penalty to its saving throws against that effect
Without an implement, an evoker can still use equal to your Wisdom modifier.
his or her powers. An evoker wielding a magic orb, staff, Alternatively, you can choose to extend the
or wand can add its enhancement bonus to the attack duration of an effect created by an evoker at-will spell
rolls and the damage rolls of evoker powers, as well as that would otherwise end at the end of your current turn.
evoker paragon path powers, that have the implement The effect instead ends at the end of your next turn.
keyword. You must wield an orb to use this ability.
Staff of Defense: A staff of defense grants you a +1
bonus to AC. In addition, once per encounter as an
immediate interrupt, you gain a bonus to defense against
one attack equal to your Constitution modifier. You can
declare the bonus after the Dungeon Master has already
Page 97 of 521
4E Races and Classes
told you the damage total. You must wield your staff to Magic Missile Evoker Attack 1
benefit from these features.
Wand of Accuracy: Once per encounter as a free Ray of Frost Evoker Attack 1
action, you gain a bonus to a single attack roll equal to
your Dexterity modifier. You must wield your wand to
benefit from this feature. Scorching Burst Evoker Attack 1

Thunderwave Evoker Attack 1


Cantrips
Cantrips are minor spells you gain at 1st level.
You gain all the listed cantrips for the evoker. Level 1 Encounter Spells

Burning Hands Evoker Attack 1


Ritual Casting
You gain the Ritual Caster feat as a bonus feat,
allowing you to use magical rituals. Chill Strike Evoker Attack 1

Force Orb Evoker Attack 1


Spellbook
You possess a spellbook, a book full of mystic
lore in which you store your rituals and your daily and Icy Terrain Evoker Attack 1
utility spells.
Rituals: Your book contains three 1st-level rituals of Level 1 Daily Spells
your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and Acid Arrow Evoker Attack 1
25th level, you master two more rituals of your choice
and add them to your spellbook. Any ritual you add must Flaming Sphere Evoker Attack 1
be your level or lower.
Daily and Utility Spells: Your spellbook also holds your Freezing Cloud Evoker Attack 1
daily and utility spells. You begin knowing two daily
spells, one of which you can use on any given day. Each
time you gain a level that lets you select a daily spell or a Sleep Evoker Attack 1
utility spell, choose two different daily spells or utility
spells of that level to add to your book. Level 2 Utility Spells
After an extended rest, you can prepare a
number of daily and utility spells according to what you Expeditious Retreat Evoker Utility 2
can cast per day for your level. You can’t prepare the
same spell twice. Feather Fall Evoker Utility 2
If you replace a spell because of gaining a level
or through retraining, the previous spell vanishes from Shield Evoker Utility 2
your spellbook and is replaced by the new spell.
Capacity: A typical spellbook has 128 pages. Each spell
takes up 1 page. A ritual takes up a number of pages
Level 3 Encounter Spells
equal to its level.
Color Spray Evoker Attack 3
Evoker Powers
Fire Shroud Evoker Attack 3
Class Features
Since 90% or more of the evoker’s spells are Gust of Wind Evoker Attack 3
already listed under the PHB wizard, only the names are A howling wind whistles about your opponents.
reproduced here. Encounter Arcane, Implement
Standard Action Close blast 5
Target: All creatures in area
Light Evoker Cantrip
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage and the target
Prestidigitation Evoker Cantrip is checked.

Level 1 At-Will Spells Icy Rays Evoker Attack 3

Cloud of Daggers Evoker Attack 1 Shock Sphere Evoker Attack 3

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4E Races and Classes
Level 5 Daily Spells Prismatic Burst Evoker Attack 13

Bigby’s Icy Grasp Evoker Attack 5 Thunderlance Evoker Attack 13

Fireball Evoker Attack 5 Level 15 Daily Spells

Stinking Cloud Evoker Attack 5 Bigby’s Grasping Hands Evoker Attack 15

Web Evoker Attack 5 Blast of Cold Evoker Attack 15

Level 6 Utility Spells Otiluke’s Resilient Sphere Evoker Attack 15

Dimension Door Evoker Utility 6 Prismatic Beams Evoker Attack 15

Dispel Magic Evoker Utility 6 Wall of Ice Evoker Attack 15

Invisibility Evoker Utility 6 Level 16 Utility Spells

Levitate Evoker Utility 6 Displacement Evoker Utility 16

Level 7 Encounter Spells Fly Evoker Utility 16

Fire Burst Evoker Attack 7 Stoneskin Evoker Utility 16

Lightning Bolt Evoker Attack 7 Level 17 Encounter Spells

Spectral Ram Evoker Attack 7 Combust Evoker Attack 17

Winter’s Wrath Evoker Attack 7 Crushing Titan’s Fist Evoker Attack 17

Level 9 Daily Spells Force Volley Evoker Attack 17

Ice Storm Evoker Attack 9 Ice Tomb Evoker Attack 17

Lightning Serpent Evoker Attack 9 Level 19 Daily Spells

Mordenkainen’s Sword Evoker Attack 9 Acid Wave Evoker Attack 19

Wall of Fire Evoker Attack 9 Cloudkill Evoker Attack 19

Level 10 Utility Spells Disintegrate Evoker Attack 19

Arcane Gate Evoker Utility 10 Evard’s Black Tentacles Evoker Attack 19

Blur Evoker Utility 10 Level 22 Utility Spells

Mirror Image Evoker Utility 10

Resistance Evoker Utility 10

Level 13 Encounter Spells

Frostburn Evoker Attack 13

Page 99 of 521
4E Races and Classes
Immunity Evoker Utility 22 Level 29 Daily Spells
You make yourself immune to particular kind of damage.
Daily Arcane Greater Ice Storm Evoker Attack 29
Minor Action Personal
Effect: you gain immunity to one damage type until the Meteor Swarm Evoker Attack 29
end of the encounter. Choose the damage type
from the following list: acid, cold, fire, force,
lightning, necrotic, poison, psychic, radiant or
thunder.

Phase Door Evoker Utility 22


A rectangular doorway of blue energy materializes
before and transports you elsewhere.
Encounter Arcane, Teleportation
Move Action Personal
Effect: You gain a speed of Teleport 10 for the duration
of the encounter.

Time Stop Evoker Utility 22

Level 23 Encounter Spells

Acid Storm Evoker Attack 23

Chain Lightning Evoker Attack 23

Thunderclap Evoker Attack 23

Level 25 Daily Spells

Elemental Maw Evoker Attack 25

Necrotic Web Evoker Attack 25

Prismatic Spray Evoker Attack 25

Level 27 Encounter Spells

Black Fire Evoker Attack 27

Confusion Evoker Attack 27

Polar Ray Evoker Attack 27


A jet of white frost billows from your hand, enveloping
your foes.
Encounter Arcane, Ice, Implement
Standard Action Burst 3 in 20 squares
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 5d6 + Intelligence modifier damage and the target is
slowed until the end of your next turn.

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4E Races and Classes
Emerald War Mage Spells
Paragon Paths
Sundering Emerald War Mage Attack 11
You spit magic at a foe, temporarily rendering them
harmless.
Encounter Arcane, Force, Implement
Emerald War Mage Standard Action Ranged 20
Target: One creature
“To the Abyss with strategy – blast them!” Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage and the
One of the most successful evokers of Bael target’s weapon or implement is rendered useless
Turath was the general known as the Emerald Mage. until the end of your next turn.
You endow many of the qualities that he was well-known
for – his impulsiveness, clever out-of-the-box thinking
and his determination not to give up. Combined with the Defensive Sigil Emerald War Mage Utility 12
formidable powers at your disposal, you represent one of You scribe a magical symbol in the air, freeing you from
the most dangerous foes to be confronted on the a dehabilitating effect.
battlefield. Encounter Arcane
Minor Action Personal
Effect: Make an immediate saving throw with a +2
power bonus against any effect on you that can be
ended with a save.

Causalities of War Emerald War Mage Attack 20


In an instant, it all goes to hell.
Daily Arcane, Implement, Poison, Teleport
Standard Action Close burst 10
Target: All enemies in burst
Attack: Intelligence vs. Fortitude
Hit: 4d8 + Intelligence modifier poison damage and the
target is teleported a number of squares equal to
your Intelligence modifier within the power’s range.
Effect: Each ally in the area of effect can teleport 5
squares within range.

Emerald War Mage Path Features


Decisive Action (11th level): When you use an action
point to perform an action, your attacks deal +2 damage
until the start of your next turn.
Analyze The Field (11th level): If you expend a move
action, you gain a +2 class bonus to attacks, AC,
Fortitude, Reflex, or Will defense or skill checks until the
end of your turn. You can only gain the bonus to one of
the above, and cannot change what the bonus is applied
to.
Tactical Strike (16th level): When you use an action
point to perform an action, you can use your Implement
Mastery ability as a free action even if you have already
used it for an encounter.
Better Good Than Lucky (20th level): You can use up
to 2 action points in an encounter.

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4E Races and Classes
Devastation Mage Shrieking Death Devastation Mage Attack 20
Your enemies fall to the ground, clutching their head,
“Beware the robes of black, and the hands of crimson.” shortly before they die.
Daily Arcane, Implement, Psychic
Where you travel, death follows. You leave no Standard Action Area burst 3 in 20 squares
survivors, but those who see your sackcloth robes know Target: Original target and all adjacent targets
their doom has come. There will be no mercy, no Attack: Intelligence vs. Will
begging for forgiveness. You have come to punish, and Hit: 5d6 + Intelligence modifier psychic damage and the
the guilty are many. target is knocked prone.
Miss: Half damage and the target is knocked prone.
Devastation Mage Path Features
Destructive Action (11th level): When you use an
action point to perform an action, your attacks deal +2
damage until the start of your next turn.
Punishing Strike (11th level): When you hit with an
attack, you can deal an extra +1d6 damage to any one
target you hit. You cannot deal this extra damage on a
miss.
Extra Punishing Strike (16th level): When you hit with
an attack, you can deal an extra +2d6 damage to any
one target you hit. This replaces, and does not stack
with, Punishing Strike. You cannot deal this extra
damage on a miss.

Devastation Mage Spells

Devastation Devastation Mage Attack 11


An invisible wave of force pours out from you, killing your
enemies.
Encounter Arcane, Implement, Necrotic
Standard Action Close burst 5
Target: All creatures in range
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage and
the target is immobilized.

Trail of Destruction Devastation Mage Utility 12


You leave a swath of overturned earth and swirling dust
in your passing.
Daily Arcane, Zone
Move Action Area burst 5 in 20 squares
Effect: You create a zone of difficult terrain that affects
targets on the ground and in the air up to 5 squares
high. The zone provides concealment to those
inside the zone or attacks made through the zone.
As a move action, you can expand the burst 1
square (including height). The zone remains until
the end of your next turn.
Sustain Minor: The zone persists. You can sustain the
zone up to 5 minutes.

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4E Races and Classes
Pyromancer Pyromancer Spells

“Ah, the fires that cleanse. How soothing the screams of Consuming Flames Pyromancer Attack 11
the damned” You ring your opponents in a raging inferno.
Encounter Arcane, Fire, Implement
Fire is an amusing element. It brings life in the Standard Action Area burst 3 in 10 squares
form of warmth, light and cooked food. But it is also a Target: All enemies in burst
destroyer, ravaging opponents without concern or care, Attack: Intelligence vs. Reflex
consuming itself as it destroys. You’ve mastered the Hit: 3d6 + Intelligence modifier fire damage.
opposing traits of fire, and you’re ready to share your
secrets with the world – for good or for ill.
Unquenchable Flames Pyromancer Utility 12
You cause fire to burn out of control.
Daily Arcane
Minor Action Personal
Effect: Any power you use until the end of the
encounter also deals ongoing 5 fire damage (save
ends) on a hit. If a power already deals ongoing fire
damage, increase the value by 5.

Solar Flare Pyromancer Attack 20


The very sun reaches down and smites your target.
Daily Arcane, Fire, Implement, Radiant
Standard Action Area burst 1 in 20 squares
Target: All creatures in burst
Attack: 7d6 + Intelligence modifier fire and radiant
damage and ongoing 10 fire and radiant damage
(save ends).

Pyromancer Class Features


Firelight (11th Level): You can change any power with
the Fire keyword with the Radiant keyword and vice
versa as a free action.
Fiery Action (11th level): When you use an action point
you may choose to regain an encounter power with the
fire keyword instead of taking an extra action.
The Fires that Cleanse (16th level): You can cause
any power that normally deals fire damage to enemies to
instead heal allies for a like amount.

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4E Races and Classes
Rapid Shot Fighter Attack 1
Fighter You unleash one shot after another.
Encounter Martial, Weapon
Standard Action Ranged weapon
Creating A Fighter Target: Two creatures in range
Attack: Dexterity vs. AC; make two attacks
Ranged Fighter Hit: 1[W] + Dexterity modifier damage

Level 1 At-Will Exploits Unbalancing Shot Fighter Attack 1


Your attack knocks your foe off-balance, sending him to
Defensive Shot Fighter Attack 1 the ground.
Your opponent moves, and you plug him. Encounter Martial, Weapon
At-Will Martial, Weapon Standard Action Ranged Weapon
Standard Action Ranged weapon Target: One creature
Target: One creature Attack: Dexterity vs. Fortitude
Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and you knock
Hit: 1[W] + Dexterity modifier damage. the target prone.
Effect: You do not provoke an opportunity attack from
adjacent enemies. Level 1 Daily Exploits
Increase damage to 2[W] + Dexterity modifier damage at
21st level. Follow the Target Fighter Attack 1
There is no place to hide.
Far Shot Fighter Attack 1 Daily Martial, Weapon
They can run, but they’ll only die tired. Standard Action Ranged weapon
At-Will Martial, Weapon Target: One creature
Standard Action Ranged weapon Attack: Dexterity vs. AC
Target: One creature Hit: 2[W] + Dexterity modifier damage, and you gain a
Attack: Dexterity vs. AC +2 power bonus to attack rolls and a +4 power
Hit: 1[W] + Dexterity modifier damage. bonus to damage rolls against the target until the
Effect: Your weapon’s range is doubled end of the encounter.
Increase damage to 2[W] + Dexterity modifier damage at Miss: Gain a +1 power bonus to attack rolls and a +2
21st level. power bonus to damage rolls against the target until
the end of the encounter.
Precise Shot Fighter Attack 1
Bullseye. Precise Aiming Fighter Attack 1
At-Will Martial, Weapon You take careful aim and let fly a single ranged weapon.
Standard Action Ranged Weapon Daily Martial, Reliable, Weapon
Target: One creature Standard Action Ranged weapon
Attack: Dexterity + 2 vs. AC Target: One creature
Hit: 1[W] + Dexterity modifier damage. Attack: Dexterity vs. Reflex
Increase damage to 2[W] + Dexterity modifier damage at Hit: 3[W] + Dexterity modifier damage
21st level.

Level 1 Encounter Exploits

Covering Fire Fighter Attack 1


If the enemy doesn’t keep his head down, you just might Close Range
turn it into a pincusion. Just to be clear, several of the fighter powers
Encounter Martial, Weapon listed here specify “Close range” with Ranged weapons.
Standard Action Close blast 5 This is always the first number before the slash in the
Target: One creature in blast weapon’s range category. For example, a longbow has
Attack: Dexterity vs. AC a range of 20/40. Its Close range is 20.
Hit: 2[W] + Dexterity modifier damage. If you are using a ranged power that has no
Effect: All enemies in blast cannot make opportunity listed close range (such as magic missile), Close Range
attacks until the start of your next turn. is equal to the range of the power.

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4E Races and Classes
Volley Fighter Attack 1 Level 5 Daily Exploits
You unload a volley of missile fire at your opponents.
Daily Martial, Weapon Drop ‘Em Fighter Attack 5
Standard Action Area burst 1 in 10 squares You fell an opponent, rendering them unable to move.
Target: All creatures in burst Daily Martial, Reliable, Weapon
Attack: Dexterity vs. Reflex Standard Action Ranged weapon
Hit: 1[W] + Dexterity modifier damage Target: One creature
Miss: Half damage Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and the target is
Level 2 Utility Exploits immobilized (save ends).

Dodge and Weave Fighter Utility 2 Fire Into the Fray Fighter Attack 5
When an opponent attempts to engage you, you slip You unleash an attack into the multitude of enemies,
aside. knowing it will hit something.
Encounter Martial Daily Martial, Weapon
Immediate Interrupt Personal Standard Action Area burst 2 in 5 squares
Trigger: You are targeted by an attack. Target: One target in burst
Effect: You shift one square and gain a +2 power Attack: Dexterity vs. AC
bonus to AC until the end of your next turn. Hit: 2[W] + Dexterity modifier damage
Miss: Attack a secondary target in burst; keep attacking
Level 3 Encounter Exploits until you miss all targets or hit a target in the burst.

Armor-Piercing Shot Fighter Attack 3 Porcupine’s Quills Fighter Attack 5


You aim your shot into an unprotected portion of your Pity the soul who decides to attempt to close with you.
opponent. Daily Martial, Stance, Weapon
Encounter Martial, Weapon Minor Action Personal
Standard Action Ranged Weapon Effect: Any enemy that moves adjacent to you takes
Target: One creature 1[W] damage, as long as you are able to make
Attack: Dexterity vs. Reflex opportunity attacks.
Weapon: If you’re wielding a bow or crossbow, you
gain a bonus to the attack roll equal to your Level 6 Utility Exploits
Intelligence modifier.
Hit: 1[W] + Dexterity modifier damage. Ready on the Line Fighter Utility 6
Weapon: If you’re wielding a bow or crossbow, you
Your opponent moves, and you plug him.
gain a bonus to the damage roll equal to your
Daily Martial, Weapon
Intelligence modifier.
Immediate Reaction Ranged Weapon
Trigger: An opponent in close range moves
Between the Eyes Fighter Attack 3 Effect: You make a basic ranged attack against the
This shot to brainpan should take him down. opponent.
Encounter Martial, Weapon
Standard Action Ranged weapon Shot on the Run Fighter Utility 6
Target: One creature
As you hustle across the battlefield, you unleash an
Attack: Dexterity vs. AC
attack.
Hit: 2[W] + Dexterity modifier damage
Daily Martial, Weapon
Weapon: If you’re wielding a sling, the target is also
Move Action Personal
dazed until the end of your next turn.
Effect: You move your speed + 2. At any one point
during your movement, you make a basic ranged attack.
Hip Shot Fighter Attack 3 After making the attack, you finish your movement.
No time to aim, just let it fly.
Encounter Martial, Weapon
Move Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage

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4E Races and Classes
Level 7 Encounter Exploits Stunning Blow Fighter Attack 9
You knock your opponent senseless.
A Scar for Everyone Fighter Attack 7 Daily Martial, Reliable, Weapon
They move forward, and you plug them. Standard Action Melee weapon
Encounter Martial, Weapon Target: One creature
Standard Action Ranged Weapon Attack: Strength vs. Fortitude
Target: All opponents in close range Hit: 1[W] + Strength modifier damage and the target is
Attack: Dexterity vs. AC stunned (save ends).
Hit: 1[W] + Dexterity modifier damage.
Timely Shot Fighter Attack 9
Bolts from the Sky Fighter Attack 7 Your shot gives you a little breathing room.
Before your foe can blink, you lay them low. Daily Healing, Martial, Reliable, Weapon
Encounter Martial, Weapon Standard Action Ranged Weapon
Standard Action Ranged Weapon Target: One creature
Target: One creature Attack: Dexterity vs. AC
Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and you regain
Hit: 2[W] + Dexterity modifier damage, and the target is hit points as if you had spent a healing surge.
slowed until the end of your next turn.
Level 10 Utility Exploits
Wild Shot Fighter Attack 7
You trade precision for damage. Keep Your Distance Fighter Utility 10
Encounter Martial, Weapon You nimbly move away from an opponent.
Standard Action Ranged Weapon Daily Martial
Target: One creature Immediate Reaction Personal
Attack: Dexterity –2 vs. AC Trigger: An opponent moves adjacent to you
Hit: 3[W] + Dexterity modifier damage. Effect: You can move your speed, as long as you do
not end adjacent to an enemy.

Level 9 Daily Exploits Level 13 Encounter Exploits

Drive Onward Fighter Attack 9 Barrage Fighter Attack 13


You press you opponents backward so you can You keep shooting, and shooting…
advance. Encounter Martial, Weapon
Daily Martial, Reliable, Weapon Standard Action Area burst 1 in 10 squares
Standard Action Close blast 5 Target: All enemies in area
Target: All enemies in blast Attack: Dexterity vs. Reflex
Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage
Hit: 1[W] + Dexterity modifier damage, and you slide the Secondary Target: Each enemy in area you
target a number of squares equal to your previously missed
Constitution modifier. Secondary Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage
One-Two Shot Fighter Attack 9
You hit an opponent with one shot, and turn and lay into Blinding Shot Fighter Attack 13
another foe. Blood sprays as your opponent’s vision goes dark.
Daily Martial, Weapon Encounter Martial, Weapon
Standard Action Ranged Weapon Standard Action Ranged Weapon
Target: Two creatures in range that you can see Target: One creature
Attack: Dexterity vs. AC Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and the target is Hit: 2[W] + Dexterity modifier damage and the target is
knocked prone. dazed until the end of your next turn.
Miss: Half damage. Weapon: If you are using a sling or light thrown
weapon, the target is blinded until the end of
your next turn.

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4E Races and Classes
Hunter’s Shot Fighter Attack 13 Level 16 Utility Exploits
A single, well-aimed shot finds its mark.
Encounter Martial, Weapon Intercepting Shot Fighter Utility 16
Standard Action Ranged Weapon You use your own weapon to knock an opponent’s
Target: One creature attack off-balance.
Attack: Dexterity vs. AC Encounter Martial, Weapon
Hit: 3[W] + Dexterity modifier damage and the target is Immediate Interrupt Ranged Weapon
slowed until the end of your next turn. Trigger: An ally in close range is attacked
Weapon: If you’re wielding a projectile weapon, you Effect: Make a basic ranged attack against the target.
gain a bonus to damage equal to your On a hit, you deal damage and the target suffers a –
Constitution modifier. 2 penalty to hit and is slowed until the end of your
next turn.
Hurled Death Fighter Attack 13
Striking with all your might, you down a foe. Level 17 Encounter Exploits
Encounter Martial, Weapon
Standard Action Ranged Weapon Exact Shot Fighter Attack 17
Target: One creature You don’t miss.
Attack: Dexterity vs. Fortitude Encounter Martial, Reliable, Weapon
Hit: 2[W] + Dexterity modifier damage and the target is Standard Action Ranged Weapon
knocked prone. Target: One creature
Weapon: If you’re wielding a spear or heavy thrown Attack: Dexterity + 2 vs. Reflex
weapon, you gain a bonus to damage equal to Hit: 2[W] + Dexterity modifier damage.
your Constitution modifier.

Level 15 Daily Exploits Disarming Shot Fighter Attack 17


You put your shot through your opponent’s hand, forcing
him to drop his weapon in pain.
Multishot Fighter Attack 15 Encounter Martial, Weapon
With a single shot, you strike multiple foes. Standard Action Ranged Weapon
Daily Martial, Weapon Target: One creature
Standard Action Ranged Weapon Attack: Dexterity vs. Reflex
Target: Two creatures in range within one square of Hit: 2[W] + Dexterity modifier shot, and the target drops
each other one weapon it is holding. The dropped weapon
Attack: Dexterity vs. AC lands on the ground in the target’s square or up to
Hit: 3[W] + Dexterity modifier damage. one square away from the target.
Miss: Half damage.
Legendary Shot Fighter Attack 17
Turn and Shoot Fighter Attack 15 You strike your foe, sending him stumbling back as his
You unload into one enemy, turn and unleash on his allies gawk at you in fear and terror.
companions Encounter Martial, Weapon
Daily Martial, Weapon Standard Action Ranged Weapon
Standard Action Ranged Weapon Target: One creature
Target: One creature Attack: Dexterity vs. AC
Attack: Dexterity vs. AC Hit: 3[W] Dexterity modifier damage, and the target is
Hit: 2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.
slowed (save ends). Special: All of your enemies within 2 squares of the
Effect: After the attack, you repeat the attack against target have a –2 penalty to attacks until the end of
another target in range. You can repeat the attack your next turn.
up to three times against different targets.

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4E Races and Classes
Level 19 Daily Exploits Pincushion Fighter Attack 23
You relentlessly pelt your opponent.
Piercing Shot Fighter Attack 19 Encounter Martial, Weapon
You shot strikes an opponent through cover. Standard Action Ranged Weapon
Encounter Martial, Weapon Special: You must be using a sling or a light thrown
Standard Action Ranged Weapon weapon.
Target: One creature Target: One target
Attack: Dexterity vs. Reflex Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage. Hit: 2[W] + Dexterity modifier damage.
Effect: You ignore any cover, concealment, superior Effect: After the attack, you repeat the attack against
cover or concealment between you and your target. the same target in range. You can repeat the attack
up to three times against the same target.
Trained Shot Fighter Attack 19
Your shot maims your opponent, and you dog him, Stand and Deliver Fighter Attack 23
making him think twice about turning his back on You rain death on your foes.
you. Encounter Martial, Weapon
Daily Martial, Weapon Standard Action Ranged Weapon
Standard Action Ranged Weapon Target: All enemies in close range
Target: One creature Attack: Dexterity vs. AC
Attack: Strength vs. AC Hit: 2[W] + Dexterity modifier damage and the target is
Hit: 4[W] + Dexterity modifier damage slowed until the end of your next turn.
Effect: Until the end of the encounter, you can make a
ranged basic attack against the target as a free Level 25 Daily Exploits
action if you are in close range to the target and it
either moves (not shifting, slides or pushed) or Hunter’s Stance Fighter Attack 25
attacks one of your allies.
Every foe within range feels your wrath.
Daily Martial, Stance, Weapon
Level 23 Encounter Exploits Minor Action Personal
Effect: Whenever you use a fighter power, you can
Hunter’s Prey Fighter Attack 23 score a critical hit on a roll of 19-20, and you gain a
You fell you foe with a single devastating shot. power bonus to damage rolls equal to your Dexterity
Encounter Martial, Weapon modifier. Any enemy that ends or starts it turn in
Standard Action Ranged Weapon close range of your weapon to you takes 1[W]
Target: One creature damage, as long as you are able to make
Attack: Dexterity vs. AC opportunity attacks.
Hit: 4[W] + Strength modifier damage.
Weapon: If you’re wielding a projectile weapon, you Pierce the Heart Fighter Attack 25
gain a bonus to the damage roll equal to your Your attack leaves your foe seriously injured.
Constitution modifier. Daily Martial, Reliable, Weapon
Standard Action Ranged Weapon
Impaling Shot Fighter Attack 23 Target: One creature
Your attack pierces your foe, dragging him back with the Attack: Dexterity vs. AC
sheer force. Hit: 6[W] + Dexterity modifier damage, and until the end
Encounter Martial, Weapon of your next turn the only attacks the target can
Standard Action Ranged Weapon make are basic attacks.
Target: One creature
Attack: Dexterity vs. Fortitude Predator’s Terror Fighter Attack 25
Hit: 3[W] + Dexterity modifier damage and push the Your shot rings true, sending waves of terror through
target a number of squares equal to 3 + your your surviving opponents.
Constitution modifier. Daily Martial, Reliable, Weapon
Weapon: If you’re wielding a spear or a heavy Standard Action Ranged Weapon
thrown weapon, the target is pushed a number Target: One creature
of squares equal to your weapon’s close range + Attack: Dexterity vs. AC
your Constituition modifier. Hit: 6[W] + Dexterity modifier damage, and all of your
enemies that can see have a –2 penalty to hit until
the end of your next turn.

Page 108 of 521


4E Races and Classes
Level 27 Encounter Exploits

Broadhead Strike Fighter Attack 27


You weapon pierces shield and armor like they aren’t
there.
Encounter Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4[W] + Strength modifier damage, and the target
takes a –2 penalty to AC until the end of your next
turn.

Reaper’s Shot Fighter Attack 27


Death glides silently towards your enemy…
Encounter Martial, Weapon
Standard Action Area burst 1 in 15 squares
Primary Target: Each enemy in burst you can see
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Make a
secondary attack.
Secondary Target: burst 1 in 15 squares
Secondary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.

Level 29 Daily Exploits

Drop Him Fighter Attack 29


You foe is going down…hard.
Daily Martial, Reliable, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 7[W] + Dexterity modifier damage.

To the Quick Fighter Attack 29


Your foe has nowhere to go.
Daily Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage and the target is
slowed and weakened (save ends).
Miss: Half damage.

Warlord’s Barrage Fighter Attack 29


Your attacks just keep coming.
Daily Martial, Weapon
Standard Action Close Blast 10
Target: All enemies in blast
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage

Page 109 of 521


4E Races and Classes
Master Thrower
Paragon Paths
“Catch!”

Arcane Archer Prerequisite: Fighter class

“Let me show you a real magic missile.” You are a master of the thrown weapon, filling
the air with deadly projectiles unleashed at your foes.
Prerequisite: Fighter class, trained in the Arcana skill. Whether daggers, shurikens, axes or the like, you have
made these light weapons your signiture form of attack.
You have combined the martial art of archery
with the skill of magic, allowing you to deliver a deadly Master Thrower Path Features
cargo to your foes in the heat of combat.
Defensive Throw (11th level): You do not provoke
Arcane Archer Path Features opportunity attacks when making Ranged attacks with
Light Thrown weapons.
Weapon Implement (11th level): You can treat your Two As One (16th level): When using a fighter power to
ranged weapon as if it were a wand of accuracy. make a ranged attack with a light thrown weapon, you
Imbue (11th level): You can use any Ranged arcane deal an extra 1[W] with each attack you make. This
power with your ranged weapon. The power’s range includes basic attacks.
remains unchanged. You use Dexterity for the attack
instead of the normal ability score listed for the power. Master Thrower Exploits
When used to deliver an arcane power, you only expend
one weapon or piece of ammunition, regardless of the
number of targets. Palm Throw Master Thrower Attack 11
Arcane Invensture (16th level): You can swap any one With a flick of your wrist, you draw and hurl a weapon at
encounter, utility or daily power you know with a power an unsuspecting foe.
of the same level or lower from the Wizard spell list. Encounter Martial, Weapon
Standard Action Ranged Weapon
Special: The target grants you combat advantage.
Arcane Archer Exploits Target: One creature
Attack: Dexterity vs. AC
Seeker Shot Arcane Archer Attack 11 Hit: 2[W] + Dexterity modifier damage.
Your weapon unerringly leaps to your foe.
Encounter Martial, Reliable, Weapon
Standard Action Ranged Weapon
Redirect Master Thrower Utility 12
As a ranged weapon comes whistling in at you, you
Target: One creature
intercept it and send it an a foe of your own.
Attack: Dexterity + 6 vs. AC
Encounter Martial, Weapon
Hit: 2[W] + Dexterity modifier.
Immediate Interrupt Personal
Trigger: When you are hit with a ranged weapon
Enhanced Shot Arcane Archer Utility 16 Effect: The attack misses. If the ranged weapon was a
You weapon is endowed with magical power light thrown weapon, you may make an immediate
Daily Martial, Weapon basic attack with the weapon.
Minor Action Personal
Effect: Your ranged weapon gains a +3 enhancement
bonus, the returning quality and deals +3d6 damage Cutting Strike Master Thrower Attack 20
on a critical hit. This lasts until the end of the Your shot strikes a particularly vulnerable point in your
encounter or 5 minutes. enemy.
Daily Martial, Weapon
Standard Action Ranged Weapon
Death Shot Arcane Archer Attack 20 Target: One creature
This weapon has your foes name on it. Attack: Dexterity vs. Reflex
Daily Martial, Reliable, Weapon Hit: 5[W] + Dexterity modifier damage.
Standard Action Ranged Weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 5[W] + Dexterity modifier damage, and ongoing 10
damage (save ends).

Page 110 of 521


4E Races and Classes
Order of the Bow Initiate
“Twang…Whizz…Thump”

Prerequisite: Fighter class

When asked, “What is Truth?”, an initiate of the


Order of the Bow picks up his bow, fires an arrow and,
without saying a word, lets his mastery of the weapon
serve as the gauge of the archer’s progress along the
way. By learning the meditative art of the Way of the
Bow, the archer improves his discipline, precision and
spirituality.

Order of the Bow Initiate Path Features


Ranged Precision (11th level): When in close range
with a bow, once per round you may deal +1d6 damage
with a ranged attack.
Let Fly (11th level): You may make opportunity attacks
with a bow against targets that are in 5 squares of you,
as if you had threatening reach.
Extended Precision (16th level): With a bow, once per
round you may deal +1d6 damage to an opponent in
range (whether close or long).

Order of the Bow Initiate Exploits

Path of Truth Order of the Bow Initiate Attack 11


Your shot reveals how far along the path you are.
Encounter Martial, Reliable, Weapon
Standard Action Ranged Weapon
Special: You must be using a bow
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier and the target is slowed
until the end of your next turn.

Fly True Order of the Bow Initiate Utility 16


Your arrows become unerring in their delivery of the
truth.
Encounter Martial, Stance, Weapon
Minor Action Personal
Effect: Your at-will and encounter powers gain the
Reliable keyword and you gain a +2 power bonus to
attack rolls. This bonus only applies when using a
bow as your weapon.

Honed Shot Order of the Bow Initiate Attack 20


A deadly shot shows your skill with the bow.
Daily Martial, Weapon
Standard Action Ranged Weapon
Special: You must be using a bow.
Target: One creature
Attack: Dexterity +4 vs. AC
Hit: 4[W] + Dexterity modifier damage and the target is
weakened (save ends).

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4E Races and Classes
You can designate one creature you have cast a
illusionist spell upon that has an effect that lasts until the
Illusionist subject succeeds on a saving throw. That creature takes
a penalty to its saving throws against that effect equal to
“Reality is the illusion I wish you to see” your Wisdom modifier.
Alternatively, you can choose to extend the
CLASS TRAIT duration of an effect created by a illusionist at-will spell
Role: Controller. that would otherwise end at the end of your current turn.
Power Source: Arcane. The effect instead ends at the end of your next turn.
Key Abilities: Intelligence, Wisdom, Dexterity You must wield an orb to use this ability.
Armor Proficiencies: Cloth Staff of Defense: A staff of defense grants you a +1
Weapon Proficiencies: Dagger, quarterstaff bonus to AC. In addition, once per encounter as an
Implements: Orbs, staffs, wands immediate interrupt, you gain a bonus to defense against
Bonus to Defense: +2 Will one attack equal to your Constitution modifier. You can
declare the bonus after the Dungeon Master has already
Hit Points at 1st Level: 10 + Constitution score told you the damage total. You must wield your staff to
Hit Points per Level Gained: 4 benefit from these features.
Healing Surges per Day: 6 + Constitution modifier Wand of Accuracy: Once per encounter as a free
action, you gain a bonus to a single attack roll equal to
Trained Skills: Arcana. From the class skills list below, your Dexterity modifier. You must wield your wand to
choose three more trained skills at 1st level. benefit from this feature.
Class Skills: Arcana (Int), Diplomacy (Cha),
Dungeoneering (Wis), History (Int), Insight (Wis), Cantrips
Nature
Cantrips are minor spells you gain at 1st level.
(Int), Religion (Int)
You gain all the listed cantrips for the illusionist.
Build Options: Control illusionist, deceiver illusionist
Class Features: Arcane Implement Mastery, cantrips,
Ritual Casting, spellbook Ritual Casting
You gain the Ritual Caster feat as a bonus feat,
allowing you to use magical rituals.
Creating an Illusionist
Control Illusionist

Deceiver Illusionist

Implements
Illusionists make use of orbs, staffs, and wands
to help channel and direct their arcane powers. Every
illusionist has mastery of one type of implement (see
“Class Features”).
Without an implement, a illusionist can still use
his or her powers. A illusionist wielding a magic orb,
staff, or wand can add its enhancement bonus to the
attack rolls and the damage rolls of illusionist powers, as
well as illusionist paragon path powers, that have the
implement keyword.

Illusionist Class Features


Arcane Implement Mastery
You specialize in the use of one kind of
implement to gain additional abilities when you wield it.
Choose one of the following forms of implement
mastery.
Orb of Imposition: Once per encounter as a free action,
you can use your orb to gain one of the following two
effects.

Page 112 of 521


4E Races and Classes
Light Illusionist Cantrip
Spellbook With a wave of your hand, you cause a bright light to
You possess a spellbook, a book full of mystic appear on the tip of the object you choose.
lore in which you store your rituals and your daily and At-Will Arcane
utility spells. Minor Action Ranged 5
Rituals: Your book contains three 1st-level rituals of Target: One object or unoccupied square
your choice that you have mastered. Effect: You cause the target to shed bright light. The
At 5th level, and again at 11th, 15th, 21st, and light fills the target’s square and all squares within 4
25th level, you master two more rituals of your choice squares of it. The light lasts for 5 minutes. Putting out
and add them to your spellbook. Any ritual you add must the light is a free action.
be your level or lower. Special: You can have only one light cantrip active at a
Daily and Utility Spells: Your spellbook also holds your time. If you create a new light, your previously cast light
daily and utility spells. You begin knowing two daily winks out.
spells, one of which you can use on any given day. Each
time you gain a level that lets you select a daily spell or a Prestidigitation Illusionist Cantrip
utility spell, choose two different daily spells or utility You perform an amusing magical trick, such as creating
spells of that level to add to your book. a dancing wisp of light, freshening a wilting flower,
After an extended rest, you can prepare a making a coin invisible, or warming a cold drink.
number of daily and utility spells according to what you At-Will Arcane
can cast per day for your level. You can’t prepare the Standard Action Ranged 2
same spell twice. Effect: Use this cantrip to accomplish one of the effects
If you replace a spell because of gaining a level given below.
or through retraining, the previous spell vanishes from Move up to 1 pound of material.
your spellbook and is replaced by the new spell. Create a harmless sensory effect, such as a
Capacity: A typical spellbook has 128 pages. Each spell shower of sparks, a puff of wind, faint music, or
takes up 1 page. A ritual takes up a number of pages a strong odor.
equal to its level. Color, clean, or soil items in 1 cubic foot for up to
1 hour.
Illusionist Powers Instantly light (or snuff out) a candle, a torch, or a
small campfire.
Class Features Chill, warm, or flavor up to 1 pound of nonliving
material for up to 1 hour.
Make a small mark or symbol appear on a surface
Ghost Sound Illusionist Cantrip
for up to 1 hour.
With a wink, you create an illusory sound that emanates Produce out of nothingness a small item or image
from somewhere close by.
that exists until the end of your next turn.
At-Will Arcane, Illusion Make a small, handheld item invisible until the
Standard Action Ranged 10
end of your next turn.
Target: One object or unoccupied square
Nothing you create with this cantrip can deal
Effect: You cause a sound as quiet as a whisper or as
damage, serve as a weapon or a tool, or hinder
loud as a yelling or fighting creature to emanate from
another creature’s actions. This cantrip cannot
the target. You can produce non-vocal sounds such
duplicate the effect of any other power.
as the ringing of a sword blow, jingling armor, or
Special: You can have as many as three prestidigitation
scraping stone. If you whisper, you can whisper
effects active at one time.
quietly enough that only creatures adjacent to the
target can hear your words.
Silent Image Illusionist Cantrip
With a clap, you create an illusory image that emanates
from somewhere close by.
At-Will Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You create a medium-sized noiseless image of
whatever you wish. The image can freely move within
the square it was created, but can moved through
without harm. It can provide concealment, but not cover.

Page 113 of 521


4E Races and Classes
Level 1 At-Will Spells Level 1 Encounter Spells

Phantom Bolt Illusionist Attack 1 Fetch Claws Illusionist Attack 1


From your outstretched hand flies a phantasmal bolt of Your hands become like claws, and stretch to strike your
energy. opponent.
At-Will Arcane, Illusion, Implement Encounter Arcane, Illusion, Implement
Standard Action Ranged 20 Standard Action Close blast 3
Target: One creature Target: One creature in blast
Attack: Intelligence vs. Will Attack: Intelligence vs. Will
Hit: 2d4 + Intelligence modifier damage. Hit: 2d8 + Intelligence modifier illusion damage and the
Increase to 4d4 + Intelligence modifier illusion damage target is restrained until the end of your next turn.
at 21st level.
Special: This power counts as a ranged basic attack. Phantom’s Whisper Illusionist Attack 1
When a power allows you to make a ranged basic You fill your enemy’s ears with fearsome whispers of
attack, you can use this power. doom.
Encounter Arcane, Illusion, Implement, Psychic
Psyche Out Illusionist Attack 1 Standard Action Close burst 3
You dazzle an opponent with nothingness. Attack: Intelligence vs. Will
At-Will Arcane, Illusion, Implement, Psychic Hit: 2d6 + Intelligence modifier Psychic damage and
Standard Action Close blast 3 targets grant combat advantage until the end of your
Target: All creatures in blast next turn.
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage and you Strike At Shadow Illusionist Attack 1
may shift each creature a number of squares equal You strike at your foe’s shadow, harming its owner.
to your Wisdom modifier. Encounter Arcane, Illusion, Implement
Increase damage to 2d6 + Intelligence modifier at 21st Standard Action Ranged 10
level. Target: One creature
Attack: Intelligence vs. Reflex
Shadow’s Reach Illusionist Attack 1 Hit: 2d8 + Intelligence modifier illusion damage and the
Your shadow stretches outward, allowing you to strike target is immobilized until the end of your next turn.
an opponent at a distance.
At-Will Arcane, Illusion, Implement Level 1 Daily Spells
Standard Action Close blast 5
Target: One creature in blast
Attack: Intelligence + 2 vs. Reflex Fog of Fear Illusionist Attack 1
Hit: 1d8 + Intelligence modifier illusion damage and the A black fog spills outward from your hands, engulfing
target is slowed until the end of your next turn. your opponents in blackest night.
Increase damage to 2d6 + Intelligence modifier at 21st Daily Arcane, Illusion, Conjuration, Implement
level Standard Action Area burst 3 in 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Wavering Strike Illusionist Attack 1 Hit: The target moves its speed + your Charisma
You strike your opponent and seem to slip out of sight. modifier away from you. The fleeing target avoids
At-Will Arcane, Illusion, Implement, Psychic unsafe squares and difficult terrain if it can. This
Standard Action Melee 1 movement provokes opportunity attacks.
Target: One creature Effect: You create a cloud of fog that blocks line of sight
Attack: Intelligence vs. Will into or through it. The cloud lasts until the end of
Hit: 1d6 + Intelligence modifier psychic damage and you your next turn.
gain concealment until the start of your next turn.

Page 114 of 521


4E Races and Classes
Mind Numbing Illusionist Attack 1 Minor Image Level 2 Minion
You dull your opponent’s senses, making them Medium Shadow (illusion) XP -
susceptible to further attacks. Initiative: +5 Senses: Perception +3
Daily Arcane, Illusion, Implement, Psychic HP 1; a missed attack never damages a minion
Standard Action Area burst 3 in 10 squares AC 18 ; Fortitude 14, Reflex 14, Will 14
Target: All creatures in burst Speed 6
Attack: Intelligence vs. Will M Illusionary Attack (standard; at-will) Illusion
Hit: 1d8 + Intelligence modifier psychic damage and the +5 vs. Will; 1d6 + 3 damage
target takes a –2 penalty to Will defense (save Alignment Unaligned Languages As creator
ends). Str 14 (+3) Dex 14 (+3) Wis 14 (+3)
Con 10 (+1) Int 10 (+1) Cha 10 (+1)
Sleep Illusionist Attack 1
You let the sand slip through your fingers, and an Shimmer Illusionist Utility 2
overwhelming tiredness fills their bodies. You create a shimmering distortion about you, making it
Daily Arcane, Implement, Sleep harder for enemies to hit you.
Standard Action Area burst 2 within 20 squares Encounter Arcane, Illusion
Target: Each creature in burst Immediate Interrupt Personal
Attack: Intelligence vs. Will Trigger: You are hit by an attack
Hit: The target is slowed (save ends). If the target fails Effect: You gain concealment until the end of your next
its first saving throw against this power, the target turn.
becomes unconscious (save ends).
Miss: The target is slowed (save ends). Level 3 Encounter Spells
Level 2 Utility Spells Color Spray Illusionist Attack 3
A brilliant blast of flashing colors springs from your
Imaginary Friend Illusionist Utility 2 outstretched fingers, knocking nearby enemies
With a snap of your fingers, you summon up an senseless.
illusionary assistant. Encounter Arcane, Implement, Radiant
Encounter Arcane, Illusion Standard Action Close blast 5
Minor Action Ranged touch Target: Each creature in blast
Target: You or creature touched. Attack: Intelligence vs. Will
Effect: You create an auditory and visual illusion that Hit: 1d6 + Intelligence modifier radiant damage, and the
offers advice and moral assistance to the target, granting target is dazed until the end of your next turn.
it a +2 power bonus to any action the target takes that
turn. The illusion cannot be seen or heard by others
Phantasmic Aura Illusion Attack 3
than you and the target. The illusion moves with the
Translucent spirits rise from the ground, weaving among
target, staying adjacent to the target it assists.
your foes, throwing them into confusion.
Sustain Minor: The illusion persists until the end of
Encounter Arcane, Illusion, Implement, Psychic
your next turn.
Standard Action Close burst 3
Target: Each enemy in burst
Minor Image Illusionist Utility 2 Attack: Intelligence vs. Will
With a single thought, you create an illusion that obeys Hit: 1d8 + Intelligence modifier psychic damage.
your every command. Effect: All allies in the area gain concealment until the
Encounter Arcane, Illusion end of your next turn.
Standard Action Area 1 square in 10 squares
Effect: You create an auditory and visual illusion of a
Shadow Curse Illusionist Attack 3
creature of up to medium size. As a move action,
You drive an iron nail through your opponent’s shadow,
you can move the illusion of up 6 squares and have
holding him in place.
it make an attack. The illusion persists until
Encounter Arcane, Illusion, Implement
destroyed or until the end of your next turn.
Standard Action Close blast 5
Sustain Standard: The illusion persists until the end of
Target: Each creature in blast
your next turn. You can sustain the illusion up to 5
Attack: Intelligence + 2 vs. Reflex
minutes.
Hit: 1d6 + Intelligence modifier illusion damage and the
target is restrained until the end of your next turn.

Page 115 of 521


4E Races and Classes
Level 5 Daily Spells Level 6 Utility Spells

Hypnotic Pattern Illusionist Attack 5 Disguise Self Illusionist Utility 6


You create scintillating pattern of colored lights that With a snap of your fingers, you suddenly look like
dazzles your foes. someone else.
Daily Arcane, Charm, Illusion, Implement, Zone Daily Arcane, Illusion
Standard Action Area burst 3 in 10 squares Minor Action Personal
Target: Each creature in burst Effect: You make yourself, your clothing, and your
Attack: Intelligence vs. Reflex equipment look different. You can take on the
Hit: The target is stunned (save ends). If the target is appearance of any creature of similar build and size,
attacked, it is no longer stunned. including a specific individual whom you’ve seen.
Sustain Standard: The target remains stunned until the You gain neither the abilities or mannerisms of the
end of your next turn. chosen form, nor the tactile or audible properties of
your form or gear. The illusion lasts for 1 hour,
Mind Dance Illusionist Attack 5 although you can end it as a minor action. You must
You rummage through an opponent’s mind, destroying keep the same appearance for the entire duration.
his focus. Anyone who attempts to see through your ruse
Daily Arcane, Implement, Psychic makes an Insight check opposed by your Bluff
Standard Action Close burst 3 check, and you gain a +5 power bonus to your
Target: Each creature in burst check.
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage and the Dispel Magic Illusionist Utility 6
target is dazed (save ends). You unleash a ray of crackling arcane energy that
Miss: Half damage. destroys a magical effect created by an opponent.
Daily Arcane
Scintillating Blast Illusionist Attack 5 Standard Action Ranged 10
You unleash a deadly blast of color at your foes. Target: One conjuration or zone
Daily Arcane, Implement, Radiant Attack: Intelligence vs. the Will defense of the creator of
Standard Action Close blast 5 the conjuration or the zone
Target: Each creature in blast Hit: The conjuration or the zone is destroyed. All its
Attack: Intelligence vs. Reflex effects end, including those that normally last until a
Hit: 2d8 + Intelligence modifier radiant damage and the target saves.
target is dazed (save ends).
Miss: Half damage and the target is dazed until the end Invisibility Illusionist Utility 6
of your next turn. A creature you choose vanishes from sight.
Daily Arcane, Illusion
Shadow Strike Illusionist Attack 5 Standard Action Ranged 5
You blast your enemies with pure shadow. Target: You or one creature
Daily Arcane, Illusion, Implement Effect: The target is invisible until the end of your next
Standard Action Close blast 5 turn. If the target attacks, the target becomes visible.
Target: Each creature in blast Sustain Standard: If the target is within range, you can
Attack: Intelligence vs. Fortitude sustain the effect.
Hit: 2d8 + Intelligence modifier illusion damage and the
target is slowed (save ends).
Hit: Half damage and the target is slowed until the end
of your next turn.

Page 116 of 521


4E Races and Classes
Levitate Illusionist Utility 6 Fearsome Visage Illusionist Attack 7
You hold out your hands, and suddenly you feel air You conjure a fearsome image from an opponent’s mind
beneath your feet. and show it to him.
Daily Arcane Encounter Arcane, Fear, Illusion, Implement,
Move Action Personal Psychic
Effect: You can move 4 squares vertically and remain Standard Action Ranged 10
there, hovering above the ground. While aloft, you Target: One creature
are unsteady, taking a –2 penalty to AC and Reflex Attack: Intelligence vs. Will
defense. If some effect, such as a pit opening below Hit: 3d6 + Intelligence modifier psychic damage and the
you, causes you to be more than 4 squares above target moves its speed + your Charisma modifier
the ground, you drop down to 4 squares above the away from you. The target avoids unsafe squares
ground. You do not take damage from such a fall. and difficult terrain if it can. This movement
Sustain Move: You can sustain this power until the end provokes opportunity attacks. After the movement,
of the encounter or for 5 minutes. When you sustain the target is restrained until the end of your next
this power, you can move 3 squares up or down or 1 turn.
square horizontally. You cannot go higher than 4
squares above the ground. If you don’t sustain the Luminous Arc Illusionist Attack 7
power, you descend to the ground without taking You spray your opponent with a dazzling display of
falling damage. radiant color.
Encounter Arcane, Implement, Radiant
Phantom Trap Illusionist Utility 6 Standard Action Close blast 5
You tap an area and smile; your trap is ready for an Target: All creatures in blast
unsuspecting victim. Attack: Intelligence vs. Reflex
Encounter Arcane, Illusion, Zone Hit: 2d6 + Intelligence modifier radiant damage and the
Minor Action Melee one square target is immobilized until the end of your next turn.
Effect: You place an illusionary trap in one square
adjacent to you. The trap can be spotted with an Level 9 Daily Spells
active search check of 15 + your Intelligence
modifier + ½ your level.
If an enemy moves into the square, it Haunting Illusionist Attack 9
immediately ends its movement and you make an You summon a phantasmal ghost that attacks at your
Intelligence vs. Will attack. If you are successful, the command.
target takes 3d6 + Intelligence modifier illusion Daily Arcane, Conjuration, Illusion, Implement
damage. Standard Action Area 1 square in 10 squares
Effect: You create a ghostly figure in an empty square
in range. As a standard action, you can move the
Level 7 Encounter Spells illusion up to 5 squares. The illusion then attacks
one creature adjacent to it.
Enfolding Shadows Illusionist Attack 7 Target: One creature
You surround your opponent in inescapable darkness. Attack: Intelligence vs. Reflex
Encounter Arcane, Illusion, Implement Hit: 1d8 + Intelligence illusion damage.
Standard Action Area burst 3 in 10 squares Sustain Minor: The illusion persists until the end of
Target: Each creature in burst your next turn.
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier illusion damage and the Luminous Rapture Illusionist Attack 9
target is blinded until the end of your next turn. You surround yourself in a blinding radiance.
Daily Arcane, Implement, Radiant, Zone
Standard Action Close burst 3
Effect: You create an aura that moves with you.
Creatures that enter the aura or end their turn in the
aura take radiant damage equal to your Charisma
modifier and are blinded until the end of your next
turn.
Sustain Minor: The aura persists until the end of your
next turn.

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4E Races and Classes
Nightmare’s Breath Illusionist Attack 9 Shadow Walk Illusionist Utility 10
Your fog-like breath brings your foes nightmares to life in You open a dimensional rift connecting two nearby
his mind. locations.
Daily Arcane, Illusion, Implement Daily Arcane, Teleportation
Standard Action Close blast 3 Minor Action Ranged 20
Target: All creatures in blast Target: Two unoccupied squares
Attack: Intelligence vs. Reflex Effect: You create a dimensional rift between the two
Hit: 2d8 + Intelligence modifier illusion damage, and the target squares that lasts until the end of your next
target is immobilized (save ends). turn. Any creature that enters one of the target
Miss: Half damage and the target is slowed (save squares can move to the other target square as if it
ends). were adjacent to that square.
Effect: the blast creates a zone of fog that provides A creature cannot pass through the rift if another
concealment. The zone lasts until the end of the creature occupies either square.
encounter or for 5 minutes. Sustain Minor: The rift persists.

Shadow Rend Illusionist Attack 9


You tear your opponent’s shadow to shreds, harming Persistent Image Illusionist Utility 10
him. With a single thought, you create an illusion that obeys
Daily Arcane, Illusion, Implement your every command.
Standard Action Ranged 10 Encounter Arcane, Illusion
Target: One creature Standard Action Area 1 square in 10 squares
Attack: Intelligence + 2 vs. Reflex Effect: You create an auditory and visual illusion of a
Hit: 2d12 + Intelligence modifier illusion damage and creature of up to medium size. As a move action,
the target is stunned (save ends). you can move the illusion up 6 squares and have it
Miss: Half damage, and the target is dazed (save make an attack. The illusion persists until destroyed
ends). or until the end of your next turn.
Sustain Minor: The illusion persists until the end of
Level 10 Utility Spells your next turn. You can sustain the illusion up to
one hour.
Blur Illusionist Utility 10
You cloak yourself with a shimmering aura, making your
Persistent Image Level 10 Minion
outline almost impossible to discern. Medium Shadow (illusion) XP -
Daily Arcane, Illusion Initiative: +11 Senses: Perception +9
Minor Action Personal HP 1; a missed attack never damages a minion
Effect: Until the end of the encounter, you gain a +2 AC 26 ; Fortitude 22, Reflex 22, Will 22
power bonus to all defenses, and enemies 5 or more Speed 6
squares away from you cannot see you. M Illusionary Attack (standard; at-will) Illusion
+15 vs. Will; 2d6 + 5 damage
Alignment Unaligned Languages As creator
Mirror Image Illusionist Utility 10 Str 18 (+9) Dex 18 (+9) Wis 18 (+9)
Three duplicate images of you appear, imitating your Con 10 (+5) Int 10 (+5) Cha 10 (+5)
actions perfectly and confusing your enemies.
Daily Arcane, Illusion
Minor Action Personal
Effect: Three duplicate images of yourself appear in Phantasmal Fog Illusionist Utility 10
your space, and you gain a +6 power bonus to AC. You create fog that seems to twist and move of its own
Each time an attack misses you, one of your accord.
duplicate images disappears and the bonus granted Daily Arcane, Illusion, Zone
by this power decreases by 2. Standard Action Area burst 3 in 20 squares
When the bonus reaches 0, all your images are Effect: You create a cloud of fog in the area of effect.
gone and the power ends. Otherwise, the effect lasts The cloud is treated as difficult terrain for enemies
for 1 hour. and provides total concealment to allies. As a move
action you can move the fog cloud up to 5 squares.
Sustain Minor: The cloud persists for the encounter.
As a minor action you can dismiss the cloud.

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4E Races and Classes
Level 13 Encounter Spells Miasmic Cloud Illusionist Attack 15
You unleash a greenish cloud of vapors that eats at your
Claws of the Shadow Beast Illusionist Attack 13 opponent’s mind and body.
Your hands cover over with dark shadows that can be Daily Arcane, Illusion, Implement, Necrotic, Zone
stretched to strike a distant foe. Standard Action Area burst 3 in 20 squares
Encounter Arcane, Illusion, Implement Target: All enemies in burst
Standard Action Close burst 10 Attack: Intelligence vs. Will
Target: One creature in burst Hit: 1d10 + Intelligence modifier necrotic damage and
Attack: Intelligence + 2 vs. Reflex the target takes a –2 penalty to Will defense (save
Hit: 4d6 + Intelligence modifier illusion damage and the ends).
target is slowed until the end of your next turn. Miss: Half damage and the target takes a –2 penalty to
Will defense until the end of your next turn.
Effect: You create an area that provides concealment.
Eyes of Burning Light Illusionist Attack 13 Any enemy passing through or ending its turn in the
Rays of golden light flash from your eyes, burning all cloud takes damage equal to your Intelligence
your gaze falls upon. modifier and takes a –2 penalty to its Will defense
Encounter Arcane, Implement, Radiant until the end of your next turn. As a move action,
Standard Action Close blast 5 you can move the zone 3 squares.
Target: Each creature in blast Sustain Move: The cloud persists.
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier radiant damage, and the
target is blinded until the end of your next turn. Mind Fire Illusionist Attack 15
You drive your opponent insane.
Daily Arcane, Implement, Psychic
Phantom’s Wail Illusionist Attack 13 Standard Action Close burst 3
A phantasmal spirit appears, and keens loudly in Target: Each enemy in burst
anguish, filling your foes with fear and pain. Attack: Intelligence vs. Will
Encounter Arcane, Illusion, Implement, Psychic Hit: 3d10 + Intelligence modifier psychic damage and
Standard Action Area burst 2 within 20 squares the target is dazed (save ends).
Target: Each creature in burst Miss: Half damage and the opponent is restrained until
Attack: Intelligence vs. Will the end of your next turn.
Hit: 3d6 + Intelligence modifier psychic damage, and
the target is immobilized until the end of your next
turn. Shadow Noose Illusionist Attack 15
You hang your opponent by a shadowy coil.
Daily Arcane, Illusion, Implement
Level 15 Daily Spells Standard Action Close blast 5
Target: Each enemy in blast
Creeping Phantoms Illusionist Attack 15 Attack: Intelligence vs. Reflex
Illusionary figures slink toward to your enemies, striking Hit: 6d6 + Intelligence modifier illusion damage, and the
from hidden locations. target is restrained (save ends).
Daily Arcane, Conjuration, Illusion, Implement Miss: Half damage, and the opponent is immobilized
Standard Action Ranged 10 until the end of your next turn.
Effect: You create two illusionary creatures that seem
to flit in and out of sight. Each one occupies 1 Level 16 Utility Spells
square within range. The two illusions can be
moved and made to attack a new target within range
as a move action. The illusions last until the end of Displacement Illusionist Utility 16
your next turn. The recipient of this spell appears to be standing slightly
Targets: One or two creatures to the left or right of his actual position, making it harder
Attack: Intelligence vs. Reflex for enemies to hit him.
Hit: 2d10 + Intelligence modifier illusion damage and Encounter Arcane, Illusion
the illusions become invisible. Immediate Interrupt Ranged 5
Special: If a creeping phantom has Combat Advantage, Trigger: A ranged or a melee attack hits you or one ally
it deals +2d6 illusion damage to the target. in range
Sustain Minor: The illusions persist. Effect: The attacker must reroll the attack roll.

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4E Races and Classes
Greater Invisibility Illusionist Utility 16 Project Image Illusionist Utility 16
With a wave of your hand, you or another creature You create a phantasmal image of yourself, and direct
nearby fades away, becoming invisible. your magic through it.
Daily Arcane, Illusion Daily Arcane, Illusion
Standard Action Ranged 20 Move Action Ranged 10
Target: You or one creature Effect: You create a illusionary double of yourself in an
Effect: The target is invisible until the end of your next empty square within range and line of sight. You
turn. may treat this square as the origin point for any spell
If the target attacks, the power ends. you use. The illusion can be attacked, but not
Sustain Minor: If the target is within range, you can harmed. The illusion persists until the end of your
sustain the effect. next turn.
If you lose line of sight to this illusion, the spell
Illusory Wall Illusionist Utility 16 ends.
A wall seems to rise from the ground at your command. Sustain Move: The illusion persists.
Daily Arcane, Illusion, Implement
Standard Action Area wall 12 within 10 squares Seeming Illusionist Utility 16
Effect: You create an illusionary wall of contiguous You make something look like something else.
squares. The wall can be up to 12 squares long and Daily Arcane, Illusion
up to 6 squares high. Standard Action Melee touch
The wall blocks line of sight and prevents Effect: You cover an object or ally with a visual and
movement. It does not prevent attacks from being auditory illusion, making it appear to be something
made through it. You make an Intelligence vs. Will else. You can change the apparent size, shape and
attack against any creature attempting to move or sound that the object makes. It does not change the
attack through the wall. If the attack is successful, actual form of the object, thus the illusion can be
the creature cannot pass through or make the revealed by tactile examination of the target. You
attack, believing the wall to be real. cannot make an object invisible or totally silent. The
illusion lasts for 1 hour. As a minor action, you can
Major Image Illusionist Utility 16 dismiss the spell.
You draw a mental image from your mind and bring it
alive on the battlefield before you. Level 17 Encounter Spells
Daily Arcane, Illusion
Standard Action Area 1 square in 10 squares Impeding Visage Illusionist Attack 19
Effect: You create an illusion of a creature of up to You rip into an opponent’s mind, drawing forth an image
large size. As a move action, you can move the that makes them stop in their tracks.
illusion up 6 squares and make an attack. The Encounter Arcane, Fear, Illusion, Implement
illusion persists until destroyed or until the end of Standard Action Close burst 5
your next turn. Target: All enemies in burst
Sustain Minor: The illusion persists until the end of Attack: Intelligence vs. Will
your next turn. You can sustain the for up to 1 hour. Hit: 2d8 + Intelligence modifier illusion damage and the
target is restrained until the end of your next turn.
Major Image Level 16 Minion
Medium or Large Shadow (illusion) XP - Phantasmal Volley Illusionist Attack 19
Initiative: +19 Senses: Perception +12 Screaming, ghostly images shoot from your outstretched
HP 1; a missed attack never damages a minion hands and torment your opponents.
AC 32; Fortitude 28, Reflex 28, Will 28 Encounter Arcane, Illusion, Implement, Psychic
Speed 6 Standard Action Area burst 2 in 20 squares
M Illusionary Attack (standard; at-will) Illusion Target: Each enemy in burst
+21 vs. Will; 2d8 + 7 damage Attack: Intelligence vs. Will
Alignment Unaligned Languages As creator Hit: 3d6 + Intelligence modifier psychic damage, and
Str 21 (+13)Dex 21 (+13)Wis 21 (+13) the target is dazed until the end of your next turn.
Con 10 (+8) Int 10 (+8) Cha 10 (+8)

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4E Races and Classes
Shadowfire Illusionist Attack 19 Rainbow Pattern Illusionist Attack 19
Leaping black shadows engulf your opponents, Scintillating beams of rainbow-colored light spring from
devouring them. your outstretched hand, affecting your foes in
Encounter Arcane, Implement, Necrotic unpredictable ways.
Standard Action Area burst 2 within 20 squares Daily Arcane, Radiant, Implement, Psychic
Target: Each creature in burst Standard Action Close burst 5
Attack: Intelligence vs. Reflex Target: Each enemy in burst
Hit: 5d6 + Intelligence modifier necrotic damage. Attack: Intelligence vs. Fortitude, Reflex, Will
Hit (Fortitude): If the attack hits the target’s Fortitude
Level 19 Daily Spells defense, the target takes 2d8 + Intelligence modifier
radiant damage, and ongoing 5 radiant damage
(save ends).
Face of the Foe Illusionist Attack 19 Hit (Reflex): If the attack hits the target’s Reflex
Your ally and the enemy he fights seem to blur and defense, the target is dazed (save ends).
merge, before separating. Hit (Will): If the attack hits the target’s Will defense, the
Daily Arcane, Illusion, Implement target takes 2d8 + Intelligence modifier psychic
Standard Action Ranged 20 damage, and ongoing 5 psychic damage (save
Target: One enemy creature ends).
Attack: Intelligence vs. Will Special: You make only one attack per target, but
Hit: 4d12 + Intelligence modifier illusion damage compare that attack result against all three
Effect: The target is covered in a visual and auditory defenses. A target might be subject to any, all, or
illusion of an adjacent ally and your ally is covered in none of the effects depending on how many of its
an illusion of the target. The ally may choose to defenses were hit. The target must make a saving
swap squares with the target. The illusion lasts until throw against each ongoing effect separately.
the end of the encounter or may be dismissed by
you or your ally as a minor action.

Shadowrime Illusionist Attack 19


Phantasmal Killer Illusionist Attack 19 You reach into the shadowy depths of the Shadowfell
You dredge up your opponent’s worst fears and and encase your foe in icy shadows.
nightmares, and attack him with it. Daily Arcane, Implement, Necrotic
Daily Arcane, Fear, Illusion, Implement, Psychic Standard Action Ranged 20
Standard Action Ranged 20 Target: One creature
Target: One creature Attack: Intelligence vs. Reflex
Attack: Intelligence vs. Will Hit: 4d10 + Intelligence modifier necrotic damage, and
Hit: 5d10 + Intelligence modifier psychic damage, and the target is stunned (save ends).
ongoing 10 damage (save ends). If the target
saves, it takes ongoing 5 damage (save ends).
Miss: 3d10 + Intelligence modifier psychic damage, and Level 22 Utility Spells
ongoing 5 damage (save ends).
Mass Invisibility Illusionist Utility 22
With a wave of your hand, your entire party fades away,
becoming invisible.
Daily Arcane, Illusion, Zone
Standard Action Close burst 10
Target: You and all allied creatures in range
Effect: The target is invisible until the end of your next
turn.
If the target attacks, the power ends.
Sustain Minor: If the target is within range, you can
sustain the effect.

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4E Races and Classes
Mislead Illusionist Utility 22 Level 23 Encounter Spells
As the blow falls, you foe sees you die as you actually
turn invisible and escape unharmed. Mental Sundering Illusionist Attack 23
Daily Arcane, Illusion You drown your opponent in images of the impossible
Immediate Reaction Personal made real.
Trigger: You are hit by an attack Encounter Arcane, Illusion, Implement, Psychic
Effect: The attack misses and you become invisible Standard Action Ranged 20
until the end of your next turn. Target: One creature
If you attack, the power ends. Attack: Intelligence vs. Will
Sustain Minor: You sustain the invisibility. Hit: 3d6 + Intelligence modifier psychic damage and the
target is dazed until the end of your next turn.
Permanent Image Illusionist Utility 22
You draw a mental image from your mind and bring it Shadow Evocation Illusionist Attack 23
alive on the battlefield before you. With small concentration, you create the image of a blast
Daily Arcane, Illusion of flame engulfing your enemies.
Standard Action Area 1 square in 10 squares Encounter Arcane, Illusion, Implement
Effect: You create an illusion of a creature of up to Standard Action Close blast 5
large size. As a move action, you can move the Target: Each creature in blast
illusion up 6 squares and make an attack. The Attack: Intelligence vs. Reflex
illusion persists until destroyed or one day. Hit: 4d6 + Intelligence modifier illusion damage.
Special: A creature immune to illusion damage takes
Permanent Image Level 22 Minion half damage on a successful hit.
Medium, Large or Huge Shadow (illusion) XP -
Initiative: +20 Senses: Perception +18 Will ‘o Wisp Illusionist Attack 23
HP 1; a missed attack never damages a minion You summon a ghostly ball of light that decimates your
AC 38; Fortitude 34, Reflex 34, Will 34 foes and feed off their life force.
Speed 6 Encounter Arcane, Healing, Illusion, Implement,
M Illusionary Attack (standard; at-will) Illusion Radiant
+27 vs. Will; 3d6+8 damage Standard Action Area burst 2 in 20 squares
Alignment Unaligned Languages As creator Target: Each creature in burst
Str 24 (+18)Dex 24 (+18)Wis 24 (+18) Attack: Intelligence vs. Reflex
Con 10 (+11)Int 10 (+11)Cha 10 (+11) Hit: 3d6 + Intelligence modifier radiant damage and you
heal a number of hit points equal to your Wisdom
Veil Illusionist Utility 22 modifier.
You make a whole area appear different.
Daily Arcane, Illusion Level 25 Daily Spells
Standard Action Melee touch
Effect: You cover a small area no larger than 50 feet Dread Sleep Illusionist Attack 25
square and all objects and creatures within a visual You send your opponent into a nightmare-filled sleep.
and auditory illusion, making it appear to be Daily Arcane, Fear, Implement, Sleep
something else. You must make a successful Standard Action Area burst 3 in 20 squares
Intelligence vs. Will attack to conceal enemy Target: All enemies in burst
creatures. Attack: Intelligence vs. Fortitude
You can change the apparent size, shape and Hit: 3d8 + Intelligence modifier psychic damage and the
sound that the object makes. It does not change the target is slowed (save ends). If the target fails the
actual form of the object, thus the illusion can be first save, it is rendered unconscious (save ends).
revealed by tactile examination of the target. You Miss: Half damage and the target is slowed (save ends).
cannot make an object invisible or totally silent. An
item or creature removed from the area ceases to be
covered by the illusion The illusion lasts for 1 day.
As a minor action, you can dismiss the spell.

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4E Races and Classes
Prismatic Spray Illusionist Attack 25 Level 27 Encounter Spells
A dazzling spray of multicolored light springs from your
hands, enveloping your enemies. Cage of the Mind Illusionist Attack 27
Daily Arcane, Fear, Fire, Implement, Poison You erect a phantasmal cage around your opponent,
Standard Action Close burst 5 trapping him within his own mind.
Target: Each enemy in burst Encounter Arcane, Illusion, Implement
Attack: Intelligence vs. Fortitude, Reflex, Will Standard Action Ranged 20
Hit (Fortitude): If the attack hits the target’s Fortitude Target: One creature
defense, the target takes 3d6 + Intelligence modifier Attack: Intelligence vs. Reflex
poison damage and is slowed (save ends). Hit: 3d10 + Intelligence modifier illusion damage. The
Hit (Reflex): If the attack hits the target’s Reflex target is confined until the end of your next turn.
defense, the target takes 3d6 + Intelligence modifier While confined, it is immobilized, grants combat
fire damage, and ongoing 15 fire damage (save advantage, and cannot gain line of effect against
ends). nonadjacent enemies.
Hit (Will): If the attack hits the target’s Will defense, the
target is stunned (save ends).
Special: You make only one attack per target, but Greater Shadow Evocation Illusionist Attack 27
compare that attack result against all three With small concentration, you create the image of a
defenses. A target might be subject to any, all, or fireball hurling at your enemies.
none of the effects depending on how many of its Encounter Arcane, Illusion, Implement
defenses were hit. The target must make a saving Standard Action Area burst 3 within 20 squares
throw against each ongoing effect separately. Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence modifier illusion damage.
Shadow Conjuration Illusionist Attack 25 Special: A creature immune to illusion damage takes
You give life to your very thoughts. half damage on a successful hit.
Daily Arcane, Conjuration, Illusion, Implement
Standard Action Ranged 10
Effect: You create a shadowy creature that fills a single Vision of the Enemy Illusionist Attack 27
square. You can move the shadow conjuration up to You cloud the mind of an opponent, tricking him into
6 squares and make it attack as a move action. The believing his ally is actually you.
shadow conjuration lasts until the end of your next Encounter Arcane, Charm, Illusion, Implement,
turn. Psychic
Target: One adjacent creature Standard Action Ranged 20
Attack: Intelligence vs. Reflex Target: One creature
Hit: 3d8 + Intelligence modifier illusion damage. Attack: Intelligence vs. Will
Special: Creatures immune to illusion damage take half Hit: 3d8 + Intelligence modifier psychic damage. On
damage on a hit. the target’s next turn it moves its speed to it’s
Sustain Minor: The shadow conjuration persists. nearest ally and makes a basic attack against that
creature.

Scintillating Pattern Illusionist Attack 25


Level 29 Daily Spells
You create a dancing, capering pattern of lights that
mesmerizes your foes.
Daily Arcane, Charm, Implement, Psychic Greater Shadow Conjuration Illusionist Attack 29
Standard Action Area burst 5 in 20 squares You give life to your very nightmares.
Target: Each enemy in burst Daily Arcane, Conjuration, Illusion, Implement
Attack: Intelligence vs. Will Standard Action Ranged 10
Hit: 3d10 + Intelligence modifier psychic damage, and Effect: You create a shadowy creature that fills a single
the target is stunned (save ends). square. You can fly the shadow conjuration up to 6
Miss: Half damage, and the target is dazed (save squares and make it attack as a move action. The
ends). shadow conjuration has threatening reach 1. The
shadow conjuration lasts until the end of your next
turn.
Target: One adjacent creature
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier damage.
Sustain Minor: The shadow conjuration persists.

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4E Races and Classes
Mirror Opposite Illusionist Attack 29
You transform your foe’s shadow into his greatest
enemy.
Daily Arcane, Conjuration, Illusion, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Effect: You conjure a reverse-mirror image of the target
within range. The image takes up the same number
of squares as the original and the same stats as the
original with a Minion template applied (see the
Monster section). As a move action, you can move
the image its speed and make an attack with the
image. The image persists until the end of your next
turn or until destroyed.
Sustain Minor: The image persists.

Weird Illusionist Attack 29


You dredge up your opponent’s worst fears and
nightmares, and attack him with it.
Daily Arcane, Fear, Illusion, Implement, Psychic
Standard Action Area burst 2 in 20 squares
Target: All creatures in burst
Attack: Intelligence vs. Will
Hit: 5d10 + Intelligence modifier psychic damage, and
ongoing 10 damage (save ends). If the target
saves, it takes ongoing 5 damage (save ends).
Miss: 3d10 + Intelligence modifier psychic damage, and
ongoing 5 damage (save ends).

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4E Races and Classes
Arcane Trickster Spells
Paragon Paths
Mage Hand Arcane Trickster Cantrip
You gesture toward an object nearby, and a spectral
Arcane Trickster floating hand
lifts the object into the air and moves it where you wish.
“Hey, watch this.” At-Will Arcane, Conjuration
Minor Action Ranged 5
You are a master of the tricks and deceiving Effect: You conjure a spectral, floating hand in an
nature of illusions. You find others easy – and often unoccupied square within range. The hand picks up,
amusing to deceive. Armed with the most innocuous of moves, or manipulates an adjacent object weighing
weapons, you slide onto the world’s stage armed with a 20 pounds or less and carries it up to 5 squares. If
handful of tricks. you are holding the object when you use this power,
the hand can move the object into a pack, a pouch,
Prerequisite: Illusionist class, Sneak of Shadows a sheath, or a similar container and simultaneously
multiclass feat move any one object carried or worn anywhere on
your body into your hand.
Arcane Trickster Path Features As a move action, you can move the hand up to 5
squares. As a free action, you can cause the hand to
Light Blade Implement (11th level): Choose an drop an object it is holding, and as a minor action,
implement that you specialize in. You can use a light you can cause the hand to pick up or manipulate a
blade as if it were that type of arcane implement when different object.
casting your spells. Sustain Minor: You can sustain the hand indefinitely.
Tricky Action (11th level): When you spend an action Special: You can create only one hand at a time.
point to take an extra action, you gain combat advantage
against any opponent you attack. Unexpected Strike Arcane Trickster Attack 11
Sustained Illusions (11th level): When using Minor With a flick of your wrist, you skewer your opponent.
Image, Major Image, Persistent Image or Permanent Encounter Arcane, Weapon
Image, you do not need to spend an action to sustain the Standard Action Melee weapon
spell. Target: One creature
Confounding Trickster (16th level): When making an Effect: The target grants Combat Advantage
attack that targets an opponent’s will, you deal extra Attack: Intelligence vs. Will
damage equal to your Charisma modifier (minimum 1). Hit: 2[W] + Intelligence modifier damage.

Trickster’s Way Arcane Trickster Utility 12


With a quiet snap of your fingers, you become
supernaturally talented…at causing trouble.
Daily Arcane
Minor Action Personal
Effect: You gain a +2 power bonus to Acrobatics, Bluff,
Stealth and Thievery until the end of the encounter.

Dazzling Display Arcane Trickster Attack 20


You flick the tiny blade in your hand, weaving magic as
you spin it.
Daily Arcane, Charm, Illusion, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Intelligence +4 vs. Will
Hit: 3[W] + Intelligence modifier damage and the target
is stunned until the end of your next turn.
Miss: Half damage.

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4E Races and Classes
Mindweaver
“The mind is a playground. My playground.”

Prerequisite: Illusionist class

The power of reality starts in the mind; what the


mind perceives as real, for all intents and purposes, is
real. You’ve acquired a knack of reaching into your own
mind or the minds of others to alter that reality, for good
or for ill. With the power you possess, you will bend all
of reality to your whim until it reaches a shape you
desire.

Mindweaver Path Features


Mindweaver’s Action (11th level): When you spend an
action point to cast a spell with the Psychic keyword, you
deal additional damage equal to your Charisma modifier
on a hit.
Strong Mind (16th level): When you are attacked by a
power that targets your Will, the creature that attacked
you takes damage equal to your Charisma modifier
(minimum 1 point).

Mindweaver Spells

Smite Mind Mindweaver Attack 11


You punish your opponent’s mind with a barrage of
overpowering sensory input.
Encounter Arcane, Illusion, Implement, Psychic
Standard Action Area burst 2 in 20 squares
Target: All enemies in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage and the
target is dazed until the end of your next turn.

Mind Shield Mindweaver Utility 12


You surround yourself with a dazzling display that
befuddles the opponent’s attempts to overpower
you.
Daily Arcane, Illusion
Immediate Reaction Personal
Trigger: An opponent makes an attack against your Will
Effect: The attack misses, but you are dazed until the
end of your next turn.

Steal Memories Mindweaver Attack 20


You look into an opponent’s mind and steal his thoughts.
Daily Arcane, Charm, Illusion, Psychic
Standard Action Area burst 3 in 20 squares
Target: All enemies in burst
Attack: Intelligence vs. Will
Hit: 4d10 + Intelligence modifier psychic damage and
the target is stunned (save ends).
Miss: Half damage and the target is dazed (save ends).

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4E Races and Classes
Shadow Mage Animate Shadow Shadow Mage Attack 20
You pour part of yourself into your shadow, animating it
“What you don’t understand is that all shadows are a to attack your enemies.
reflection of life, and that they seek to live just as you Daily Arcane, Illusion, Implement
and I.” Minor Action Ranged 5
Effect: You animate your shadow, which rises and fills
Prerequisite: Illusionist class one square in range. You can move the shadow to
any square in range and attack a single creature as
Your power walks the half-lit paths of the a move action. The shadow lasts until the end of
Shadowfell, where the dark mirror of this world twists your next turn.
and turns, seeking a way to seep into and overtake the Target: One adjacent creature
counterpart it mimics. You understand the strange half- Attack: Intelligence vs. Reflex
life of shadows, and have mastered the power of calling Hit: 3d6 + Intelligence modifier illusion damage.
on it to do your bidding. Sustain Minor: The shadow persists

Shadow Mage Path Features


Shadow’s Surge (11th level): When you use an action
point to cast a spell with Shadow in the name, you gain
concealment until the end of your next turn.
Shadow’s Restoration (11th level): When you use a
spell that deals illusion damage, you gain temporary hit
points equal to your Charisma modifier on a hit.
Shadows Made Substance (16th level): When you use
spells that deal illusion damage, they deal half damage
to creatures normally immune to illusion damage on a
hit. Spells such as Shadow Evocation deal full damage
on a hit.

Shadow Mage Spells

Manifest Shadow Shadow Mage Attack 11


You draw up your shadow and us it to strike your foes.
Encounter Arcane, Illusion, Implement
Standard Action Ranged 5
Target: One creature
Attack: Intelligence + 2 vs. Reflex
Hit: 3d6 + Intelligence modifier illusion damage.

Steal Shadow Shadow Mage Utility 12


You consume the surrounding shadows, empowering
you.
Daily Arcane
Move Action Personal
Effect: You gain temporary hit points as if you had
spent a healing surge.

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4E Races and Classes
Monk
“I don’t need weapons to defeat you; I AM a weapon”

A master of mystical unarmed martial arts

CLASS TRAITS
Role: Striker and Defender. Your attacks are focused
at taking out individual enemies and you have
defensive abilities to contain opponents in melee.
Power Source: Ki. By mastering the supernatural force
within you, you exhibit abilities that border on the
impossible.
Key Abilities: Wisdom, Dexterity, Strength,
Constitution. Monk Class Features
Armor Proficiencies: Cloth Combat Stance
Weapon Proficiencies: Simple melee Monks tend to learn specific combat styles, often
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will based on legendary figures or on the observed motions
and perceived supernatural abilities of animals, such as
Hit points at 1st Level: 12 + Constitution score Crane Style, Tiger Style or even Seven Drunken Monkey
Hit points per Level Gained: 5 Style. Also, many of the individual powers listed here
Healing Surges per Day: 5 + Constitution modifier are renamed under certain styles with various evocative
names. For example, under the Tiger Style, Springing
Trained Skills: Acrobatics. From the class skills list Strike might be known as Tiger Takes A Leap, while for
below, choose three trained skills at 1st level. the Seven Drunken Monkey style Tumbling Strike could
Class Skills: Athletics (Str), Endurance (Con), Heal be called Drunken Monkey Roll.
(Wis), Intimidate (Cha), Stealth (Dex) While the names of the styles are myriad in
nature, they can be broken down into one of three styles
Build Options: Offensive monk, defensive monk and provides a special stance daily power to the monk,
Class Features: Combat Stance, Flurry of Blows, in addition to his normal list of powers.
Unarmed Strike
Balanced Style: This style relies on a mix of powerful
Creating A Monk attacks and moves designed to disable or avoid an
opponent’s counterattack. A character with the balanced
Offensive Monk style gains the Balanced Stance class power.
To master your body, you must push it to the
limit, and there is no greater push than that obtained in Balanced Stance Monk Class Feature
the struggle of life and death. Your own body is more You have learned to fight with powerful attacks, but also
reliable and far more deadly than an ordinary weapon, have learned to mix in defensive maneuvers.
and you do not hesitate to put it to work to prove your Encounter Ki, Stance
martial prowess is superior. You focus your chi to learn Minor Action Personal
and perform maneuvers that directly assist your attacks, Effect: You gain a +1 bonus to hit. Increase this bonus
though an occasional chi stunt that puts you in a better to +2 at 11th level and +3 at 21st level.
position or wards an opponent’s attack is nothing to scoff
at. Defensive Style: This style relies on drawing the
attacker in and disabling them or otherwise rendering
Defensive Monk them unable to attack. It also tends to several moves
You’ve been trained to use the enemy’s strength that allow the monk to avoid strikes aimed at him. A
against him. An aggressive enemy is careless, and easy character with the defensive style gains the Defensive
to take advantage of. You tend to only fight when you Stance class power.
must, and have learned to focus your chi to perform to
endure great hardships and perform other miraculous
feats of the mind and body. Those who dwell on the
fight are doomed to die in it, while those are prepared for
combat and approach it with caution will survive to fulfill
their life-long pursuits. You intend to be one of the latter.
Page 128 of 521
4E Races and Classes
Defensive Stance Monk Class Feature High Kick Monk Attack 1
You let an enemy’s strength become his weakness in You extend your leg straight out and catch the opponent
combat. under the chin, knocking him back.
Encounter Ki, Stance At-Will Martial, Unarmed
Minor Action Personal Standard Action Melee unarmed
Effect: You gain a +1 bonus to AC. Increase this bonus Target: Strength vs. AC
to +2 at 11th level and +3 at 21st level. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier and push the target back 1
Offensive Style: This style relies on powerful strikes square.
and aggressive tactics to take down enemies quickly. A Increase to 2[W] + Strength modifier at 21st level.
character with the offensive style gains the Offensive
Stance class power. Split Kick Monk Attack 1
You leap into the air and strike two opponents at once.
Offensive Stance Monk Class Feature At-Will Martial, Unarmed
You take your mastery of combat to the enemy. A Standard Action Melee unarmed
defeated foe does not fight back. Target: One or two creatures
Encounter Ki, Stance Attack: Dexterity vs. AC; make two attacks
Minor Action Personal Hit: 1[W] damage each
Effect: You gain a +1 bonus to damage. Increase this Increase damage to 2[W] at 21st level.
bonus to +2 at 11th level and +3 at 21st level.
Straight Punch Monk Attack 1
Flurry of Blows You simply strike out at your foe with a well-timed fist to
Monks are known for lightning-quick series of the opponent’s midsection.
blows in combat, and you can strike your opponent At-Will Ki, Unarmed
multiple times in a short span of time. When you make Standard Action Melee unarmed
an attack against a single opponent in melee, you can Target: One creature
choose to take a –2 penalty to hit to deal additional Attack: Wisdom +2 vs. AC
damage as shown below. Hit: 1[W]
Increase damage to 2[W] at 21st level.
Level Flurry
Damage Level 1 Encounter Insights
1st-10th +1d6
11th-20th +2d6
21st-30th +3d6
Circle Kick Monk Attack 1
You bring your leg up as you twist in a circle, planting
the blow squarely into your opponent.
Encounter Ki, Unarmed
Unarmed Strike Standard Action Melee unarmed
You are exceptionally skilled with unarmed Target: One creature
strikes and do not treat them as improvised weapons. Attack: Strength vs. AC
You can use your unarmed strike with any power that is Hit: 2[W] + Strength modifier damage and push the
a melee weapon or melee unarmed attack. target 1 square.
Offensive Stance: You gain a bonus to the damage roll
Weapon Prof Damage Properties equal to your Constitution modifier.
Unarmed Strike +3 1d6 Off-hand
Shatterstrike Monk Attack 1
Level 1 At-Will Insights You slam your fist into and through your opponent’s
face.
Furious Strike Monk Attack 1 Encounter Ki, Unarmed
You lash out with a rapid series of blows, but only one Standard Action Melee unarmed
needs to connect. Target: One creature
At-Will Martial, Weapon Attack: Strength vs. AC
Standard Action Melee weapon Hit: 2[W] + Strength modifier
Attack: Dexterity vs. AC Offensive Stance: You push the opponent a number of
Target: 1[W] + Strength modifier damage. spaces equal to your Constitution modifier.
Increase to 2[W] + Strength modifier at 21st level.
Miss: Half Strength modifier damage.

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4E Races and Classes
Springing Strike Monk Attack 1 Level 1 Daily Insights
You lurch at your opponent, strike, and then fall back
before he can counterattack. Brutal Strike Monk Attack 1
Encounter Ki, Weapon You call upon your chi and drive it through your strike.
Standard Action Melee weapon Daily Ki, Weapon
Target: One creature Standard Action Melee weapon
Attack: Dexterity vs. AC Target: One creature
Hit: 1[W] + Dexterity modifier damage Attack: Strength vs. AC
Special: You can move up to 3 squares before and Offensive Stance: You gain a bonus to the attack
after the attack. roll equal to your Constitution modifier
Defensive Stance: You gain a +4 power bonus to AC Hit: 3[W] + Strength modifier damage
against opportunity attacks while moving. Miss: Half damage.

Stunning Strike Monk Attack 1 Hundred Force Throw Monk Attack1


You strike an opponent’s chi point, causing him to wince You grab your opponent and bodily hurl them across the
in pain. battlefield.
Encounter Ki, Unarmed Daily Ki, Unarmed
Standard Action Melee unarmed Standard Action Melee unarmed
Target: One creature Target: One creature of Large size or smaller
Attack: Wisdom vs. AC Attack: Dexterity vs. AC
Hit: 1[W] + Wisdom modifier damage and the opponent Hit: 2[W] + Dexterity modifier damage, and you shift the
is immobilized until the start of your next turn. opponent 2 squares and is prone.
Balanced Stance: You gain a bonus to damage equal Defensive Stance: You shift the opponent a number of
to your Constitution modifier. squares equal to your Wisdom modifier, and the
opponent is prone.
Sweeping Strike Monk Attack 1
You bend low, sweeping your leg outward and sending Pressure Point Strike Monk Attack 1
the opponent to the ground. A simple blow in just the right area disrupts your
Encounter Ki, Weapon opponent’s chi, rendering him helpless.
Standard Action Melee weapon Daily Ki, Unarmed
Target: One creature Standard Action Melee unarmed
Attack: Wisdom vs. Reflex Target: One creature
Hit: 1[W] + Wisdom modifier damage, and you knock the Attack: Wisdom vs. Fortitude
target prone. Hit: 2[W] + Wisdom modifier and the opponent is dazed
Balanced Stance: On a miss, the target is knocked until the end of your next turn.
prone (save avoids). Miss: Half damage and the opponent is not dazed.
Balanced Stance: On a miss, you daze the target until
Tumbling Strike Monk Attack 1 the end of your next turn.
You strike at your opponent and tumble aside in one
fluid motion. Level 2 Utility Insights
Encounter Ki, Unarmed
Standard Action Melee unarmed Agile Climb Monk Utility 2
Target: One creature You use your momentum to quickly climb a surface.
Attack: Dexterity vs. AC Encounter Ki
Hit: 2[W] + Dexterity modifier Move Action Personal
Effect: After the attack, you can shift 1 square. Prerequisite: You must be trained in Athletics.
Defensive Stance: You can shift a number of squares Effect: You do not grant combat advantage while you
equal to your Wisdom modifier. climb.

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4E Races and Classes
Coiled Jump Monk Utility 2 Takedown Monk Attack 3
You leap amazing distances without a running start. You grab your opponent and forcibly send them to the
At-Will Ki ground.
Move Action Personal Encounter Ki, Unarmed
Prerequisite: You must be trained in Athletics Standard Action Melee unarmed
Effect: Make a high jump or a long jump. Determine Target: One creature
the DC of the Athletics check as though you had a Attack: Strength vs. AC
running start. The distance you jump cannot exceed Offensive Stance: You gain a bonus to the attack
your speed. roll equal to your Constitution modifier.
Hit: 1[W] + Strength modifier damage, and the target is
Deflect Projectiles Monk Utility 2 knocked prone.
With timed precision, you bat aside a deadly projectile Balanced Stance: You gain a bonus to damage equal
aimed at you to your Wisdom modifier.
Encounter Ki
Immediate Reaction Personal Level 5 Daily Insights
Trigger: You are hit by a ranged weapon
Effect: You force the target to reroll the attack. Take Blocking Strike Monk Attack 5
the new result, whether better or worse. You block an opponent’s attack, and then hit them hard.
Defensive Stance: The attacker takes a –2 penalty on Daily Ki, Weapon
the rerolled attack. Standard Action Melee weapon
Target: One creature
Dodging Roll Monk Utility 2 Attack: Dexterity vs. AC
You use your expertise to weave through a foe’s attacks Hit: 2[W] + Dexterity modifier damage.
unharmed. Effect: Until the end of the encounter, the target takes
Encounter Ki damage equal to your Dexterity modifier each time it
Move Action Personal attacks you, and you can shift as an immediate
Prerequisite: You must be trained in Acrobatics. reaction after such an attack.
Effect: You can shift 3 squares. Defensive Stance: You can shift a number of squares
Balanced Stance: You can shift a number of squares equal to your Wisdom modifier as an immediate
equal to half your speed. reaction after the attack.

Level 3 Encounter Insights Crippling Strike Monk Attack 5


You topple your enemy with a devastating blow and
Entangling Strike Monk Attack 3 force him to stumble about the battlefield
You grab onto your opponent and don’t let go. Daily Ki, Weapon
Encounter Ki, Weapon Standard Action Melee weapon
Standard Action Melee weapon Target: One creature
Target: One creature Attack: Wisdom vs. AC
Attack: Dexterity vs. AC Hit: 2[W] + Wisdom modifier damage, and the target is
Hit: 2[W] + Dexterity modifier and you grab the target knocked prone. Until the end of the encounter, if the
(until escape). target moves more than half its speed in a single
Defensive Stance: You can shift one space after the action, it falls prone at the end of its movement.
attack. Miss: Half damage, and the target is not knocked
prone.

Sliding Strike Monk Attack 3


You weave about your opponent, and with a well-placed
strike you stand where he once was.
Encounter Ki, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and you switch
squares with the target. You may shift one square
afterward.
Balance Stance: You can shift a number of squares
equal to your Wisdom modifier.

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4E Races and Classes
Deep Blow Monk Attack 5 Rising Steps Monk Utility 6
Your chi wells up within you and is expended in a With a few short hops, you quickly climb a surface.
powerful blow. At-Will Ki
Daily Ki, Unarmed Move Action Personal
Standard Action Melee unarmed Prerequisite: You must be trained in Athletics.
Target: One creature Effect: Make an Athletics check to climb a surface. You
Attack: Strength vs. AC can move at your full speed during this climb.
Offensive Stance: You gain a bonus to hit equal to
your Wisdom modifier with the attack. Slow Fall Monk Utility 6
Hit: 2[W] + Strength modifier damage, and ongoing You hold your arms out and slowly exhale, allowing your
damage equal to 5 + your Wisdom modifier (save chi to slow your rapid decent.
ends). Encounter Ki
Miss: Half damage, and no ongoing damage. Free Action Personal
Effect: You treat a fall as 5 feet shorter per level when
Weakening Strike Monk Attack 5 determining damage you take from falling. Shorten
Your blow leaves your opponent sore and stiff. the distance by use of this ability before applying the
Daily Ki, Unarmed damage reducing effects of a successful tumble.
Standard Action Melee unarmed
Target: One creature Still Mind Monk Utility 6
Attack: Dexterity vs. Fortitude You clear your mind and push away any attempts to
Hit: 2[W] + Dexterity modifier damage, and target is subvert it.
weakened (save ends). Encounter Ki
Miss: Half damage, and no weakness. Immediate Interrupt Personal
Trigger: You are hit by an attack against your Will
Level 6 Utility Insights defense.
Prerequisite: You must be trained in Endurance.
Featherlight Steps Monk Utility 6 Effect: Gain a +2 power bonus to your Will defense
You move with speed and grace. against the triggering attack.
At-Will Ki
Move Action Personal Wisdom of the Masters Monk Utility 6
Effect: You move at +2 speed. Your allies benefit from your unique insights.
Daily Ki
Mind over Body Monk Utility 6 Minor Action Ranged 10
You do not let the weakness of flesh impede your Target: One ally
actions. Effect: Any ally within 10 squares of you who attempts
Encounter Ki an untrained check with a skill in which you are
Immediate Interrupt Personal trained gains a power bonus to checks with a single
Trigger: You are hit by an attack against your Fortitude skill of your choice equal to your Wisdom modifier.
defense. The ally must be able to see or hear you to gain this
Prerequisite: You must be trained in Endurance. bonus. The benefit lasts until the end of the
Effect: Gain a +2 power bonus to your Fortitude encounter or for 5 minutes.
defense against the triggering attack.
Level 7 Encounter Insights
Movement Without Thought Monk Utility 6
Before your mind can even react, you step out of harm’s Crushing Strike Monk Attack 7
way. You deliver a blow that leaves your foe reeling.
Encounter Ki Encounter Ki, Weapon
Immediate Interrupt Personal Standard Action Melee weapon
Trigger: You are hit by an attack against your Reflex Target: One creature
defense. Attack: Strength vs. Fortitude
Prerequisite: You must be trained in Acrobatics. Hit: 1[W] + Strength modifier damage, and the target
Effect: Gain a +2 power bonus to your Reflex defense takes a –1 penalty to AC and Reflex defense until
against the triggering attack. the end of your next turn.
Offensive Stance: The penalty to AC and Reflex
defense is equal to your Constitution modifier (min –
1).

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4E Races and Classes
Flaming Fists Monk Attack 7 Spinning Strike Monk Attack 9
Drawing upon your inner chi, your hands erupt in flame. With a mighty leap, you spin in the air, striking everyone
Encounter Ki, Fire, Unarmed around you
Standard Action Melee unarmed Daily Ki, Weapon
Target: One creature Standard Action Close burst 1
Attack: Strength vs. Reflex Target: All creatures in burst
Hit: 1[W] + Strength modifier fire damage. Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier.
One-two Strike Monk Attack 7 Miss: Half damage.
One blow is quickly followed with another.
Encounter Ki, Unarmed Tidal Strike Monk Attack 9
Standard Action Melee unarmed With fluid motions, you outmaneuver your enemy,
Target: One creature placing him right where you want him to be, then strike.
Attack: Wisdom vs. AC Daily Ki, Unarmed
Hit: 2[W] + Wisdom modifier damage Standard Action Melee unarmed
Miss: Make a secondary attack against the target. Target: One creature
Secondary Attack: Wisdom vs. AC Attack: You slide the target to any other square
Balanced Stance: You gain a bonus to the attack adjacent to you, then make a Dexterity vs. AC attack
roll for the secondary attack equal to your Hit: 3[W] + Dexterity modifier damage
Dexterity modifier. Effect: Until the end of the encounter, as long as you
Hit: 1[W] + Dexterity modifier damage. are adjacent to the target, you slide the target 1
square before making a melee attack against it.
Whirlwind Strike Monk Attack 7
You’ve got a fist for everyone around you. Level 10 Utility Insights
Encounter Ki, Weapon
Standard Action Melee 1 Agile Tumble Monk Utility 10
Target: All creatures in burst A quick somersault puts you where you want to be.
Attack: Strength vs. AC At-Will Ki
Hit: 1[W] + Strength modifier. Minor Action Personal
Prerequisite: You must be trained in Acrobatics.
Level 9 Daily Insights Effect: When you shift, you treat difficult terrain as
clear.
Burrowing Worm Fist Monk Attack 9
You strike the ground with your fist, and the ground Abundant Step Monk Utility 10
erupts as it sends a line of power to pummel your You slip between the cracks of reality and appear
opponent. elsewhere.
Daily Ki Encounter Ki, Teleportation
Standard Action Close burst 1 and Ranged 10 Move Action Personal
Target: One creature in range Effect: You teleport up to 6 squares.
Hit: 2[W] + Strength modifier damage and the target is
knocked prone. Burst of Speed Monk Utility 10
Effect: All squares adjacent to you are considered You draw upon your chi reserves and move with
difficult terrain, as is the line of squares from you to lightning speed across the battlefield.
your target. The squares remain difficult terrain until Daily Ki
the start of your next turn. Minor Action Personal
Effect: Until the end of your turn, you gain a bonus to
Knockout Strike Monk Attack 9 your speed equal to your Wisdom modifier.
A well-placed blow takes your foe out of the fight.
Daily Ki, Unarmed Cheetah’s Steps Monk Utility 10
Standard Action Melee unarmed You move with speed and grace.
Target: One creature At-Will Ki
Attack: Wisdom vs. AC Move Action Personal
Hit: 2[W] + Wisdom modifier damage, and the target is Effect: You move at +4 speed.
knocked unconscious (save ends). If the
unconscious target takes any damage, it is no longer
unconscious.

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4E Races and Classes
Diamond Body Monk Utility 10 Paralyzing Strike Monk Attack 13
You quickly nullify poison coursing through your veins. With a well-placed blow, you sever an opponent from his
Daily Ki chi.
Minor Action Personal Encounter Ki, Unarmed
Effect: You gain poison resistance 10 until the end of Standard Action Melee unarmed
the encounter. If you are struck by an attack that Target: One creature
deals ongoing poison damage, you gain a +5 bonus Attack: Wisdom vs. AC
to the saving throws. Hit: 1[W] + Wisdom modifier damage, and the target is
stunned until the end of your next turn.
Evasive Leap Monk Utility 10 Balanced Stance: The target is stunned until the end of
You leap back, narrowly avoiding attack aimed against your next turn.
you.
Daily Ki Unbalancing Strike Monk Attack 13
Immediate Interrupt Personal You evade your enemy’s blows and land a decisive blow
Trigger: You are hit by an attack that staggers your enemy and threatens to topple it.
Effect: You take half damage from the attack that just Encounter Ki, Weapon
hit you. You are also stunned and take a –2 penalty Standard Action Melee weapon
to all defenses until the end of your next turn. Target: One creature
Attack: Dexterity vs. AC
Eyes in the Back of Your Head Monk Utility 10 Hit: 3[W] + Dexterity modifier damage, and the target
Without even looking, you can see what’s going on cannot shift until the end of your next turn.
behind you. Defensive Stance: If the target provokes an opportunity
At-Will Ki attack from you before the start of your next turn,
Minor Action Personal you gain a bonus to the attack roll and damage roll
Effect: Until the end of your next turn, you do not grant with the opportunity attack equal to your Strength
Combat Advantage when flanked. modifier, and you knock the target prone on a hit.

Wholeness of Body Monk Utility 10 Windborne Strike Monk Attack 13


You draw upon your inner chi to heal your wounds. You blow rises from the bottom of the feet and
Daily Ki terminates with your extended hand as it smashes into
Minor Action Personal the enemy.
Effect: You gain hit points as if you had spent a healing Encounter Ki, Weapon
surge. You do not actually spend a healing surge. Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Level 13 Encounter Insights Hit: 2[W] + Strength modifier damage and you can push
the target up to 3 squares. If the target collides with
Fists of Ice Monk Attack 13 an obstacle or another opponent, both take 1d6
You expel your chi, and your hands begin to smoke as damage, and the target ends it movement in the
they glaze over with crystals of frost. square it occupied before the collision.
Encounter Ki, Cold, Unarmed Offensive Stance: You add your Wisdom modifier to
Standard Action Melee unarmed collision damage, and the target is knocked prone
Attack: Strength vs. Reflex on a collision.
Hit: 2[W] + Strength modifier cold damage, and the
victim is slowed and dazed until the end of your next
turn.

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4E Races and Classes
Level 15 Daily Insights Level 16 Utility Insights

Locking Grasp Monk Attack 15 Fatal Flaw of the Enemy Monk Utility 16
You wrap yourself around the opponent and squeeze the You see the weakness in the enemy’s defenses, and
life from him. strike.
Daily Ki, Reliable, Weapon Daily Ki, Weapon
Standard Action (Special) Melee Weapon Minor Action Personal
Special: You can use this power as a minor action if Prerequisite: You must be trained in Insight.
you have already grabbed a creature. Doing so Effect: Until the end of your next turn, any of your
requires no attack roll. attacks can score a critical hit on a roll of 18-20.
Target: One creature
Attack: Dexterity vs. AC Frozen Soul Monk Utility 16
Hit: 2[W] + Dexterity modifier damage, and you grab the You exhale your chi, and the air turns chill about you.
target. Until the target escapes, you have cover, Daily Ki, Cold, Zone
and any melee attack or ranged attack that misses Standard Action Close burst 1
you hits the target instead. Effect: You create a zone of cold that moves with you.
Sustain Minor: Sustain the grab for another round. The squares in the burst are treated as difficult
The third time you sustain the grab after using this terrain, though you are unaffected. Anyone making
power, the target falls unconscious. If an a melee attack against you suffers 2d6 + Wisdom
unconscious target takes any damage, it is no longer modifier cold damage. Anyone moving adjacent to
unconscious. you or ending your turn adjacent to you takes
Wisdom modifier damage cold damage.
Quivering Palm Monk Attack 15 Sustain Minor: The zone persists.
You attack the enemy’s chi, disrupting it and causing
death. Internal Flames Monk Utility 16
Daily Ki, Reliable, Unarmed You chi boils over, and your body is engulfed in raging
Standard Action Melee 1 red flames.
Target: One creature Daily Ki, Fire, Zone
Attack: Wisdom vs. Will Standard Action Close burst 1
Hit: [2]W + Wisdom modifier damage and the opponent Effect: You create a zone that moves with you. Anyone
is stunned until the end of your next turn. making a melee attack against you suffers 2d6 +
Sustain Minor: The target is marked. If you stop Wisdom modifier fire damage. Anyone moving
sustaining the power, the target takes 2[W] + adjacent to you or ending your turn adjacent to you
Wisdom modifier damage takes 1d6 + Wisdom modifier fire damage.
Sustain Minor: The zone persists.
Thunderous Fists Monk Attack 15
You direct your chi into your strike. As you connect with Meditative Levitation Monk Utility 16
the enemy, it resonates with concussive force. You focus your chi and it keeps you aloft.
Daily Ki, Reliable, Thunder, Unarmed Daily Ki
Standard Action Melee unarmed Move Action Personal
Target: One creature Effect: You can fly at your speed with an altitude of 1
Attack: Strength vs. AC square. You can hover, if you so choose. Also, as a
Hit: 2[W] + Strength modifier thunder damage and move action, you can fly straight upward one square with
generate a burst 1 area centered on target. If you no altitude limit. If you take any forward movement, you
miss with this attack you do not expend the power. immediately drop to an altitude of 1 square.
Secondary Targets: All creatures in burst Sustain Move: You continue flying.
except you (including original target).
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier thunder damage Quickling’s Pace Monk Utility 16
each and target is stunned until the end of You could beat a quickling in a race.
your next turn. At-Will Ki
Move Action Personal
Effect: You move at +6 speed.

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4E Races and Classes
Rolling Dodge Monk Utility 16 Vengeance Blow Monk Attack 17
You slide out of harm’s way with an elegant grace. You strike a deadly blow, and if your enemy tries to
Encounter Ki return it, you take him out.
Immediate Interrupt Personal Encounter Ki, Weapon
Trigger: An enemy targets you with an attack Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics. Target: One creature
Effect: Make a Wisdom check with a +5 power bonus. Attack: Strength vs. Fortitude
You can shift a number of spaces equal to the result Hit: 3[W] + Strength modifier damage. If the target
divided by 5. attacks you before the start of your next turn, you
can attack it again as an immediate interrupt and
Master of Many Stances Monk Utility 16 deal 2[W] + Strength modifier damage if you hit.
You are a master of many forms of martial arts, weaving Offensive Stance: The attack you make as an
the various maneuvers together as a single style. immediate interrupt gains a bonus to the attack roll
Daily Ki, Stance equal to your Dexterity modifier.
Minor Action Personal
Effect: You gain a +2 power bonus to AC, and to Level 19 Daily Insights
damage. You are treated as using Defensive Style
and Offensive style when using this stance. Ground Hammer Monk Attack 19
You strike the ground, and your enemies are scattered.
Level 17 Encounter Insights Daily Ki, Thunder, Unarmed
Standard Action Close burst 3
Fists of Frozen Fury Monk Attack 17 Target: All creatures in burst
As you concentrate on your chi, your hands erupt into Attack: Strength vs. Reflex
flickering blue flames. Hit: 4[W] + Strength modifier thunder damage and push
Encounter Ki, Fire, Ice, Unarmed the target 3 squares. At the end of movement, the
Standard Action Melee unarmed target is prone.
Attack: Wisdom vs. AC Miss: Half damage and the target is prone.
Hit: 3[W] + Wisdom modifier fire and ice damage, and
the victim is stunned until the end of your next turn. Furious Flurry Monk Attack 19
Too many strikes to block one from getting through…
Roaming Whirlwind Monk Attack 17 Daily Ki, Weapon
You unleash blow after blow, leaving a wake of fallen Standard Action Melee weapon
opponents behind you. Target: One creature
Encounter Ki, Weapon Attack: Wisdom vs. AC
Standard Action Close burst 1 Hit: 5[W] + Wisdom modifier damage.
Attack: Dexterity vs. AC Effect: Until the end of your next turn, all of the target’s
Hit: 2[W] + Dexterity modifier defenses against your attacks take a penalty equal
Effect: shift up to 3 spaces and make a secondary to your Wisdom modifier.
attack. Balanced Stance: Until the end of your next turn, the
Secondary Attack: Dexterity vs. AC target takes a penalty to hit you equal to your
Hit: 2[W] + Dexterity modifier Wisdom modifier.
Effect: shift up to 3 spaces and make a tertiary Sustain Minor: Sustain the penalty for another round.
attack.
Tertiary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier.

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4E Races and Classes
Mighty Throw Monk Attack 19 Leap of the Clouds Monk Utility 22
You use a foes own momentum to toss him about. You leap upwards, and up, and up.
Daily Ki, Unarmed Encounter Ki
Standard Action Melee unarmed Move Action Personal
Target: One creature Prerequisite: You must be trained in Athletics.
Attack: Dexterity vs. Fortitude Effect: Make two consecutive Athletics checks to jump,
Hit: 4[W] + Dexterity modifier damage, and you slide the with a +5 power bonus to each. You don’t have to
target a number of squares equal to your Strength land between the jumps and can exceed your
modifier. If an obstacle (including a creature) arrests normal movement.
the slide, both the target and the obstacle take 1d6
damage and the target ends its movement in the Lightning Steps Monk Utility 22
square it occupied before it collided with the You are a blur of motion.
obstacle. At-Will Ki
Defensive Stance: A collision with an obstacle deals Move Action Personal
extra damage equal to your Wisdom modifier, and Effect: You move at +8 speed.
the target is knocked prone.
Miss: You slide the target a number of squares equal to
your Strength modifier, and no damage from Master of Many Stances Monk Utility 22
obstacles. You are a master of many forms of martial arts, weaving
the various maneuvers together as a single style.
Daily Ki, Stance
Snake’s Assault Monk Attack 19
Minor Action Personal
After striking boldly, you dog your opponent as he Effect: You gain a +3 bonus to AC, to damage and to
attempts to elude you. hit. You are treated as using Balanced Style,
Daily Ki, Weapon Defensive Style and Offensive style when using this
Standard Action Melee weapon stance.
Target: One creature
Attack: Wisdom vs. AC
Hit: 6[W] + Wisdom modifier damage. Masterful Dodge Monk Utility 22
Effect: When the adjacent target attempts to move or You draw upon your chi to perform a feat of inhuman
shift away, you can shift 1 square as an immediate litheness.
reaction. The target can make a saving throw to end Encounter Ki
this effect. Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift twice your speed. You can climb at
Level 22 Utility Insights
full speed as part of this move. If an enemy attacks
you while you shift, you gain a +4 bonus to AC
Expunge Chi Monk Utility 22 against that attack.
You gather up your negative chi and exhale, transferring
your suffering to your opponent.
Daily Ki Perfect Self Monk Utility 22
Immediate Reaction Melee 1 You have achieved perfection, and little can harm you.
Trigger: You are affected by an ongoing condition Daily Ki
Effect: You transfer any ongoing condition you are Minor Action Personal
affected by to an enemy you are adjacent to. The target Effect: You gain damage resist 10 for the duration of
gains an immediate saving throw to end the condition. the encounter.

Flight of the Mind Monk Utility 22


Level 23 Encounter Insights
You free yourself of earthly bonds and soar into the sky.
Daily Ki Channel Lightning Monk Attack 23
Minor Action Personal You pull the chi from deep within you and unleash it as a
Effect: You fly at your speed. You can also hover. bolt of lightning at your enemies.
Sustain Minor: You continue flying. Encounter Ki, Lightning
Standard Action Close burst 5
Target: All creatures in area
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier lightning damage.

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4E Races and Classes
Monstrous Strike Monk Attack 23 Predator’s Stance Monk Attack 25
You use your chi to shift your muscles behind one You counter your opponent’s attack with a ferocious
massive attack. strike of your own.
Encounter Ki, Weapon Daily Ki, Stance
Standard Action Melee weapon Minor Action Personal
Attack: Strength vs. AC Effect: You can make a basic attack against an enemy
Offensive Stance: You gain a power bonus to hit equal you choose as an immediate interrupt if it attacks
to your Wisdom modifier. you.
Hit: 4[W] + Strength modifier damage, and you push the Special: This stance counts as Offensive Stance for
target a number of squares equal to 2 + your use with other monk abilities.
Wisdom modifier.
Immolating Strike Monk Attack 25
Reed in the Storm Monk Attack 23 You boil your hatred into your chi and unleash it upon
You allow your opponent to do your work for you, and your enemy, who becomes a pillar of raging fire.
add your own blow. Daily Ki, Fire, Unarmed
Encounter Ki, Weapon Standard Action Melee 1
Immediate Interrupt Melee 1 Target: One creature
Trigger: You are attacked by an opponent Attack: Strength vs. AC
Target: One creature adjacent to you Hit: 3[W] + Strength modifier fire damage and the target
Attack: Dexterity vs. AC takes ongoing 10 fire damage and is immobilized
Defensive Stance: You gain a bonus to the attack roll (save ends both).
equal to your Wisdom modifier. Miss: Half damage, and the target takes ongoing 10 fire
Hit: The attack originally aimed at you deals damage to damage (save ends).
the target you choose, and you deal 1[W] +
Dexterity modifier damage as well. Two Places at Once Monk Attack 25
Miss: You are hit instead and take normal damage from You call upon you chi to make a perfect duplicate of
the opponent’s attack. yourself, and then use it to attack from a flanking
position.
Fluttering Petal Strike Monk Attack 23 Daily Ki, Unarmed
Like a falling flower petal on the wind, you weave Standard Action Melee 1
through your enemies raining destruction upon them. Target: One creature
Encounter Ki, Weapon Attack: Dexterity vs. AC; make two attacks
Standard Action Melee 1 Special: You gain combat advantage on the target
Target: One creature Hit: 3[W] + Dexterity modifier each. If both attacks hit,
Attack: Dexterity vs. AC you deal an extra 2[W] damage.
Hit: 2[W] + Dexterity modifier. You can shift 1 square
and make another attack against the same or a Zephyr’s Steps Monk Attack 25
different target. You may continue to make attacks You melt into a soft wind, then strike out of nowhere.
and shift until you miss or you have made a number Daily Ki, Weapon
of attacks equal to ½ your level. Standard Action Melee weapon
Target: One creature
Level 25 Daily Insights Attack: Wisdom vs. AC
Hit: 6[W] + Wisdom modifier damage, and you become
Exploding Heart Strike Monk Attack 25 invisible. You move to any square adjacent to the
With a well-placed strike, you set up a concussive blast target and reappear at the start of your next turn.
to detonate the foe upon its death. You have combat advantage against the target until
Daily Ki, Reliable, Unarmed the end of your next turn.
Standard Action Melee unarmed Miss: Half damage, you can shift 1 square to another
Target: One creature square adjacent to the target, and you have combat
Attack: Wisdom vs. AC advantage against the target until the end of your
Hit: 4[W] + Wisdom modifier damage. next turn.
Balanced Stance: The target is stunned until the end of Balanced Stance: You can shift a number of squares
your next turn. equal to your Wisdom modifier instead of moving or
Sustain Minor: The target takes ongoing 10 damage shifting one square.
and is slowed (save ends both).

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4E Races and Classes
Level 27 Encounter Insights Sunward Strike Monk Attack 29
Your blow carries you into the air like a rising sun, even
Flying Assault Monk Attack 27 as your opponent falls like the setting sun.
You leap into the air and charge your opponent Daily Ki, Fire, Unarmed
Encounter Ki, Weapon Standard Action Melee unarmed
Standard Action Melee Weapon Target: One creature
Special: You can charge as part of the attack Attack: Strength vs. AC
Target: One creature Hit: 6[W] + Strength modifier fire damage and the
Attack: Strength vs. AC opponent is pushed three spaces, and lands prone.
Hit: 4[W] + Strength modifier. Offensive Stance: The opponent also takes ongoing 10
Effect: You gain a fly movement rate equal to your fire damage (save ends).
speed + 2 until the end of your next turn. Miss: Half damage and the opponent is knocked prone.

Zen Strike Monk Attack 27


An utterly perfect strike lays your opponent low.
Encounter Ki, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC, Fortitude, Reflex
Special: You make one attack roll, and you hit if the roll
equals or exceeds any of the three defenses.
Hit: 4[W] + Strength modifier damage. Add an extra
1[W] damage if the attack hits two defenses. The
target is also stunned until the end of your next turn
if the attack roll hits all three defenses.
Offensive Stance: You deal an extra 2[W] damage if
the attack hits all three defenses, in addition to
stunning to the target until the end of your next turn.

Level 29 Daily Insights

Death Touch Monk Attack 29


With a complex series of taps, you kill your opponent.
Daily Ki, Unarmed
Standard Action Melee unarmed
Target: One creature
Attack: Dexterity vs. AC
Hit: 7[W] + Wisdom modifier damage
Balanced Stance: The opponent is also stunned (save
ends).
Miss: Half damage.
Balanced Stance: The opponent is also immobilized
(save ends).

Stormblow Monk Attack 29


Like a summer storm, you blow hammers your
opponents with thunder and lightning.
Daily Ki, Lightning, Thunder, Unarmed
Standard Action Close Blast 5
Target: All creatures in burst
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier lightning and thunder
damage, and the opponent is knocked prone.
Miss: Half damage

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4E Races and Classes
Breath of Flame Drunken Master Attack 20
You expel the alcohol in your system as a fiery flame.
Paragon Paths Daily Ki, Fire
Standard Action Close blast 5
Target: All creatures in blast
Drunken Master Attack: Constitution vs. Reflex
“***Braphf***. Oh, excuse me, that was a good year.” Hit: 3d10 + Constitution modifier fire damage.
Miss: Half damage.
Prerequisite: Monk class, Offensive Stance

You are an unorthodox warrior who can turn any item


into a weapon. You confound and confuse your
opponent with surprising – and often unexpected
attacks. When not in combat, you tends to celebrate to
excess, but your friends know it’s just how you blow off
steam, and that you’ll be ready for the next fight at a
moment’s notice.

Drunken Master Path Features


Everything’s A Weapon (11th level): Whenever you
use an improvised weapon, it has a +2 proficiency, deals
1d8 damage, and if it can be thrown, has a range of
10/20.
Punishing Strike Action (11th level): When you spend
an action point to take an extra action, you also add one-
half your level to the damage dealt by any of your
standard action attacks this turn.
Unorthodox Fighting (16th level): You surprise your
enemy with an unexpected move that turns out to be an
attack. Increase the damage you deal when using an
unarmed strike by a number equal to your Wisdom
modifier (minimum +1).

Drunken Master Insights

Corkscrew Rush Drunken Master Attack 11


You launch your body in a spinning spiral at your enemy.
Encounter Ki, Unarmed
Standard Action Melee unarmed
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is
prone.

Stumble and Fall Drunken Master Utility 12


You stumble and roll about the battlefield, mimicking a
drunken stagger.
Daily Ki, Stance
Minor Action Personal
Effect; You gain a +4 bonus to AC against Opportunity
attacks, and can shift 1 square as a minor action.
Treat this as a Defensive Stance for the use of monk
powers.

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4E Races and Classes
Master of Eternal Spring Lotus Blossom Strike Master of Eternal
“Let your mind blossom like the gentle flower as it greets Spring Attack 20
the dawn.” You extend your hand outward, flattening your foes with
concussive force.
Prerequisite: Monk class, Defensive Stance Daily Ki, Unarmed, Force
Standard Action Close Blast 5
You are a philosopher-warrior who seeks enlightenment Primary Target: One creature in blast
through the purification of your body. As a side effect, Attack: Wisdom vs. Reflex
you tap into supernatural abilities that can astound and Hit: 3[W] + Wisdom modifier force damage and the
mystify both your allies and opponents. target is knocked prone.
Secondary Targets: All other creatures in blast
Master of Eternal Spring Path Features Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier force damage and the
Purpose of Action (11th level): Whenever you spend target is knocked prone.
an action point to take an extra action, you gain a bonus Miss: Half damage and the target is pushed 1 square.
to hit equal to your Wisdom modifier on all of your
standard actions for the turn.
Eternal Action (16th level): Whenever you spend an
action point to take an extra action, you can make a
secondary basic attack with the action using the same
attack vs. defense.

Master of Eternal Spring Insights

Flowering Petal Strike Master of Eternal


Spring Attack 11
You open your arms outward, striking all opponents
around you.
Encounter Ki, Unarmed, Force
Standard Action Close burst 1
Target: All creatures in burst
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier force damage.

Rise to the Sun Master of Eternal


Spring Utility 12
You draw upon your inner chi, removing maladies and
healing yourself or your allies.
Daily Ki, Healing
Minor Action Melee touch
Target: You or ally touched
Effect: You spend a healing surge and the target can
take a Second Wind and make a save for one
condition that can be ended with a save.
Special: The use of this ability does not count as the
target’s Second Wind for the encounter.

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4E Races and Classes
Student of the Four Winds Four Winds Strike Student of the
Four Winds Attack 20
“I am but a leaf on the wind, at the mercy of creation” You repeatedly pummel your opponents
Daily Ki, Unarmed
Prerequisite: Monk Class, Balanced Stance Standard Action Melee unarmed
Target: One, two, three or four creatures
You have dedicated yourself to wandering creation to Attack: Dexterity vs. AC; roll for each attack
learn its secrets. Movement and stealth are your friend Hit: 1[W] + Dexterity modifier damage. If you hit an
on your journey to greater learning. opponent with two attacks, it is immobilized until the
end of your next turn. If you hit an opponent with
Student of the Four Winds Path Features three strikes, it is dazed until the end of your next
turn. If you hit an opponent with all four strikes, it is
Perpetuity of Motion (11th level): When you spend an stunned until the end of your next turn.
action point to take an extra action, you increase your
speed by 2 for the turn.
Precise Flurry (11th level): When making a flurry of
blows attack, you do not suffer a –2 penalty to hit.
Unending Traverse (16th level): When you spend an
action point to take an extra action, you may also take a
move action.

Student of the Four Winds Insights

Zephyr’s Strike Student of the


Four Winds Attack 11
Like a fierce breeze, you dash in, strike, and move away.
Encounter Ki, Weapon
Standard Action Melee weapon
Special: You may move up to half your speed before
and after the attack. You must move at least 2
spaces before and after the attack.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Effect: The target cannot make an opportunity attack
against you when you move as part of this attack.

Ride the Wind Student of the


Four Winds Utility 12
You draw upon the four winds to aid your movement.
Daily Ki
Minor Action Personal
Effect: You gain a +5 power bonus to Acrobatics and
Athletics check until the end of your next turn.
Sustain Minor: The power lasts until the end of your
next turn. You can sustain this power up to 5
minutes.

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4E Races and Classes
Temple Monk Strike of the Ancient Master Temple Monk
Attack 20
“When you can pluck the stone from my hand, I have Calling upon ancient wisdom, you deliver an
nothing more to teach you.” unbelievable blow to your enemy.
Daily Ki, Unarmed, Reliable
Prerequisite: Monk Class Standard Action Melee Weapon
Target: One creature
You have dedicated your life to mastering, and perhaps Attack: Wisdom vs. Reflex
passing on, the mystical knowledge that you have Hit: 4[W] + Wisdom modifier damage and the target is
accumulated. You are ready and eager to teach your knocked prone and is stunned until the end of your
accumulated knowledge to others, hoping that one day next turn.
they too will find enlightenment in the path laid before
them.

Temple Monk Path Features


A Lesson to Learn (11th level): When you spend an
action point to take an extra action, you can grant that
action to another ally within 5 squares of you that can
see you.
Master and Student (16th level): When you spend an
action point to take an extra action, you grant an ally
adjacent to you an immediate opportunity attack against
the target you attack.

All-Knowing Strike Temple Monk Attack 11


You strike at your opponent, noting his defenses and
how to bypass them.
Encounter Ki, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 2[W] + Strength modifier damage or 2[W] +
Dexterity modifier damage and you or an ally within
5 squares gains a +2 power bonus to hit the target
until the end of your next turn.

Stance of the Master Temple Monk Utility 12


You pass your chi to an ally, granting them knowledge of
your martial arts
Daily Ki, Stance
Standard Action Melee touch
Target: One ally
Effect: You grant your ally the use of one stance you
have access to. The ally can use the stance until
the end of the encounter. The use of this power
does not count against your own use of the stance.

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4E Races and Classes
Necromancers are powerful spellcasters who
Necromancer deal with the magic of death and the dead. They know
the dread secrets to raising the dead back to unlife to
“First, I kill you…” serve them or to call down ruin on their enemies.
Some necromancers are in the direct service of
CLASS TRAITS Orcus, while a rare few take up the mantle of the Raven
Role: Controller Queen. There are also a large number of unaligned
Power Source: Shadow. You channel the power of necromancers, who simply practice the necromantic arts
foul Shadow magic, infusing it with the dead to animate for good or for ill.
them and lashing out with it against the living to kill them.
Key Abilities: Intelligence, Wisdom, Dexterity Creating A Necromancer
Necromancers have powerful abilities, but tend
Armor Proficiencies: Cloth
to specialize in one of two character builds: army of the
Weapon Proficiencies: Dagger, quarterstaff, scythe
dead necromancer or cursed necromancer. Every
Implements: Staffs, wands, anathema
necromancer relies on Intelligence for attack powers,
Bonus to Defense: +1 Fortitude, +1 Will
and secondarily on Wisdom, Dexterity and often
Constitution.
Hit Points at 1st Level: 10 + Constitution score
Hit Points per level Gained: 4
Healing Surges per Day: 6 + Constitution modifier Army of the Dead Necromancer
Your favorite powers rely on the summoning and
Trained Skills: Arcana. From the class skills list below, use of undead creatures to fight for you. You also favor
choose three more trained skills at 1st level. powers that leave behind a mostly intact enemy corpse
Class Skills: Diplomacy (Cha), Dungeoneering (Wis), so you can animate it for your own use.
History (Int), Insight (Wis), Nature (Int), Religion (Int)
Cursed Necromancer
Build Options: Army of the Dead necromancer, Cursed You rely on the powers of shadow to harm your
necromancer opponents and tend to keep an enemy at range so you
Class Features: Shadow Implement Mastery, Ritual can blast them with your spells.
Casting, Shadow Manipulation, Spellbook, Undead
Minion Implements
Necromancers make
use of staffs, wands and
anathema (pact dagger) to
help channel and direct their
Shadow powers. Every
necromancer has mastery of
one type of implement (see
“Class Features”). Without an
implement, a necromancer
can still use his or her powers.
A necromancer wielding a
staff, wand or anathema can
add its enhancement bonus to
the attack rolls and damage
rolls of necromancer powers,
as well as necromancer
paragon path powers, that
have the implement keyword.

Necromancer Class
Features
You have the following class
features

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4E Races and Classes
Ritual Casting unarmed attack. If the minion uses this power it counts
You gain the Ritual Caster feat as a bonus feat, allowing as your use for the encounter or the day.
you to use magical rituals. If your undead minion is slain or destroyed, you
can create a new one after an extended rest.
Shadow Implement Mastery
You specialize in the use of one kind of Undead Minion Level (X) Minion
implement to gain additional abilities when you wield it. Medium natural animate (undead) XP -
Choose one of the following forms of implement Initiative: +0 Senses: perception –1, darkvision
mastery. HP 18 ;Bloodied 9; Healing Surge 4; Surges 4
Anathema (Pact Dagger): Once per encounter as a AC 16; Fortitude 13, Reflex 14, Will 11
free action, you can grant any summoned creature a Immune disease, poison
bonus to a single attack roll equal to your Speed 5
Intelligence modifier. You must wield your M Slam (standard; at-will)
anathema to benefit from this feature. Necromancer’s Constitution vs. AC; 1d10 + Str mod
Staff of Defense: A staff of defense grants you a +1 (increase to 2d6 + Str mod at 11th level and to 3d6 + Str
bonus to AC. In addition, once per encounter as an mod at 21st level)
immediate interrupt, you gain a bonus to defense Alignment: Unaligned Languages -
against one attack equal to your Constitution Str 13 (+1*) Dex 16 (+3*) Wis 8 (-1*)
modifier. You can declare this bonus after the Con 10 (+0*) Int 1 (-5*) Cha 3 (-4*)
Dungeon Master has already told you the damage * add +1 per 2 levels
total. You must wield your staff to benefit from these
features. Spellbook
Wand of Accuracy: Once per encounter as a free You possess a spellbook, a book full of mystic
action, you gain a bonus to a single attack roll equal lore in which you store your rituals and your daily and
to your Dexterity modifier. You must wield your utility spells.
wand to benefit from this feature. Rituals: Your book contains three 1st-level rituals of
your choice that you have mastered. At 5th level, and
Shadow Manipulation again at 11th, 15th, 21st, and 25th level, you master two
Choose one of the following two abilities for more rituals of your choice and add them to your
manipulating shadow. spellbook. Any ritual you add must be your level or
Shadow Curse: You focus on cursing your enemy and lower.
gain the Shadow Curse power. Daily and Utility Spells: Your spellbook also holds your
daily and utility spells. You begin knowing two daily
Shadow Curse Necromancer Class Ability spells, one of which you can use on any given day. Each
With a gesture, you cause the power of the shadowfell to time you gain a level that lets you select a daily spell or a
suffuse your enemy. utility spell, choose two different daily spells or utility
At-Will Shadow, Necrotic spells of that level to add to your book.
Minor Action Close burst 10 After an extended rest, you can prepare a
Target: One creature in burst number of daily and utility spells according to what you
Effect: The target takes an extra 1d6 damage from all can cast per day for your level. You can’t prepare the
attacks (save ends). same spell twice.
Increase the damage to 2d6 at 21st level. If you replace a spell because of gaining a level
or through retraining, the previous spell vanishes from
Summon Undead: You focus on summoning and your spellbook and is replaced by the new spell.
creating undead, and have an undead minion at your Capacity: A typical spellbook has 128 pages. Each spell
disposal. You must spend a minor action to command takes up 1 page. A ritual takes up a number of pages
your undead, allowing it to move and attack as you direct equal to its level.
(it uses its own actions to move and attack). If you do
not give it a command, the undead stands idly.
When you gain a level, the undead minion gains
8 hit points (and increases its healing surge amount),
and you increase all its attack rolls and defenses
(including AC) by +1. When you gain an ability point
increase, so does your undead minion. You do not need
to increase the same ability scores on your minion as
you increase on your character.
Your undead minion can use any of your powers
that have the Minion keyword as if it were using an

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4E Races and Classes
Level 1 At-Will Spells Skeletal Claws Necromancer Attack 1
The flesh peels back from your hand, revealing knife-
Hand of the Grave Necromancer Attack 1 sharp bones to rake an opponent’s flesh with.
At your command, a filthy gray hand erupts from the At-Will Shadow, Unarmed
ground, grabbing your opponent and impeding their Standard Action Melee unarmed
movement. Target: One creature
At-Will Shadow, Implement Attack: Dexterity vs. AC
Standard Action Close burst 10 Hit: 1d8 + Dexterity modifier damage.
Target: One creature in burst Increase to 2d8 + Dexterity modifier damage at 21st
Attack: Intelligence vs. AC level.
Hit: 1d6 + Intelligence modifier damage and the Special: This attack counts as a basic melee attack.
opponent is slowed until the end of your next turn.
Increase to 2d6 + Intelligence modifier damage at 21st Level 1 Encounter Spells
level.
Ghoul Strike Necromancer Attack 1
Necrotic Cyst Necromancer Attack 1 With a word, your hand turns grey and numb, filled with
You plant a seed of Shadow energy in your victims, necrotic power.
which erupts into painful, oozing boils. Encounter Shadow, Melee, Minion, Necrotic
At-Will Shadow, Implement, Necrotic Standard Action Melee weapon
Standard Action Close blast 3 Requirement: You must be using a dagger, unarmed
Target: All creatures in blast attack, quarterstaff or scythe.
Attack: Intelligence vs. Fortitude Target: One creature
Hit: 1d6 + Intelligence modifier necrotic damage and Attack: 1[W] + Dexterity modifier necrotic damage and
ongoing 2 necrotic damage (save ends). the target is dazed until the end of your next turn.
Increase to 2d6 + Intelligence modifier necrotic damage
at 21st level. Hand of Glory Necromancer Attack 1
Your upheld hand shimmers with black fire, and the
Reaper’s Blow Necromancer Attack 1 flaring darkness dazzles your foes.
Your weapon blazes with black energy as you strike your Encounter Shadow, Implement, Necrotic
opponent. Standard Action Close burst 3
At-Will Shadow, Necrotic, Weapon Target: All creatures in burst
Standard Action Melee weapon Attack: Intelligence vs. Fortitude
Special: You must be using a dagger or scythe Hit: 2d6 + Intelligence modifier necrotic damage.
Target: One creature
Attack: Dexterity vs. AC Life Leech Necromancer Attack 1
Hit: 1[W] + Dexterity modifier necrotic damage and you A blast of black fire rolls over the battlefield, drawing out
gain temporary hit points equal to your Wisdom the life of those unfortunate to be in the blast.
modifier. Encounter Shadow, Implement, Necrotic
Increase to 2[W] + Dexterity modifier necrotic damage at Standard Action Close burst 3
21st level. Target: All enemies in burst
Attack: Intelligence vs. Fortitude
Rot Necromancer Attack 1 Hit: 1d10 + Intelligence modifier necrotic damage and
You point your finger at an opponent and a black ray you or one ally within the burst gains the same
lashes out, withering flesh where it strikes. number of temporary hit points.
At-Will Shadow, Implement, Necrotic
Standard Action Ranged 10 Ray of Palsy Necromancer Attack 1
Target: One creature A sickly purple beam erupts from your gnarled finger,
Attack: Intelligence vs. Fortitude striking your opponent.
Hit: 2d4 + Intelligence modifier necrotic damage. Encounter Shadow, Implement, Necrotic
Increase to 4d4 + Intelligence modifier necrotic damage Standard Action Close blast 5
at 21st level. Target: One creature in range
Special: This power counts as a ranged basic attack. Attack: Intelligence vs. Reflex
When a power allows you to make a ranged basic Hit: 2d8 + Intelligence necrotic damage and the target
attack, you can use this power. is weakened until the end of your next turn.

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4E Races and Classes
Taint the Blood Necromancer Attack 1 Pestilential Vapor Necromancer Attack 1
You point at the target and utter a foul curse, filling its You cause the ground to split open, releasing foul
blood with taint from the shadowfell. purplish vapors.
Encounter Shadow, Implement, Necrotic Daily Shadow, Implement, Poison
Standard Action Ranged 15 Standard Action Area burst 2 within 10 squares
Target: One creature Target: Each creature in burst
Attack: Intelligence vs. Will Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage and Hit: 1d8 + Intelligence modifier poison damage
the target takes a –2 penalty to Fortitude defense Miss: Half damage
and attack rolls until the end of your next turn. Effect: The cloud lasts until the end of your next turn.
Special: If you have the Shadow Curse ability, the Any creature that enters the cloud or starts its turn
target is affected by Shadow Curse. there is subject to another attack. You can dismiss
the cloud as a minor action.
Level 1 Daily Spells
Undead Blight Necromancer Attack 1
Blood Weapon Necromancer Attack 1 Your voice carries across to the shadowfell, and the
A quick chant, and your weapon licks phantasmal lips as dead respond
it hungers for blood. Daily Shadow, Conjuration, Implement, Necrotic
Daily Shadow, Weapon Standard Action Area wall 5 within 10 squares
Standard Action Melee weapon Effect: You conjure a wall that consists of contiguous
Special: You must be using a dagger, unarmed attack, squares filled with undead corpses. The wall lasts until
quarterstaff or scythe the end of your next turn. Any creature that starts its
Target: One creature turn adjacent to the wall is subject to an attack of
Attack: Dexterity vs. AC Dexterity vs. AC and takes 1d6 + Intelligence modifier
Hit: 2[W] + Dexterity modifier. For the rest of the necrotic damage on a successful hit. A creature can
encounter, whenever you hit the target again with make a bull rush to attempt to move through the wall, but
the same weapon, you deal an additional 1d6 must otherwise move around it. The wall does not block
damage. line of sight, but counts as an ally for providing cover.
As a move action, you can move the wall up to 5
spaces. If the wall moves more than 10 squares away
Hungry Spirit Necromancer Attack 1 from you, it vanishes.
You reach into the shadowfell and draw forth a hungry Sustain Minor: The wall persists
ghost that pursues your opponents.
Daily Shadow, Conjuration, Implement, Necrotic
Standard Action Ranged 5 Level 2 Utility Spells
Target: One creature adjacent to hungry spirit
Attack: Intelligence vs. Fortitude Blood Pact Necromancer Utility 2
Hit: 2d6 + Intelligence modifier necrotic damage. You slice open your hand, letting the blood flow freely
Effect: You conjure a Medium hungry spirit that is and the spirits of the Shadowfell swarm to protect you.
insubstantial, and the hungry spirit attacks an Daily Shadow
adjacent creature. Any creature that starts its turn Minor Action Personal
next to the hungry spirit takes 1d4 + Intelligence Effect: You gain a +3 bonus to saving throws until the
modifier necrotic damage. As a move action you end of the encounter.
can move the hungry spirit up to 6 squares, even
through solid obstacles. The hungry spirit is not Bone Armor Necromancer Utility 2
affected by difficult terrain and cannot end its The bones of the dead bind around you, protecting you
movement in a solid obstacle. If you do not have from harm.
line of sight to the hungry spirit at the end of its Daily Shadow, Conjuration
movement, you can only spend a move action to Minor Action Personal
recall the spirit, moving it back towards a square Effect: You conjure a suit of plate armor that grants you
where you can gain line of sight to it. a +7 armor bonus. You do not suffer non-proficiency
Sustain Minor: You can sustain this power until the end or skill check penalties for wearing the armor.
of the encounter. As a standard action, you can
make another attack with the hungry spirit.

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4E Races and Classes
Spook Necromancer Utility 2 Mummy’s Touch Necromancer Attack 3
You take on a frightening appearance Speaking words of ancient power, you empower your
Encounter Shadow, Fear, Zone weapon with a deadly curse.
Standard Action Close burst 3 Encounter Shadow, Minion, Necrotic, Weapon
Effect: Any creature that attempts to enter the zone or Standard Action Melee weapon
is in the zone at the start of its turn is subject to an Requirement: You must be using a dagger, unarmed
Intelligence vs. Will attack. If you hit, the target is attack, quarterstaff or scythe.
pushed out of the zone and suffers a –2 penalty to Target: One creature
attacks and damage until the end of your next turn. Attack: Dexterity vs. AC
The zone moves with you. Hit: 1[W] + Dexterity modifier damage and the target
Sustain Minor: The zone persists cannot spend a healing surge (save ends).

Summon Swarm Necromancer Utility 2 Level 5 Daily Spells


You summon a swarm of vermin to confound your foes.
Daily Shadow, Conjuration, Zone Cannibalize Necromancer Attack 5
Standard Action Area burst 1 in 10 squares You feed off the flesh of the undead.
Effect: You create a zone filled with red-eyed black Daily Shadow, Healing, Reliable
rats. The zone is treated as difficult terrain. Any Standard Action Melee 1
creature that starts or ends its turn in the zone is Target: One undead creature
dazed and suffers a –2 penalty to AC until the end of Attack: Dexterity vs. AC
its next turn. Hit: 1[W] + Dexterity modifier damage and you heal a
Sustain Minor: The zone persists. As a move action, like amount.
you can move the zone up to 5 squares. Special: You automatically hit and critical your own
Special: If the zone is struck by a burst or blast attack undead or a willing undead ally.
that encompasses the zone, you must make a
saving throw or the zone is destroyed.
Clutch of the Grave Necromancer Attack 5
You call to the Shadowfell, and it answers with a ghostly
Level 3 Encounter Spells hand that grasps at your foes.
Daily Shadow, Conjuration, Implement, Necrotic
Ghastly Blast Necromancer Attack 3 Standard Action Ranged 20
You open your mouth and exhale green vapors that seek Effect: You conjure a shadowy, human-sized hand in
out your enemy and nauseate them. an unoccupied square within range, and the hand
Encounter Shadow, Implement, Necrotic attacks. As a move action, you can move the hand
Standard Action Close blast 5 up to 6 squares. Since it is a tiny object, it must
Target: Each creature in blast enter the square of the opponent it is to attack.
Attack: Intelligence vs. Fortitude Target: Once creature in the same square as the hand
Hit: 1d6 + Intelligence modifier necrotic damage and the Attack: Intelligence vs. Reflex
target is dazed until the end of your next turn. Hit: 2d8 + Intelligence modifier necrotic damage, and
the hand grabs the target. If the target attempts to
Leech Drain Necromancer Attack 3 escape, the hand uses your Fortitude or Reflex
You hold your hand upward and draw out the life of your defense.
opponent for yourself. Sustain Minor: A target grabbed by the hand takes
Encounter Shadow, Minion, Implement, Necrotic 1d8+Intelligence modifier necrotic damage when you
Standard Action Ranged 10 sustain this power. As a standard action, you can
Target: One creature attack another target with the hand, but it must
Attack: Intelligence vs. Fortitude release a target it has grabbed.
Hit: 1d10 + Intelligence modifier necrotic damage and
you heal a like amount of temporary hit points.

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4E Races and Classes
Feast of Blood Necromancer Attack 5 Summon Blood Golem Necromancer Utility 6
Your canines elongate and you hunger for blood. You slit your wrist, and from the flowing blood, a minion
Daily Shadow, Minion, Weapon forms.
Standard Action Melee weapon Daily Shadow, Conjuration
Requirement: You must use a dagger, unarmed attack, Standard Action Ranged 10
quarterstaff or scythe. Effect: You summon a blood golem that obeys your
Target: One creature command. The blood golem appears to be a burly
Attack: Dexterity vs. AC humanoid composed of rippling blood. The blood golem
Hit: 2[W] + Dexterity modifier and you gain temporary remains until dropped to 0 hit points, the encounter
hit points equal to the damage you inflict. ends, or for 5 minutes.
Miss: Half damage.
Lesser Blood Golem Level 6 Minion
Level 6 Utility Spells Medium shadow animate (undead) XP -
Initiative +7 Senses perception +6; low-light vision
Face of the Dead Necromancer Utility 6 Blood Trail (aura 1); the squares surround a blood
You touch a fallen foe, and your features twist to match it golem are considered difficult terrain
in life. HP 1; a missed attack never damages a minion.
Daily Shadow, Illusion AC 22; Fortitude 18, Reflex 19, Will 18
Minor Action Melee touch Immune disease, poison
Effect: By touching a deceased creature, you copy their Speed 6; can’t shift
appearance, including build, size and apparent gear. M Slam (standard; at-will)
You gain neither the abilities or mannerism of the +13 vs. AC; 1d10+4
chosen form, though you sound like the creature you Slick as Blood (immediate interrupt; at-will)
take the appearance of – though you do not gain When blood golem is grabbed; make a saving throw
access to any languages the creature knew. to escape grab
The illusion lasts for 1 hour, although you can Alignment Unaligned Languages –
end it as a minor action. You must keep the same Str 16 (+6) Dex 19 (+7) Wis 16 (+6)
appearance for the entire duration. Con 13 (+4) Int 1 (-1) Cha 1 (-1)
Anyone who attempts to see through your ruse
makes an insight check opposed by your bluff Level 7 Encounter Spells
check, and you gain a +5 power bonus to your
check. Hand of Death Necromancer Attack 7
You hold up your hand which erupts in crackling black
Friend of the Deceased Necromancer Utility 6 fire, dealing death to those who gaze at it.
The undead treat you as one of their own Encounter Shadow, Necrotic
Daily Shadow, Charm Standard Action Close burst 3
Standard Action Ranged 5 Target: All creatures in burst
Target: You or one creature Attack: Intelligence vs. Will
Effect: Undead minions will not willingly attack the Hit: 2d6 + Intelligence modifier necrotic damage and the
target and all other undead must make a saving target is dazed.
throw if they wish to include the target in an attack.
If the target attacks, the protection is broken. Howling Bite Necromancer Attack 7
Sustain Standard: If the target is within range, you can You unleash a hellish howl revealing a mouth filled with
sustain the effect. needle-like teeth.
Encounter Shadow, Minion, Weapon
Shadow Door Necromancer Utility 6 Standard Action Melee weapon
You step into a shadow, and emerge elsewhere. Requirement: You must use a dagger, unarmed attack,
Daily Shadow, Teleportation quarterstaff or scythe.
Move Action Personal Special: You can shift up to 3 squares before making
Effect: Teleport 10 squares. You can’t take other an attack.
creatures with you. Target: One creature
Attack: Dexterity + 2 vs. AC
Hit: 2[W] + Dexterity modifier damage.

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4E Races and Classes
Waves of Fatigue Necromancer Attack 7 Plague Necromancer Attack 9
You send out waves of strength-draining energy, You plunge your hand into the soil and pull out the
weakening your opponents. cancer of the earth and cast it at your opponents.
Encounter Shadow, Necrotic Daily Shadow, Necrotic
Standard Action Close blast 5 Standard Action Area burst 3 in 10 squares
Target: All creatures in blast Target: All creatures in burst
Attack: Intelligence vs. Fortitude Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage and the Hit: 2d8 + Intelligence modifier necrotic damage, and
target is weakened until the end of your next turn. the target is weakened (save ends).
Miss: Half damage, and the target has a –2 to all
Vampiric Strike Necromancer Attack 7 defenses (including AC) (save ends).
Your gaze settles on an opponent and you vow he will
survive the battle. Wall of Teeth Necromancer Attack 9
Encounter Shadow, Necrotic A wall of whirling white teeth shimmers into existence,
Standard Action Ranged 10 snapping and biting at all who dare to approach it.
Target: One creature Daily Shadow, Conjuration, Necrotic, Implement
Attack: Intelligence vs. Fortitude Standard Action Area wall 8 in 10 squares
Hit: 1d6 + Intelligence modifier necrotic damage and Effect: You conjure a wall that consists of contiguous
you gain temporary hit points equal to the damage squares filled with snapping teeth. It can be up to 8
you deal. In addition, the target cannot use a squares long and 4 squares high. The wall lasts
healing surge (save ends). until the end of your next turn. Any creature that
starts it turn adjacent to the wall takes 1d6 +
Level 9 Daily Spells Intelligence modifier necrotic damage. If a creature
moves into the wall’s space or starts its turn there,
the creature takes 3d6 + Intelligence modifier
Bite of the King Necromancer Attack 9 necrotic damage. Entering a square occupied by
With extended canines, you draw out the life of your foe, the wall costs 3 extra squares of movement. The
healing your own wounds. wall blocks line of sight.
Daily Shadow, Healing, Necrotic, Reliable, Sustain Minor: The wall persists.
Weapon
Standard Action Melee weapon
Requirement: You must use a dagger, unarmed attack, Level 10 Utility Spells
quarterstaff or scythe.
Target: One creature Death’s Command Necromancer Utility 10
Attack: Dexterity vs. AC You whisper words of power, and the undead knits itself
Hit: 3[W] + Dexterity modifier necrotic damage, and you back together, awaiting your command.
regain hit points as if you had spent a healing surge. Encounter Shadow, Charm, Necrotic
Minor Action Ranged 10
Necrotic Lash Necromancer Attack 9 Effect: You restore a destroyed undead minion to
A whip of black fire springs from your upward palms and unlife, under your command for the rest of the
seeks out an enemy. encounter. The minion cannot be higher level than
Daily Shadow, Implement, Necrotic, Poison you. You can command the undead minion as a
Standard Action Ranged 10 minor action (it uses its own actions to carry out your
Target: One creature orders). The minion remains under your control for
Attack: Intelligence vs. Fortitude the duration of the encounter, for 5 minutes or until
Hit: 2d12 + Intelligence modifier necrotic damage, and destroyed, at which time it crumbles to dust and
the target takes ongoing 5 poison damage and is cannot be revived.
slowed (save ends both).
Miss: Half damage, and the target is slowed (save Ghost Armor Necromancer Utility 10
ends). You intone the names of the dead, and their spirits rise
from the ground and swirl about you in protection.
Daily Shadow
Minor Action Personal
Effect: Until the end of the encounter, you are treated
as having concealment, and enemies 5 or more
squares away from you cannot see you.

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4E Races and Classes
Protection of the Grave Necromancer Utility 10
You dust yourself or another with a bit of grave dirt, Dust and Ashes Necromancer Attack 13
making them resistant to necrotic attacks. With a word, you destroy your foe.
Daily Shadow Encounter Shadow, Implement, Necrotic
Minor Action Melee touch Standard Action Close blast 5
Effect: You or the target creature gains immunity to Target: One creature in blast
necrotic, poison or disease damage until the end of Attack: Intelligence vs. Fortitude
the encounter or for 5 minutes. Choose the damage Hit: 3d6 + Intelligence modifier necrotic damage and
type from the following list: necrotic, poison or the target is stunned until the end of your next turn.
disease.
Freeze the Lifeblood Necromancer Attack 13
Summon Bone Golem Necromancer Utility 10 With a word, you paralyze your foes.
You snap a femur in half and toss it to the ground. As Encounter Shadow, Implement, Necrotic
you murmur Shadow words, the bone grows and Standard Action Area burst 1 in 10 squares
assembles itself into a minion. Attack: Intelligence vs. Will
Daily Shadow, Conjuration Hit: 2d6 + Intelligence necrotic damage, and the target
Standard Action Ranged 10 is immobilized until the end of your next turn.
Effect: You summon a bone golem that obeys your
command. The bone golem appears to be a Wraithstrike Necromancer Attack 13
skeletal, four-armed humanoid wielding swords Your weapon turns to shadow, bypassing armor and
made of bone. The bone golem remains until draining essence with its touch.
dropped to 0 hit points, the encounter ends, or for 5 Encounter Shadow, Minion, Weapon, Necrotic
minutes. Standard Action Melee weapon
Requirement: You must use a dagger, unarmed attack,
Lesser Bone Golem Level 10 Minion quarterstaff or scythe.
Medium natural animate (undead) XP - Attack: Dexterity + 2 vs. Reflex
Initiative +15 Senses perception +9; low-light vision Hit: 2[W] + Dexterity modifier damage and the target is
HP 1; a missed attack never damages a minion. slowed until the end of your next turn.
AC 26; Fortitude 22, Reflex 23, Will 22
Immune disease, poison
Speed 6; can’t shift
Level 15 Daily Spells
M Bone Sword (standard; at-will)
The bone golem makes two attacks against the
same or adjacent targets; +17 vs. AC; 1d6 + 3
damage. This also holds true for opportunity
attacks.
c Slashing Flurry (standard; encounter)
Close burst 1;+17 vs. AC; 4d6 + 5 damage to each
target
Alignment Unaligned Languages –
Str 18 (+9) Dex 21 (+15) Wis 18 (+9)
Con 15 (+7) Int 1 (+1) Cha 1 (+1)

Level 13 Encounter Spells

Chill of the Grave Necromancer Attack 13


You whisper ancient curses and the ground where you
point explodes in chilling black fire.
Encounter Shadow, Cold, Implement, Necrotic
Standard Action Area burst 2 in 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier cold and necrotic
damage.
Effect: This power’s area is difficult terrain until the end
of your next turn. Any creature that starts it turn in
the area takes 5 cold and necrotic damage. You
can dismiss the effect as a minor action.
Page 151 of 521
4E Races and Classes
Army of the Dead Necromancer Attack 15 Cloying Hands Necromancer Attack 15
You lift up your hands, and the dead rise from the Pale gray hands erupt from the ground, pulling your
ground. opponent down as they rend his flesh.
Encounter Shadow, Conjuration, Implement Daily Shadow, Conjuration, Implement, Necrotic,
Standard Action Area wall 12 in 10 squares Zone
Effect: You conjure a wall of adjacent squares filled Standard Action Area burst 1 within 10 squares
with undead creatures. The wall can be up to 12 Target: Each creature in burst
squares long. Attack: Dexterity vs. Reflex
You make a Dexterity vs. AC attack Hit: 3d10 + Intelligence modifier necrotic damage, and
against any enemy that is adjacent to the wall on your the target is immobilized (save ends).
turn. On a hit, you deal 2d6 + Intelligence modifier Effect: The area is considered difficult terrain. Any
necrotic damage. The wall can also make opportunity creature that is in the area at the start of your turn is
attacks. Creatures cannot enter a square containing the attacked.
wall, but can bull rush, shift, push or pull a square to Sustain Minor: The zone persists. You can move the
create an opening to move through. The wall is zone up to 3 spaces as a move action. Any
imperious to damage (undead rise to take the place of immobilized creature shifts with the zone.
any that fall). If the wall becomes non-continuous, you
must spend a move action to adjust to wall to become Level 16 Utility Spells
continuous again.
The wall provides cover as if it were an
allied creature. Burrowing Worm Necromancer Utility 16
Sustain Minor: The wall persists. As a move action, The earth moves aside as you sink into it.
you can move the wall up to 5 squares, even Encounter Shadow, Minion
reorientating the squares as long as they remain Standard Action Personal
adjacent. Effect: You gain a speed of burrow 8 until the end of
Special: The wall counts as a minion with an unarmed your next turn.
attack for the purpose of being able to use powers Sustain Minor: You can sustain this power until the end
with the Minion keyword. of the encounter or for 5 minutes. If you don’t
sustain it, you rise to the surface harmlessly.

Body Theft Necromancer Attack 15


You reach forth and steal the very life essence from your Consume the Dying Necromancer Utility 16
foe, using its life essence to heal your own wounds. You devour the souls of the dying enemy to heal your
Encounter Shadow, Minion, Necrotic, Weapon own wounds.
Standard Action Melee weapon Encounter Shadow, Healing
Requirement: You must use a dagger, unarmed attack, Immediate Reaction Close burst 10
quarterstaff or scythe. Trigger: One creature is reduced to 0 hit points or less
Target: One creature in burst.
Attack: Dexterity vs. Fortitude Effect: You regain hit points as if you had spent a
Hit: 4[W] + Dexterity modifier necrotic damage and you healing surge plus additional hit points equal to your
regain hit points as if you had spent two healing Intelligence modifier.
surges.
Shade Necromancer Utility 16
You take on a dark, translucent quality like a ghostly
shadow.
Encounter Shadow, Minion
Immediate Interrupt Personal
Trigger: A ranged or melee attack hits you.
Effect: The attacker must reroll the attack roll.

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4E Races and Classes
Wraithform Necromancer Utility 16 Level 19 Daily Spells
You shed your mortal form, becoming shadow.
Encounter Shadow, Minion Decimate Necromancer Attack 19
Minor Action Personal You fire a purple ray of rotting energy and whatever it
Effect: You become insubstantial, allowing you to pass touches turns to fine gray dust.
through obstacles and ignore difficult terrain. You Daily Shadow, Implement
cannot end your movement in an obstacle. In Standard Action Ranged 10
addition, you gain concealment, and if you are in dim Target: One creature or object
or lesser light, you gain total concealment. This Attack: Intelligence vs. Reflex
power lasts until the end of the encounter. It can be Special: You don’t need to make an attack roll to hit an
dismissed as a minor action. unattended object with this power.
Hit: 5d10 + Intelligence modifier damage, and ongoing
Level 17 Encounter Spells 10 damage (save ends). If the target saves, it takes
ongoing 5 damage (save ends).
Consume the Living Necromancer Attack 17 Miss: 3d10 + Intelligence modifier damage, and
You open your mouth and draw the living essence out of ongoing 5 damage (save ends).
your foes, consuming it to give you strength.
Encounter Shadow, Implement, Necrotic Finger of Death Necromancer Attack 19
Standard Action Close blast 5 You point your finger at your enemy and speak his
Target: All creatures in blast doom.
Attack: Intelligence vs. Fortitude Daily Shadow, Implement, Necrotic
Hit: 2d8 + Intelligence modifier necrotic damage and Standard Action Ranged 10
you gain the same number of temporary hit points Target: One creature
(once, regardless of the number of foes you affect). Attack: Intelligence vs. Fortitude
Hit: 4d12 + Intelligence modifier necrotic damage and
Death’s Embrace Necromancer Attack 17 the target is knocked unconscious and takes
You whisper your foe’s doom, and he collapse into a ongoing 10 necrotic damage (save ends both). If
fitful stupor. the target takes damage from another source other
Encounter Shadow, Implement, Necrotic, Sleep than the ongoing damage, it is no longer
Standard Action Ranged 10 unconscious.
Target: One creature Miss: Half damage and the target is immobilized until
Attack: Intelligence vs. Will the end of your next turn.
Hit: 1d6 + Intelligence modifier damage and the target is
slowed and takes ongoing 5 necrotic damage (save Grasp of the Shadowfell Necromancer Attack 19
ends both). If the target fails its first saving throw Clawed hands made of black fire erupt from the ground,
against this power, the target becomes unconscious grasping at those nearby.
(save ends). Daily Shadow, Implement, Necrotic, Zone
Standard Action Area burst 4 within 10 squares.
Exacting Toll Necromancer Attack 17 Target: All creatures in burst
You tear into your opponent, exacting a toll of blood. Attack: Intelligence vs. Reflex
Encounter Shadow, Minion, Necrotic, Weapon Hit: 2d10 + Intelligence modifier necrotic damage, and
Standard Action Melee weapon the target is immobilized (until escape).
Requirement: You must use a dagger, unarmed attack, Effect: The burst creates a zone of difficult terrain that
quarterstaff or scythe. lasts until the end of your next turn.
Target: One creature Sustain Minor: You sustain the power. Repeat the
Attack: Dexterity vs. AC attack against any creature within the zone that is
Hit: 2[W] + Dexterity modifier necrotic damage and not immobilized, and deal 1d10 necrotic damage to
ongoing 5 damage (save ends). creatures that are immobilized.

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4E Races and Classes
Send to Orcus Necromancer Attack 19
You rend your enemy, causing him to stumble back. …Then I Raise You Necromancer Utility 22
Daily Shadow, Minion, Reliable, Weapon With a gesture, you turn a fallen foe against his former
Standard Action Melee weapon allies.
Requirement: You must use a dagger, unarmed attack, Daily Shadow, Charm, Conjuration, Necrotic
quarterstaff or scythe. Minor Action Ranged 10
Target: One creature Target: One dead creature
Attack: Dexterity vs. AC Effect: You raise one dead opponent under your control
Hit: 4[W] + Dexterity modifier, and push the target 3 as a minion. The target has 1 hit point but otherwise
squares. uses the stats of the original creature. It does not
gain any spent encounter or daily powers nor can it
Level 22 Utility Spells use action points or spend healing surges.
As a standard action you can direct the target to
attack another creature of your choice, which it will
Mass Burrow Necromancer Utility 22 do so attacking with its most potent attack. If you
Black motes of darkness surround you and your allies, give no command to the target, it stands idly.
and they sink into the ground with you. The minion remains until slain, until the end of
Daily Shadow the encounter or 5 minutes.
Standard Action Close burst 5
Targets: You and each ally in burst
Effects: All targets gain a speed of Burrow 8 until the Level 23 Encounter Spells
end of your next turn.
Sustain Minor: You can sustain this power until the end Clutch of Orcus Necromancer Attack 23
of the encounter or for 5 minutes. If you don’t You clench your fist tightly, and blood begins to seep
sustain this power, all targets rise to the surface from your opponent’s blank-staring eyes.
unharmed. Encounter Shadow, Implement, Necrotic
Standard Action Ranged 20
Summon Lich Vestige Necromancer Utility 22 Target: One creature
You pour the dust of an ancient lich on the ground Attack: Intelligence vs. Fortitude
before you. As you murmur Shadow words, the dust Hit: 3d6 + Intelligence modifier necrotic damage, and
swirls into a shadow of the former lich. the target is stunned until the end or your next turn.
Daily Shadow, Conjuration
Standard Action Ranged 10 Fangs of Doom Necromancer Attack 23
Effect: You summon a lich vestige that obeys your You lunge forward and plunge your weapon into a foe,
command. The lich vestige appears to be a drinking away his life force.
shadowy, skeletal humanoid dressed in the Encounter Shadow, Minion, Weapon
vestments of a wizard. The lich vestige is intelligent, Standard Action Melee weapon
and will fight to the best of its ability even when not Requirement: You must be using a dagger, unarmed
commanded to act. The lich vestige remains until attack, quarterstaff or scythe
dropped to 0 hit points, the encounter ends, or for 5 Attack: Dexterity vs. AC
minutes. Hit: 3[W] + Dexterity modifier and you regain a healing
surge.
Lich Vestige Level 22 Minion Special: If a minion makes this attack, you may choose
Medium natural animate (undead) XP - to regain one of your own healing surges.
Initiative +15 Senses perception +9; low-light vision
Death Chill (aura 1); those in aura suffer 10 cold Screams of the Damned Necromancer Attack 23
damage each turn. The ground splits open at your command, and
HP 1; a missed attack never damages a minion. screaming ghosts tear toward your opponents.
AC 34; Fortitude 31, Reflex 32, Will 33 Encounter Shadow, Implement, Necrotic
Immune disease, poison Standard Action Close blast 5
Speed 6 Target: Each creature in blast
R Shadowfire bolt (standard; at-will) Attack: Intelligence vs. Fortitude
Range 20; +29 vs. AC; 4d6 + 8 necrotic damage Hit: 2d6 + Intelligence modifier necrotic damage.
a Consuming darkness (standard; encounter)
Burst 2 within 15; +27 vs. Fortitude; 3d12 + 8
necrotic damage and target is blind (save ends)
Alignment Evil Languages Common
Str 22 (+17) Dex 24 (+18) Wis 27 (+19)
Con 15 (+13) Int 10 (+11) Cha 10 (+11)
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4E Races and Classes
Level 25 Daily Spells Trap the Soul Necromancer Attack 25
You hold forth a sapphire gem and speak the opponent’s
Annihilating Sphere Necromancer Attack 25 secret name. Its body becomes stone-like and falls
You draw out part of the dark heart of the Shadowfell, lifeless to the ground as a terrified image of the
depositing it in front of your enemies opponent materializes in the gem’s facets.
Daily Shadow, Implement, Necrotic, Zone Daily Shadow, Implement, Psychic, Teleportation
Standard Action Area burst 1 in 20 squares Standard Action Ranged 10
Target: All creatures in burst Target: One creature
Attack: Intelligence vs. Fortitude Attack: Intelligence vs. Will
Hit: 6d6 + Intelligence modifier necrotic damage and Hit: 2d12 + Intelligence modifier psychic damage.
the target is pulled into the sphere’s origin square. Effect: You trap the target’s life force in a gem. You
Miss: Half damage, and no pull. gain temporary hit points equal to the target’s
Effect: The attack’s origin becomes a sphere of Constitution modifier. While trapped, the target’s
shadowfell darkness that remains until the end of body falls prone to the ground and the target cannot
your next turn. Any creature that is pulled into the see, move or affect the world outside in any way.
sphere is drawn into the Shadowfell for 3 turns, in Likewise, no one can harm the creature’s prone
which they take ongoing 10 damage. While trapped body or life force within the gem.
in the shadowfell, the target cannot see, move or On its turn each round, the target takes ongoing
affect the world in any way. Similarly, no one can 10 psychic damage and can attempt an Intelligence
see or attack the creature. After 3 turns, the check against your Will defense to escape as a
creature returns to the battlefield 10 squares in any standard action. The target gains a cumulative +5
direction from the sphere, prone and dazed until the bonus to the check each time it fails. Upon escaping
start of your next turn. the gem, the creature returns to its body and the
Sustain Standard: The zone persists and any creature gem shatters.
in the zone is attacked as above. As a move action
you can move the zone up to 5 squares. If you pass Webs of the Widow Necromancer Attack 25
over a creature’s space as a part of the sphere’s Black hourglasses appear on you palms, from which
movement, the creature can make a saving throw to cascade equally black, sticky webs of life-draining
avoid being pulled into the sphere. energy.
Daily Shadow, Implement, Necrotic, Web
Terrifying Strike Necromancer Attack 25 Standard Action Area burst 3 in 20 squares
You bury your weapon into your foe, and onlookers Target: Each creature in burst
tremble in fear of your power. Attack: Intelligence vs. Reflex
Daily Shadow, Fear, Reliable, Weapon Hit: 4d6 + Intelligence modifier necrotic damage, and
Standard Action Melee weapon the target is immobilized (save ends).
Requirement: You must use a dagger, unarmed attack, Effect: The burst creates a web-filled zone until the end
quarterstaff or scythe. of the encounter or for 5 minutes. The zone is
Target: One creature difficult terrain. Any creature in the web at the start
Attack: Dexterity vs. AC of its turn takes 4d6 necrotic damage. Any creature
Hit: 5[W] + Dexterity modifier damage, and all of your that ends it move in the web is immobilized (save
enemies within 5 squares suffer a –2 penalty to all ends).
attacks, defenses and AC until the end of your next turn.
Level 27 Encounter Spells

Reaper’s Culling Necromancer Attack 27


You slice into your opponents, taking them down in
droves.
Encounter Shadow, Minion, Weapon
Standard Action Close burst 1
Requirements: You must be using a dagger, unarmed
attack, quarterstaff or scythe.
Target: All creatures in burst
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.

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4E Races and Classes
Shadowfell Rime Necromancer Attack 27 Legion of Death Necromancer Attack 29
A blast of crackling black flame erupts from the ground, The damned of the shadowfell rise up to destroy your
immolating your foes. enemies.
Encounter Shadow, Cold, Implement, Necrotic Daily Shadow, Conjuration, Wall, Necrotic
Standard Action Close blast 5 Standard Action Area Wall 15 within 10 squares
Target: Each enemy in blast Effect: You conjure a wall of adjacent squares filled
Attack: Intelligence vs. Fortitude with undead creatures. The wall can be up to 15
Hit: 6d6 + Intelligence modifier cold and necrotic squares long.
damage You make a Dexterity vs. AC attack
against any enemy that is adjacent to the wall on your
Tormenting Spirits Necromancer Attack 27 turn. On a hit, you deal 3d10 + Intelligence modifier
You bedevil an opponent with the souls of the unquiet necrotic and cold damage. The wall can also make
dead. opportunity attacks. Creatures cannot enter a square
Encounter Shadow, Implement, Charm, Psychic containing the wall, but can bull rush, shift, push or pull a
Standard Action Ranged 20 square to create an opening to move through, so long as
Target: One creature it does make the section non-continuous with the rest of
Attack: Intelligence vs. Will the squares. The wall is imperious to damage (undead
Hit: 3d10 + Intelligence modifier psychic damage. On rise to take the place of any that fall).
the target’s next turn it is dazed and takes its only The wall provides total cover as if it
action to strike itself with a basic attack, were an allied creature.
automatically hitting itself. Sustain Minor: The wall persists. As a move action,
you can move the wall up to 5 squares, even
reorientating the squares as long as they remain
Level 29 Daily Spells adjacent.
Special: The wall counts as a minion making an
Death’s Grip Necromancer Attack 29 unarmed attack for the purpose of being able to use
You speak a word of power, and your opponents die. powers with the Minion keyword.
Daily Shadow, Implement, Necrotic
Standard Action Close burst 10 Magic Jar Necromancer Attack 29
Target: Each enemy in burst You burn the soul out of an opponent, and use its body
Attack: Intelligence vs. Fortitude to attack your foes.
Hit: 2d10 + Intelligence modifier and the target takes Daily Shadow, Implement, Psychic, Teleportation
ongoing 15 necrotic damage (save ends). If the Standard Action Ranged 20
target saves, it takes ongoing 10 necrotic damage Target: One creature
(save ends). If the target makes the secondary Attack: Intelligence vs. Will
save, it takes ongoing 5 necrotic damage (save Hit: 4d10 + Intelligence modifier psychic damage.
ends). Effect: You teleport into the opponent’s body, taking
Miss: Half damage and ongoing 10 necrotic damage control of it. The target’s hit points are replaced with
(save ends). If the target saves, it takes ongoing 5 your own, if lower. On your next turn, you can use
necrotic damage (save ends). the opponent’s body to move and attack. You may
use your own powers through the target’s body or
make an attack using the target’s basic attack. If the
target takes damage, it loses hit points, not you. On
the opponent’s turn, it can attempt an Intelligence
check against your Will defense to expel you as a
standard action. The target gains a cumulative +5
bonus to this check each time it fails. On a success,
or if the target is reduced to 0 or fewer hit points, you
are expelled from the target’s body into an adjacent
space, and the control ends.

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4E Races and Classes
Lesser Flesh Golem Level 12 Minion
Large natural animate (construct) XP -
Paragon Paths Initiative: +4 Senses Perception +5; darkvision
HP: 1; a minion takes no damage from a missed attack
AC: 24; Fortitude 26, Reflex 21, Will 22
Grave Robber Speed 6; can’t shift
M Slam (standard; at will)
“It is Alive!” Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5
damage, and the target is dazed (save ends).
Prerequisites: Necromancer, Summon Undead class m Double Slam (standard; at will)
feature The lesser flesh golem makes two slam attacks.
Alignment Unaligned Languages –
You prowl the cemeteries and graveyards, seeking Str 20 (+11) Dex 7 (+4) Wis 8 (+5)
corpses and cadavers with which to raise under your Con 22 (+12) Int 3 (+2) Cha 3 (+2)
command. You experiment with stitching together
bodies into horrid creations as well as taking apart
decaying bodies to understand the intimate workings of Meat for the Beast Grave Robber Attack 20
the body. You flense flesh from your opponent, feeding it to your
minions and strengthening them.
Daily Shadow, Weapon, Necrotic
Grave Robber Path Features
Standard Action Melee weapon
Minion’s Action (11th level): When you spend an
Target: One creature
action point for an extra action, you can grant that action
Attack: Dexterity vs. AC
to your minion or summoned undead.
Hit: 3[W] + Dexterity necrotic damage.
Dire Intelligence (11th level): Your undead minion and
Miss: Half damage.
any summoned undead have an Intelligence of 6,
Effect: One summoned creature or your undead minion
allowing it to continue acting against the last opponent it
gains temporary hit points equal to half the damage.
was commanded to attack without you having to spend
an action commanding the undead.
Act as One (16th level): When you spend an action
point, your undead minion or one of your summoned
undead within 5 squares gains a standard action as well.

Explosive Cadaver Grave Robber Attack 11


Your knowledge of corpses allows you to turn a cadaver
into a bomb.
Encounter Shadow, Necrotic
Standard Action Ranged burst 1 in 10 squares
Target: One dead creature
Attack: Automatic hit
Hit: The corpse explodes and cannot be animated
Secondary Targets: All creatures in burst
Secondary Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier necrotic damage

Summon Flesh Golem Grave Robber Attack 12


You pull a hunk of flesh from your satchel and whisper
secret words of power. Tossing the lump of flesh to the
ground, it wriggles and grows, screaming, into a fleshy
abomination.
Daily Shadow, Conjuration
Standard Action Ranged 10
Effect: You summon a lesser flesh golem. The lesser
flesh golem remains until destroyed or until the end of
the encounter.

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4E Races and Classes
Lich Ascendant Lord of Vampires
“Let the gods be jealous with the gift of immortality. I will “Your blood will feed my ascension to immortality!”
wrench the secret to eternal life from other sources”
Prerequisite: Necromancer class
Prerequisites: Necromancer class
Blood is the source of life; you know this well.
You fear death, and it drives you to seek immortality, no You have learned the secrets of blood, feeding on others
matter what the cost. There is a greater purpose for you to grant you youth, longevity and strength. When the
that death would deny you from completing the task. day comes, you will no longer miss the sun; you are
You are so close; you need gather only a few more quite comfortable with the prospect of the eternal night,
components and your immortality will be secured so long as you live to see it.
forever.
Lord of Vampires Path Features
Lich Ascendant Path Features
Dark Gift of the Undying (11th level): You can use the
th
Recovering Action (11 level): When you spend an ritual Dark Gift of the Undying as if you were a vampire
action point, you can choose to spend a healing surge lord.
instead of taking an extra action. Feast of Blood (11th level): If you bloody an opponent
Eyes of Hate (11th level): You gain low-light vision. with a melee attack, you can regain hit points as if you
Haleful Action (16th level): When you spend an action spend a healing surge.
point, you regain hit points as if you had spent a healing Quickening Blood (11th level): If you spend an action
surge without actually using one. point to take an action, you gain temporary hit points
Eyes of Night (16th level): You gain darkvision. equal to your Constitution modifier.
Blood Rage (16th level): When you are first bloodied in
Lich Ascendant Spells an encounter, your attacks deal an extra +1d6 necrotic
damage.
Eyes of the Damned Lich Ascendant Attack 11
You focus your red-eyed gaze on an opponent, cursing Lord of Vampires Spells
him.
Encounter Shadow, Necrotic Bite of the Vampire Lord of Vampires Attack 11
Standard Action Ranged 10 Your fangs elongate, and you sink them into your
Target: One creature opponent’s flesh, ensanguining them.
Attack: Intelligence vs. Fortitude Encounter Shadow, Implement, Healing
Hit: 2d6 + Intelligence modifier and the target is Standard Action Melee 1
immobilized until the end of its next turn. Target: One creature
Attack: Dexterity vs. Fortitude
Chilling Aura Lich Ascendant Utility 12 Hit: 2d8 + Dexterity modifier damage and you can spend
The chill of the grave surrounds and suffuses you. a healing surge to regain hit points.
At-will Shadow, Aura, Cold
Minor Action Close burst 1 Spawn Vampire Minion Lord of Vampires Utility 12
Effect: Creatures that start or end their turn adjacent to You disgorge the blood you have feasted on, and it
you take half your level cold damage. coalesces into a pale vampiric humanoid.
Daily Shadow, Conjuration
Move Action Melee 1
Gaze of Acerek Lich Ascendant Attack 20
Effect: You create a Blood Vampire Spawn in an empty
You level your eyeless gaze at your foe and the
square adjacent to you. As a standard action, you
pinpricks of reddish light flare with unholy power.
can give the Blood Vampire Spawn a command,
Daily Shadow, Necrotic
which it follows to the best of its ability. The Blood
Standard Action Ranged 15
Vampire Spawn acts on your turn. If not given a
Target: One creature
command, the Blood Vampire Spawn takes a full
Attack: Intelligence vs. Fortitude
defense action for the round. The Blood Vampire
Hit: 4d8 + Intelligence modifier necrotic damage and
Spawn remains until slain or the encounter ends.
the target is stunned until the end of your next turn.

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4E Races and Classes
Blood Vampire Spawn Level 12 Minion Scion of Orcus
Medium natural humanoid (undead) XP -
Initiative +9 Senses Perception +7; darkvision “Die fool, and serve your true master, Lord Orcus!”
HP 1; a missed attack never damages a minion
AC 26; Fortitude 23, Reflex 24, Will 22 Prerequisite: Necromancer class
Immune disease, poison; Resist 10 necrotic
Speed 7, climb 4 (spider climb) Being alive is a curse; the dead do not hunger,
M Claws (standard, at-will) Necrotic sleep nor do they die of old age. Orcus has given you
+17 vs. AC; 2d6 + 5 necrotic damage (2d8 + 5 power to command the dead; one day he will grant you
necrotic damage against a bloodied target). unlife for your meritous service in bringing the gift of
Destroyed by Sunlight undeath to those around you.
A vampire spawn that begins its turn in direct
sunlight can take only a single move action on its Scion of Orcus Path Features
turn. If it ends the turn in direct sunlight, it burns to
ash and is destroyed. Necrotic Action (11th level): When you spend an
Alignment Evil Languages Common action point to take a standard action, you gain deal
Str 15 (+9) Dex 17 (+9) Wis 13 (+7) extra damage equal to your Constitution modifier
Con 15 (+9) Int 11 (+6) Cha 15 (+8) necrotic damage for any attacks you make during your
turn.
Bloodbath Lord of Vampires Attack 20 Dying Blow (11th level): When you are reduced to 0 or
less hit points, you can make an immediate basic attack
You clench your taloned hand, and blood gushes from
against a foe adjacent to you.
your opponent’s exploding veins.
Daily Shadow, Implement, Necrotic
Favor of Orcus (16th level): When you spend an action
Standard Action Close burst 5
Target: All opponents in burst point, you or one of your allies within 5 squares can
Attack: Intelligence vs. Fortitude spend a healing surge to regain hit points.
Hit: 3d10 + Intelligence modifier necrotic damage and
the target is dazed until the end of your next turn. Scion of Orcus Spells
Miss: Half damage and the target is slowed until the
end of your next turn. Sacrifice of Blood Scion of Orcus Attack 11
Effect: You create an area of slippery terrain in the Exalting Orcus, you smite an opponent
burst. This counts as difficult terrain and lasts until Encounter Shadow, Minion, Necrotic, Weapon
the start of your next turn. Standard Action Melee weapon
Requirement: You must be using a dagger, unarmed
attack, quarterstaff or scythe.
Target: One creature
Attack: Dexterity + 2 vs. AC
Hit: 1[W] + Dexterity modifier necrotic damage and you
gain an equal amount of temporary hit points.

Bolster Undead Scion of Orcus Utility 12


Beseeching Orcus, you strengthen your undead allies.
Encounter Shadow
Minor Action Close burst 5
Effect: All undead in the burst lose any vulnerability
radiant and gain resistance radiant 5 instead.
Increase this to resistance radiant 10 at 21st level.

Ruby Ray of Orcus Scion of Orcus Attack 20


A ruby ray lances out from your hand, striking your
opponent dead.
Daily Shadow, Implement, Necrotic, Reliable
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 4d12 + Intelligence modifier necrotic damage.

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4E Races and Classes
Undead Hunter Insatiable Hunger Undead Hunter Attack 20
You dangle a bit of rotted meat before you and speak a
“Back to the pit with you! You have no place among the secret word of power, driving those that hear it to
living!” cannibalism.
Daily Shadow, Charm, Psychic
Prerequisite: Necromancer class, Shadow Curse class Standard Action Area burst 3 in 15 squares
ability, Undead Hunter feat Target: All creatures in burst
Attack: Intelligence vs. Will.
You use the foul powers of necromancy against the very Hit: 2d8 + Intelligence modifier psychic damage and on
creatures empowered by it, blasting them back to the the target’s next turn, it moves to its closest ally and
nether from which they sprang. makes a basic attack against it.
Miss: Half damage and the target is immobilized until
Undead Hunter Path Features the end of its next turn.

Radiant Death (11th level): When targeting undead,


you can change the Necrotic keyword of any power you
use to Radiant.
Hunter’s Action (11th level): When you use a action
point, you deal extra damage equal to your Constitution
modifier to any undead you attack that turn.
Turn Undead (16th level): You gain the cleric class
feature Channel Divinity: Turn Undead as an encounter
power. You cannot use the other Channel Divinity
powers.

Undead Hunter Spells

Sever the Tie Undead Hunter Attack 11


Speaking ancient words of power, you render undead
foes inert.
Encounter Shadow, Necrotic
Standard Action Area burst 3 within 10
Target: All creatures in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage and the
target is immobilized until the end of your next turn.

Protective Sigil Undead Hunter Utility 12


You draw a silvery symbol into the air, and your foes
recoil from you.
Daily Shadow, Fear, Zone
Standard Action Close burst 2
Effect: You create a zone that repels opponents. Any
enemy that wishes to enter the zone must make a
saving throw or end its movement in the square
outside the zone. Opponents cannot target an
attack to creatures in the zone and the zone blocks
line of sight for ranged, burst and blast attacks. If
you or an ally in the zone attacks you break the
protection.
Sustain Minor: The zone persists.

Page 160 of 521


4E Races and Classes
Creating a Sorcerer
Sorcerer
“I don’t use magic, I am magic.” Buff Sorcerer

CLASS TRAITS Offensive Sorcerer


Role: Controller
Power Source: Arcane. Implements
Key Abilities: Charisma, Intelligence, Constitution Sorcerers make use of anathema, orbs, staffs,
and wands to help channel and direct their arcane
Armor Proficiencies: Cloth powers. A sorcerer wielding an anathema, magic orb,
Weapon Proficiencies: Simple melee, simple ranged staff, or wand can add its enhancement bonus to the
Implements: Anathema, Orbs, staffs, wands attack rolls and the damage rolls of sorcerer powers, as
Bonus to Defense: +2 Will well as sorcerer paragon path powers, that have the
implement keyword.
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier Sorcerer Class Features
Trained Skills: From the class skills list below. choose Cantrips
four trained skills at 1st level. Cantrips are minor spells you gain at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), You can use the following cantrips as at-will powers.
Dungeoneering (Wis), History (Int), Insight (Wis),
Nature (Int), Religion (Int) Channel Arcane Power
The sorcerer’s very blood powers his arcane
Build Options: Buff sorcerer, Offensive sorcerer abilities, acting as a sort of battery for his powers. As
Class Features: Cantrips, Channel Arcane Power, the sorcerer draws and unleashes magical powers,
Ritual Casting some of that arcane energy remains in his body, creating
magical auras and personal effects that augment his
magical abilities.
Once per encounter, after using an at-will,
encounter or daily power you can accumulate this
magical energy into a special power you manifest.
Some sorcerers learn different ways to invoke this
magical power; see the Channel Arcane Power feats for
additional uses of this ability.

Ritual Casting
You gain the ritual Caster feat as a bonus feat,
allowing you to use magical rituals.

Sorcerer Powers
Class Features

Page 161 of 521


4E Races and Classes
Light Sorcerer Cantrip Prestidigitation Sorcerer Cantrip
With a wave of your hand, you cause a bright light to You perform an amusing magical trick, such as creating
appear on the tip of your staff, upon some other object, a dancing wisp of light, freshening a wilting flower,
or in a nearby space. making a coin invisible, or warming a cold drink.
At-Will Arcane At-Will Arcane
Minor Action Ranged 5 Standard Action Ranged 2
Target: One object or unoccupied square Effect: Use this cantrip to accomplish one of the effects
Effect: You cause the target to shed bright light. The given below.
light fills the target’s square and all squares within 4 Move up to 1 pound of material.
squares of it. The light lasts for 5 minutes. Putting out Create a harmless sensory effect, such as a
the light is a free action. shower of sparks, a puff of wind, faint music, or
Special: You can have only one light cantrip active at a a strong odor.
time. If you create a new light, your previously cast light Color, clean, or soil items in 1 cubic foot for up to
winks out. 1 hour.
Instantly light (or snuff out) a candle, a torch, or a
Hand of the Apprentice Sorcerer Cantrip small campfire.
Chill, warm, or flavor up to 1 pound of nonliving
You gesture toward an object nearby, and a spectral
material for up to 1 hour.
floating hand lifts the object into the air and moves it
Make a small mark or symbol appear on a surface
where you wish.
for up to 1 hour.
At Will Arcane, Conjuration
Produce out of nothingness a small item or image
Minor Action Ranged 5
that exists until the end of your next turn.
Effect: You conjure a spectral, floating hand in an
Make a small, handheld item invisible until the
unoccupied square within range. The hand picks up,
end of your next turn.
moves, or manipulates an adjacent object weighing
Nothing you create with this cantrip can deal
20 pounds or less and carries it up to 5 squares. If
damage, serve as a weapon or a tool, or hinder
you are holding the object when you use this power,
another creature’s actions. This cantrip cannot
the hand can move the object into a pack, a pouch,
duplicate the effect of any other power.
a sheath, or a similar container and simultaneously
Special: You can have as many as three prestidigitation
move any one object carried or worn anywhere on
effects active at one time.
your body into your hand.
As a move action, you can move the hand up to 5
squares. As a free action, you can cause the hand to Channel Arcane Power
drop an object it is holding, and as a minor action,
you can cause the hand to pick up or manipulate a Arcane Accuracy Channel Arcane Power
different object. You magic unerringly hits your opponent
Sustain Minor: You can sustain the hand indefinitely. Encounter Arcane
Special: You can create only one hand at a time. Minor Action Personal
Effect: The next power you use gains a +2 power
bonus to hit.

Arcane Imposition Channel Arcane Power


You force a spell effect onto your enemy
Encounter Arcane
Minor Action Ranged 10 squares
Increase to 15 at 16th level and
20 at 21st level
Target: One creature in range
Effect: The target takes a minus to its save equal to
your Intelligence modifier (minimum 1) until after the
end of its next turn.

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4E Races and Classes
Arcane Shroud Channel Arcane Power Lightning Arc Sorcerer Attack 1
After unleashing a spell, some of the magic continues to Bolts of lightning streaks out striking those around you.
suffuse you. At-Will Arcane, Implement, Lightning
Encounter Arcane; Acid, Cold, Fire, Lightning, Standard Action Close blast 3
Necrotic, Poison, Psychic, Radiant or Thunder Target: Each creature in blast
Minor Action Close burst 1 Attack: Charisma vs. Fortitude
Trigger: You use a power with the Acid, Cold, Fire, Hit: 1d6 + Charisma modifier lightning damage.
Lightning, Necrotic, Poison, Psychic, Radiant or Increase to 2d6 + Charisma modifier damage at 21st
Thunder keyword level.
Effect: Any creature moving adjacent to you or ending Effect: Until the start of your next turn, anyone moving
its turn adjacent to you take your Intelligence adjacent to you takes your Intelligence modifier
modifier (minimum 1) damage of one of the following lightning damage.
types: Acid, Cold, Fire, Lightning, Necrotic, Poison,
Psychic, Radiant or Thunder. Sorcerous Bolt Sorcerer Attack 1
Special: The type of damage you inflict must match the
A blast of purplish energy streaks out from your body
keyword of the power you used.
and strikes your foe.
At-Will Arcane, Implement, Poison
Blood Binding Channel Arcane Power Standard Action Ranged 20
You burn some of your own life force to empower your Target: One creature
magic. Attack: Charisma vs. Reflex
Encounter Arcane Hit: 1d6 + Charisma modifier poison damage and
Minor Action As Spell ongoing poison damage 2 (save ends).
Effect: You use a healing surge. Instead of healing hit Increase to 4d4 + Charisma modifier and ongoing 5
points, you add ½ the amount to the damage dealt poison damage at 21st level.
by your next spell to the target(s) on a hit. Special: This power counts as a ranged basic attack.
When a power allow you to make a ranged basic
Level 1 At-Will Spells attack, you can use this power.

Arcane Burst Sorcerer Attack 1 Level 1 Encounter Spells


You blast your opponents with magical power
At-Will Arcane, Implement; Acid, Fire, Ice, Acid Deluge Sorcerer Attack 1
Lightning or Thunder You rain acid upon your foes
Standard Action Area burst 1 within 10 squares Encounter Arcane, Acid, Implement
Target: Each creature in burst Standard Action Area burst 1 in 10 squares
Attack: Charisma vs. Reflex Target: All creatures in burst
Hit: 1d6 + Charisma modifier energy damage (Acid, Attack: Charisma vs. Reflex
Fire, Ice, Lightning or Thunder). Hit: 1d10 + Charisma modifier acid damage.
Increase damage to 2d6 + Charisma modifier at 21st Effect: Creatures entering or passing through the area
level. until the end of your next turn ongoing 2 acid damage
Special: You choose the energy type when you take (save ends). You can end this effect as a minor action.
this power and it cannot be changed.
Arcane Pyre Sorcerer Attack 1
Icicle Sorcerer Attack 1 Your foe erupts in flames
The air around you crystallizes with frost as you hurl a Encounter Arcane, Fire, Implement
shard of solid ice at your foe. Standard Action Area 1 square in 10 squares
At-Will Arcane, Ice, Implement Target: Each creature in square
Standard Action Ranged 10 Attack: Charisma vs. Fortitude
Target: One creature in burst Hit: 2d6 + Charisma modifier fire damage and the target
Attack: Charisma vs. Reflex takes ongoing 2 fire damage (save ends)
Hit: 1d6 + Charisma modifier cold damage and your
square provides concealment until the end of your
next turn.
Increase to 2d6 + Charisma modifier damage at 21st
level.

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4E Races and Classes
Hell Coals Sorcerer Attack 1 Level 1 Daily Spells
At your command, the stony ground alights.
Encounter Arcane, Fire, Implement Acid Arrow Sorcerer Attack 1
Standard Action Area burst 1 in 10 squares A shimmering arrow of green, glowing liquid streaks to
Target: Each creature in burst your target and bursts in a spray of sizzling acid.
Attack: Charisma vs. Reflex Daily Acid, Arcane, Implement
Hit: 1d6 + Charisma modifier fire damage, and the Standard Action Ranged 20
target is slowed. Primary Target: One creature
Effect: The area is treated as difficult terrain and any Attack: Charisma vs. Reflex
creature entering or moving through the area until Hit: 2d8 + Charisma modifier acid damage, and
the end of your next turn takes 2 fire damage for ongoing 5 acid damage (save ends). Make a
each space of movement in the area. You can end secondary attack.
this effect as a minor action. Secondary Target: Each creature adjacent to the
primary target
Ice Blast Sorcerer Attack 1 Secondary Attack: Charisma vs. Reflex
Snow and ice assault and cling to your foe. Hit: 1d8 + Charisma modifier acid damage, and
Encounter Arcane, Ice, Implement ongoing 5 acid damage (save ends).
Standard Action Area burst 1 in 10 squares Miss: Half damage, and ongoing 2 acid damage to
Target: Each creature in burst primary target (save ends), and no secondary
Attack: Charisma vs. Reflex attack.
Hit: 1d8 + Charisma modifier ice damage, and ongoing
2 ice damage (save ends). Death’s Anvil Sorcerer Attack 1
Effect: The power’s area is difficult terrain until the end A single word of power spells out your victim’s doom
of your next turn. You can end this effect as a minor Daily Arcane, Implement, Poison
action. Standard Action Area burst 2 in 10 squares
Target: All creatures in burst
Lightning Conduit Sorcerer Attack 1 Attack: Charisma vs. Fortitude
Lightning arcs from you to your foes. Hit: 3d6 + Charisma modifier poison damage and the
Encounter Arcane, Implement, Lightning target takes 2 poison damage for each square it
Standard Action Ranged 10 moves (save ends). If a target does not move
Target: One creature during its turn, it gets no save.
Attack: Charisma vs. Reflex Miss: Half damage and no ongoing damage.
Hit: 2d6 + Charisma modifier lightning damage.
Secondary Target: Each enemy adjacent to the Sleeping Death Sorcerer Attack 1
primary target As sand slips through your fingers, your enemies are
Secondary Attack: Charisma vs. Reflex overcome with weariness.
Hit: 1d8 + Charisma modifier lightning damage. Daily Arcane, Implement, Poison, Sleep
Effect: Any target ending its turn adjacent to you until Standard Action Area burst 2 within 20 squares
the start of your next turn takes your Intelligence Target: Each creature in burst
modifier lightning damage. Attack: Charisma vs. Will
Hit: Charisma modifier poison damage. The target is
Thunderous Resonance Sorcerer Attack 1 slowed and takes ongoing 2 poison damage (save
You unleash repulsing waves of rolling thunder. ends both). If the target fails its first saving throw
Encounter Arcane, Implement, Thunder against this power, the target becomes unconscious
Standard Action Close burst 3 (save ends).
Target: All creatures in burst Miss: The target is slowed and takes ongoing 2 poison
Attack: Charisma vs. Reflex damage (save ends both).
Hit: 1d10 + Charisma modifier thunder damage and the
target is shifted a number of squares equal to your
Intelligence modifier.
Effect: You create a zone that moves with you until the
start of your next turn. The zone is treated as
difficult terrain to everyone except you. You may
end this effect as a minor action.

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4E Races and Classes
Grasping Claws Sorcerer Attack 1 Least Call of Blood Sorcerer Utility 2
Taloned hands materialize midair, intent on seizing your Speaking words of magic, you summon a creature to aid
foe and shredding him to pieces. you.
Daily Arcane, Conjuration, Implement Encounter Arcane, Conjuration
Standard Action Ranged 10 Standard Action Ranged 10
Effect: You create a swarm of grasping claws that takes Effect: You summon two 1st or one 2nd level minion
up 1 square. As a move action, you can move the creature to fight for you. As a standard action, you
claws 5 squares. can give the minion a command, which it unfailingly
Target: Creatures in claw’s square obeys. The minion has its own standard, move and
Attack: Charisma vs. Reflex minor action to perform tasks, though it acts on your
Hit: 1d10 + Charisma modifier damage and the target is turn. It cannot use action points. If not given orders,
grabbed (until escape). If the target attempts to the minion takes no action other than Full Defense
escape, you use your Fortitude or Reflex to resist. for the round. The minion remains until slain,
Special: If the claws have grabbed a target, you can dismissed or 5 minutes elapse.
inflict your Charisma modifier damage to the target. Note: A list of summonable lesser minions can be found
Sustain Minor: The claws persist. at the end of this document. Also, you can summon
the following creatures from the MM with this power:
Level 2 Utility Spells Decrepit Skeleton, Giant Rat, Goblin Cutter, Kobold
Minion, Halfling Stout, Human Rabble, Kruthik
Hatchling.
Beguiling Gaze Sorcerer Utility 2
You gaze deeply into the eyes of another and he does
as you command. Level 3 Encounter Spells
Daily Arcane, Charm, Implement
Standard Action Ranged 5 Dazzling Display Sorcerer Attack 3
Target: One humanoid creature A dazzling spectrum of brilliant light shoots forth, blinding
Attack: Charisma vs. Will your opponents.
Hit: The target becomes an ally to you (save ends). As Encounter Arcane, Implement, Radiant
a standard action, you can command the target to Standard Action Close blast 5
perform as you ask, taking its turn immediately. The Target: Each creature in blast
target obeys the command to the best of its ability. Attack: Charisma vs. Will
If the action would cause harm to the target, the Hit: 1d6 + Charisma modifier radiant damage, and the
power instantly ends. Likewise, if you or another ally target is blinded until the end of your next turn.
use a power to cause harm to the target, the power Effect: Until the start of your next turn, any creature that
ends instantly. ends it turn adjacent to you is blinded until the end of
You may end the charm at any time as a minor your next turn.
action. The target has full memory of its actions
while charmed. Icy Knives Sorcerer Attack 3
You unleash a swarm of icy shards at your opponents
Feather Fall Sorcerer Utility 2 that coat them in frost after hitting.
You or a creature you choose falls gently, like a feather. Encounter Arcane, Cold, Implement
Daily Arcane Standard Action Area burst 2 in 10 squares
Free Action Ranged 10 Target: All creatures in burst
Trigger: You or one creature in range falls Attack: Charisma vs. Reflex
Effect: You or the creature takes no damage from the Hit: 1d8 + Intelligence modifier cold damage, and
fall, regardless of its distance, and does not fall prone at ongoing 5 cold damage (save ends).
the end of the fall.
Lightning Dance Sorcerer Attack 3
Fey Steps Sorcerer Utility 2 You snap your fingers and lightning plays among your
With a single step, you cross a vast distance. opponents.
Encounter Arcane, Teleportation Encounter Arcane, Implement, Lightning
Move Action Personal Standard Action Close burst 3
Effect: You teleport 6 squares. Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier lightning damage, and
until the start of your next turn the target takes 2
lightning damage for each square it moves.
Effect: Until the start of your next turn, any creature that
moves adjacent to you takes 5 lightning damage.
Page 165 of 521
4E Races and Classes
Chaotic Flames Sorcerer Attack 5
Spinning Flames Sorcerer Attack 3 Roiling, multihued flames lash out where you direct,
A sizzling spiral of flame erupts from your body engulfing engulfing the area.
your enemies and lingers like a swimming serpent near Daily Arcane, Fire, Implement, Zone
you. Standard Action Area burst 3 in 20 squares
Encounter Arcane, Fire, Implement Target: Each creature in burst
Standard Action Close burst 3 Attack: Charisma vs. Reflex
Target: Each creature in burst Hit: 3d6 + Charisma modifier fire damage.
Attack: Charisma vs. Reflex Miss: Half damage
Hit: 1d10 + Charisma modifier fire damage and push Effect: You create a zone of difficult terrain. Any
the target 1 square. creature entering or ending it turn in the area takes 5 fire
Effect: You create an area of concealment that lasts damage. As a move action, you can move the zone 5
until the start of your next turn. squares.
Sustain Minor: The zone persists.
Thundercrack Sorcerer Attack 3
You unleash an ear-splitting boom that knocks your Soul Drain Sorcerer Attack 5
opponents flat. You suck at the life force of your opponents
Encounter Arcane, Implement, Thunder Daily Arcane, Implement, Necrotic
Standard Action Close blast 5 Standard Action Close blast 5
Target: Each creature in blast Target: Each creature in burst
Attack: Charisma vs. Fortitude Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier thunder damage and you Hit: 3d10 + Charisma modifier necrotic damage and
knock the target prone. you gain 1 temporary hit point.

Level 5 Daily Spells Tempest Sorcerer Attack 5


Lightning flashes outward to lash your foes.
Aboleth’s Caress Sorcerer Attack 5 Daily Arcane, Implement, Lightning
Your thoughts solidify into a paralyzing ooze. Standard Action Close blast 5
Daily Arcane, Implement, Psychic Target: Each creature in burst
Standard Action Close burst 3 Attack: Charisma vs. Reflex
Target: Each creature in burst Hit: 3d6 + Charisma modifier lightning damage.
Attack: Charisma vs. Will Miss: Half damage
Hit: 2d8 + Charisma modifier psychic damage and the Sustain Minor: Until the end of your next turn, any
target is dazed (save ends). creature that ends it turn adjacent to you takes 5
lightning damage.
Aranea’s Silk Sorcerer Attack 5
You call into being a giant web made of thick magical
strands that hang in midair, trapping those within in.
Daily Arcane, Implement, Poison, Zone
Standard Action Area burst 2 in 20 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier poison damage and the
target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the
area until the end of the encounter or for 5 minutes.
The zone is considered difficult terrain. Any creature
that ends its move in the web takes 5 poison
damage.

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4E Races and Classes
Level 6 Utility Spells Walk Unseen Sorcerer Utility 6
You disappear from sight.
Lesser Call of Blood Sorcerer Utility 6 Daily Arcane, Illusion
Speaking words of magic, you summon a creature to aid Standard Action Ranged 5
you. Target: You or one creature
Encounter Arcane, Conjuration Effect: All enemies adjacent to the target are blinded
Standard Action Ranged 10 (save ends).
Effect: You summon two 3rd or 4th level minions or one The target is invisible until the end of your next
5th or one 6th level minion creature to fight for you. turn. If the target attacks, the target becomes
As a standard action, you can give the minion a visible.
command, which it unfailingly obeys. The minion Sustain Standard: If the target is within range, you can
has its own standard, move and minor action to sustain the invisibility effect.
perform tasks, though it acts on your turn. It cannot
use action points. If not given orders, the minion Level 7 Encounter Spells
takes no action other than Full Defense for the
round. The minion remains until slain, dismissed or Flames of the Efreet Sorcerer Attack 7
5 minutes elapse.
You body is wreathed in flickering flames that stick to
Note: A list of summonable lesser minions can be found
your foes.
at the end of this document. Also, you can summon
Encounter Arcane, Fire, Implement
the following creatures from the MM with this power:
Standard Action Close burst 3
Hobgoblin Grunt (Goblin), Zombie Rotter, Orc
Target: All creatures in burst
Drudge, Vampire Spawn Fleshripper, Legion Devil
Attack: Charisma vs. Reflex
Grunt, or Sahuagin Guard.
Hit: 3d6 + Intelligence modifier fire damage and
ongoing 2 fire damage (save ends).
Repulse the Earth Sorcerer Utility 6
You press your hands downward and drift into the air. Hamatula Barbs Sorcerer Attack 7
Daily Arcane
Your body grows cruel barbs that impale those grabbing
Move Action Personal
you.
Effect: You push all creatures adjacent to you one
Encounter Arcane, Implement
square.
Immediate Reaction Personal
You can move 4 squares vertically and remain there,
Trigger: You are grabbed
hovering above the ground. While aloft, you are
Target: Creature grabbing you
unsteady, taking a –2 penalty to AC and Reflex
Attack: Charisma vs. Reflex
defense. If some effect, such as a pit opening below
Hit: 2d6 + Charisma modifier damage and the target
you, causes you to be more than 4 squares above
lets go of you.
the ground, you safely descend down to 4 squares
above the ground.
Sustain Move: You can sustain this power until the end Ice Queen’s Wrath Sorcerer Attack 7
of the encounter or for 5 minutes. When you sustain You raise your hand, and an icy blizzard rains down
this power, you can move 3 squares up or down or 1 mercilessly upon an area you designate.
square horizontally. You cannot go higher than 4 Encounter Arcane, Cold, Implement
squares above the ground. If you don’t sustain the Standard Action Area burst 2 within 10 squares
power, you safely descend to the ground. Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier cold damage.
Sunder Magic Sorcerer Utility 6
Effect: A blizzard erupts in the designated area and
With a thought, you destroy another’s magic.
continues until the end of your next turn. It grants
Daily Arcane
concealment, and any creature that starts its turn in
Standard Action Ranged 10
the storm takes cold damage equal to your
Target: One conjuration or zone
Intelligence modifier. You can end this effect as a
Attack: Charisma vs. the Will defense of the creator of
minor action.
the conjuration or zone.
Sustain Move: The blizzard persists.
Hit: 1d10 + Charisma modifier damage to the creator
and the conjuration or zone is destroyed. All its
effects end, including those that normally last until a
target saves.

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4E Races and Classes
Storm Arrow Sorcerer Attack 7 Slow Sorcerer Attack 9
A brilliant stroke of lightning strikes outward, searing you The air around your opponents seems to solidify as they
foes. suddenly move slower and slower.
Encounter Arcane, Implement, Lightning Daily Arcane, Implement
Standard Action Ranged 10 Standard Action Area burst 2 in 10 squares
Primary Target: One creature Target: Each enemy in burst
Attack: Charisma vs. Reflex Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier lightning damage. Hit: The target is slowed and dazed (save ends both).
Secondary Targets: All enemies within 2 squares of Miss: The target is slowed (save ends).
you.
Secondary Attack: Charisma vs. Reflex Suggestion Sorcerer Attack 9
Hit: 1d6 + Charisma modifier lightning damage.
You softly speak words of advice, and you opponent
agrees with your wisdom.
Viper’s Lash Sorcerer Attack 7 Daily Arcane, Charm, Implement, Language-
You poison you opponent. Dependant, Psychic
Encounter Arcane, Implement, Poison Standard Action Ranged 5
Standard Action Ranged 10 Target: One creature
Target: One creature Attack: Charisma vs. Will
Attack: Charisma vs. Fortitude Hit: 2d8 + Charisma modifier psychic damage and you
Hit: 2d10 + Charisma modifier poison damage, and can give an order to the target to spend a standard,
ongoing 5 poison damage (save ends). move or minor action on its turn to perform an action
of your choice.
Level 9 Daily Spells Miss: Half damage and the target is dazed until the end
of its next turn.
Bands of Steel Sorcerer Attack 9
You imagine clasping your hand around an opponent, Wildfire Sorcerer Attack 9
and steel bands materialize around your foe. A blazing sheet of flame erupts from the ground at your
Daily Arcane, Conjuration, Implement command.
Standard Action Ranged 10 Daily Arcane, Conjuration, Fire, Implement
Target: One creature Standard Action Area wall 8 within 10 squares
Attack: Charisma vs. Reflex Effect: You conjure a wall that consists of contiguous
Hit: 2d12 + Charisma modifier damage, and the target squares filled with arcane fire. It can be up to 8
is grabbed (until escape). If the target attempts to squares long and up to 4 squares high. You can
escape, use your Fortitude or Reflex defense. move the wall up to 3 squares as a move action.
Miss: Half damage and the target is immobilized (save The wall lasts until the end of your next turn.
ends). Any creature that starts its turn adjacent to the
wall takes 1d6 + Charisma modifier fire damage.
If the wall moves into a creature’s space, the
Lightning Viper Sorcerer Attack 9 creature enters the wall’s space or starts its turn
A crackling bolt of lightning springs from your hand and there, the creature takes 2d6 + Charisma modifier
leaps at a foe. fire damage. Moving through the wall costs 2 extra
Daily Arcane, Implement, Lightning, Poison squares of movement and blocks line of sight.
Standard Action Ranged 10 Sustain Minor: The wall persists.
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier lightning damage, and the
target takes ongoing 5 poison damage and is slowed
(save ends both).
Miss: Half damage, and the target is slowed (save
ends).
Secondary Targets: All creatures adjacent to target
Secondary Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier lightning damage, and the
target takes ongoing 2 poison damage (save ends).
Miss: Half damage.

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4E Races and Classes
Level 10 Utility Spells Call of Blood Sorcerer Utility 10
Speaking words of magic, you summon a creature to aid
Arcane Gate Sorcerer Utility 10 you.
You open a dimensional rift connecting two nearby Encounter Arcane, Conjuration
locations. Standard Action Ranged 10
Daily Arcane, Teleportation Effect: You summon two 7th or 8th level minions or one
Minor Action Ranged 20 9th or one 10th level minion creature to fight for you.
Target: Two unoccupied squares As a standard action, you can give the minion a
Effect: You create a dimensional rift between the two command, which it unfailingly obeys. The minion
target squares that lasts until the end of your next has its own standard, move and minor action to
turn. Any creature that enters one of the target perform tasks, though it acts on your turn. It cannot
squares can move to the other target square as if it use action points. If not given orders, the minion
were adjacent to that square. A creature cannot takes no action other than Full Defense for the
pass through the rift if another creature occupies round. The minion remains until slain, dismissed or
either square. 5 minutes elapse.
Sustain Minor: The rift persists. Note: A list of summonable lesser minions can be found
at the end of this document. Also, you can summon
the following creatures from the MM with this power:
Archon’s Blood Sorcerer Utility 10 Human Lackey, Snaketongue Initiate (Yuan-ti),
You shroud yourself in an element, protecting yourself Hobgoblin Warrior (Goblin), Orc Warrior, Vampire
and damaging your foes. Spawn Bloodhunter.
Daily Arcane; Acid, Cold, Fire, Force, Lightning,
Necrotic, Poison, Psychic, Radiant or Thunder
Minor Action Personal Doppleganger’s Deceit Sorcerer Utility 10
Effect: Against a particular damage type chosen by Two duplicate images of you appear, mimicking your
you, you gain resistance equal to your level until the actions as they flank and confuse your enemies.
end of the encounter or for 5 minutes. Choose the Daily Arcane, Conjuration
damage type from the following list: acid, cold, fire, Minor Action Personal
force, lightning, necrotic, poison, psychic, radiant or Effect: Two duplicate clones of you appear in your
thunder. space. They share your AC and Fortitude, Reflex
Also, until the end of the encounter or for 5 and Will defenses. When you take a move action,
minutes, any opponent who moves adjacent to you you may move each clone separately and you may
or ends their turn adjacent to you takes your move them in different direction. When you attack,
Charisma modifier in the same type of damage you the attack seems to emanate from all your existing
gain resistance to. clones as well. The clones must remain within 5
squares and line of sight of you. If the clone moves
more than 5 squares away, out of line of sight or
Blink Sorcerer Utility 10 takes a hit, it is destroyed. Otherwise, the effect
You slip in and out of existence as you move across the lasts for 1 hour.
battlefield.
Daily Arcane, Teleportation
Move Action Personal Haste Sorcerer Utility 10
Effect: You ignore difficult terrain and obstacles when The air seems to change to a golden hue as your allies
you move, and can even pass through enemy become blurs of motion
creatures when you move. You likewise do not Daily Arcane
provoke attacks when you move. You cannot end Move Action Area burst 2 in 10 squares
your movement in an obstacle or another creature’s Targets: All allies in burst
space. This power lasts for 5 minutes. Effect: The target can either make an extra basic attack
or double its speed each round. This power lasts
until the end of your next turn. The target does not
need to remain in range to receive this effect.
Sustain Minor: The power persists.

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4E Races and Classes
Manifest Blood Sorcerer Utility 10 Phoenix’s Radiance Sorcerer Attack 13
Your blood boils with magic, and you heal your own Pure light expels from your body, burning your foes with
wounds. its purity.
Daily Arcane, Healing Encounter Arcane, Implement, Radiant
Move Action Personal Standard Action Area burst 2 in 20 squares
Effect: You heal hit points as if you expended a healing Target: Each creature in burst
surge. You do not spend a healing surge. Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier radiant damage and the
Redirect Sorcerer Utility 10 target is blinded until the end of your next turn.
Effect: Until the start of your next turn, any enemy that
You consume the attack directed at you, and prepare to
moves adjacent to you or ends it turn adjacent to
hurl it back at your foe.
you is blinded (save ends).
Encounter Arcane
Immediate Reaction Personal
Trigger: You are hit by an attack with the Acid, Fire, Yuan-Ti’s Brood Sorcerer Attack 13
Cold, Lightning, Necrotic, Psychic, Radiant or You open your mouth and disgorge poisonous biting
Thunder keyword. snakes onto your foe.
Effect: You take half damage from the attack and you Encounter Arcane, Implement, Necrotic, Poison
regain an encounter power with the same keyword Standard Action Ranged 10
as the attack you absorbed. If you have no Target: One creature
encounter power to regain, you instead harmlessly Attack: Charisma vs. AC
dissipate the energy and take no damage. Hit: 4d6 + Charisma modifier necrotic and poison
damage and the target is immobilized until the end
Level 13 Encounter Spells of your next turn.

Baleful Glare Sorcerer Attack 13 Level 15 Daily Spells


You immobilize your foes with a gaze.
Encounter Arcane, Curse, Implement, Psychic Backlash Sorcerer Attack 15
Standard Action Ranged 10 Your opponent suffers the hit you would have taken.
Targets: One, two or three creatures. Daily Arcane, Implement, Poison
Attack: Charisma vs. Will, one attack per target. Immediate Reaction Close burst 1
Special: If you target only one creature with this power, Trigger: You are hit by an attack
you gain a +4 power bonus to the attack roll. Target: All enemies in burst
Hit: 2d6 + Charisma modifier psychic damage, and the Attack: Charisma vs. Reflex
target is immobilized until the end of your next turn. Hit: The target takes the same amount of damage that it
Effect: All enemies adjacent to you are pushed 1 just dealt to you as poison damage.
square.
Baleful Polymorph Sorcerer Attack 15
Flames of Stygia Sorcerer Attack 13 With a word, your opponent becomes a harmless sheep.
You whisper hellish words and hurl a ball of flaming ice Daily Arcane, Implement, Polymorph
at your foes. Standard Action Ranged 20
Encounter Arcane, Implement, Cold, Fire Target: One creature
Standard Action Area burst 2 in 20 squares Attack: Charisma vs. Fortitude
Target: Each creature in burst Hit: The target is stunned (save ends). If the target fails
Attack: Charisma vs. Fortitude the first save, it is transformed into a harmless
Hit: 3d6 + Charisma Modifier cold and fire damage and animal (save ends). While transformed, the target
ongoing 5 fire & cold damage. cannot use powers, special abilities or make an
Effect: This power’s area is difficult terrain until the end attack.
of your next turn. Any creature that starts its turn in the Miss: The target is stunned until the end of your next
area takes 5 cold and fire damage. You can dismiss the turn.
effect as a minor action.

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4E Races and Classes
Devil Dogs Sorcerer Attack 15 Glacial Wall Sorcerer Attack 15
Two blood-red hounds with glowing eyes materialize and A wall of glittering, jagged ice appears and slowly moves
tear down your opponents. towards your foes.
Daily Arcane, Conjuration, Implement, Fire Daily Arcane, Cold, Conjuration, Implement
Standard Action Ranged 10 Standard Action Area wall 6 in 10 squares
Effect: You conjure two devil hounds, each one Effect: You conjure a solid wall of contiguous squares
occupying 1 square within range. Each hound filled with arcane ice. The wall can be up to 6
attacks one adjacent creature. A hound that is not squares long and up to 4 squares high.
grabbing a target can be moved its speed and made Any creature that starts its turn adjacent to the
to attack a new target as a move action. The wall takes 2d6 + Charisma modifier cold damage.
hounds last until destroyed or the end of your next The wall blocks line of sight and prevents
turn. movement. No creature can enter a square
containing the wall.
Lesser Devil Hound Level 15 Minion As a move action, you cause the entirety of the
Medium elemental beast (fire) XP - wall to move 3 squares. The wall cannot be
Initiative +14 Senses Perception +17 reshaped or pivoted when moving. If you move the
HP: 70 ; Bloodied 35 wall into the square of a medium-sized or smaller
AC 31; Fortitude 28, Reflex 27, Will 27 creature, it is pushed 1 square. If the creature
Resist 40 fire cannot be moved because of an obstacle or other
Speed 8 solid barrier, the wall remains in the previous square
M Bite (standard; at-will) Fire and the creature is crushed, taking 1d10 + your
+22 vs. AC; 2d6 + 6 fire damage Charisma modifier damage.
Special: As a standard action, a creature can attack
m Takedown (standard; encounter) Fire one square of the wall. Each square has 50 hit
+20 vs. Reflex; 1d10 + 6 damage plus 5 fire damage points. Any creature that makes a melee attack
and the target is knocked prone. against the wall takes 2d6 cold damage. The wall
Gnaw has vulnerability 25 to fire. If the wall is not
A devil hound deals +2d6 damage to prone destroyed, it melts away after 1 hour.
opponents.
Alignment Unaligned Languages –
Str 21 (+12) Dex 14 (+9) Wis 13 (+8) Immolith’s Consuming Fire Sorcerer Attack 15
Con 19 (+11) Int 2 (+3) Cha 8 (+6) You burn your foes with supernatural fire.
Daily Arcane, Fire, Implement
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Charisma vs. Reflex
Hit: 6d6 + Charisma modifier fire damage, and the
target is immobilized and takes ongoing 10 fire
damage (save ends both).
Miss: Half damage, and the target is slowed (save
ends).

Lamia’s Devouring Swarm Sorcerer Attack 15


A swarm of flesh-eating beetles materializes to devour
your enemies.
Daily Arcane, Conjuration, Implement
Standard Action Ranged 10
Effect: You create a swarm of beetles that fills a 3 x 3
square. You can move the swarm 5 squares as a
move action. The swarm automatically attacks
everything in its square. If the swarm moves out of
range, the power ends.
Target: Each creature in square
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier damage
Sustain Minor: The swarm persists. You can sustain
the swarm up to 5 minutes.

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4E Races and Classes
Lesser Draconic Breath Sorcerer Attack 15 Greater Call of Blood Sorcerer Utility 16
The very air tears open as the head of a roaring dragon Speaking words of magic, you summon a creature to aid
emerges and breathes on your enemy. you.
Daily Arcane, Implement; Acid, Cold, Lightning, Encounter Arcane, Conjuration
Fire, or Poison Standard Action Ranged 10
Standard Action Close blast 5 Effect: You summon three 11th or 12th level minions,
Target: All creatures in blast two 13th or 14th level minions or one 15th or one 16th
Attack: Charisma vs. Reflex level minion creature to fight for you. As a standard
Hit: 6d6 + Charisma modifier energy damage (acid, action, you can give the minion a command, which it
cold, lightning, fire, or poison). unfailingly obeys. The minion has its own standard,
Miss: Half damage move and minor action to perform tasks, though it
acts on your turn. It cannot use action points. If not
Vulnerability Sorcerer Attack 15 given orders, the minion takes no action other than
Full Defense for the round. The minion remains until
With but a gesture, you make an opponent vulnerable to
slain, dismissed or 5 minutes elapse.
harm.
Note: A list of summonable lesser minions can be found
Daily Arcane, Curse, Implement
at the end of this document. Also, you can summon
Standard Action Ranged 10
the following creatures from the MM with this power:
Target: One creature
Angel of Valor Cohort, Legion Devil Hellguard, Ogre
Attack: Charisma vs. Fortitude
Thug, Snaketongue Zealot (Yuan-ti), Troglodyte
Hit: 4d8 + Charisma modifier curse damage and the
Warrior, Horde Ghoul, Cyclops Guard, Grimlock
target takes 5 extra damage from all attacks against
Minion, Angel of Valor Veteran, Cyclops Warrior,
it until the end of the encounter.
Kuo-toa Guard, Legion Devil Veteran, Ogre
Miss: Half damage.
Bludgeoneer.

Level 16 Utility Spells


Greater Redirect Sorcerer Utility 16
You consume the attack directed at you, and prepare to
Wavering Form Sorcerer Utility 16 hurl it back at your foe.
The incoming attack seems to hit you, but your image Encounter Arcane
instead ripples, revealing you are elsewhere. Immediate Reaction Personal
Encounter Arcane, Illusion Trigger: You are hit by an attack with the Acid, Fire,
Immediate Interrupt Ranged 5 Cold, Lightning, Necrotic, Psychic, Radiant or
Trigger: A ranged or a melee attack hits you or one ally Thunder keyword.
in range Effect: You take half damage from the attack and you
Effect: The attacker must reroll the attack roll and the regain a daily or encounter power with the same
target may switch squares with an adjacent ally. keyword as the attack you absorbed. If you have no
daily or encounter power to regain, you harmlessly
Dragonscales Sorcerer Utility 16 dissipate the energy and take no damage.
Iron-hard scales erupt from your skin, providing
protection against attack.
Daily Arcane Lesser Heritage Form Sorcerer Utility 16
Standard Action Personal Your form shifts and wavers, becoming that of another.
Target: You gain a +2 power bonus to AC and resist 10 Daily Arcane, Polymorph
to all damage until the end of the encounter or for 5 Standard Action Personal
minutes. Effect: You take the outward appearance of any non-
elite or non-solo creature of your level or lower whose
Leap to the Sky Sorcerer Utility 16 name appears in one of your powers. You gain the
You leap into the air and don’t look back. creature’s size and the movement type and speed of the
Daily Arcane creature you assume. You can also use the creature’s
Standard Action Personal basic attack forms. You gain no other abilities of the
Effect: All enemies adjacent to you are knocked prone. creature that you take the shape of.
You gain a speed of fly 8 until the end of your
next turn.
Sustain Minor: You can sustain this power’s flight until
the end of the encounter or for 5 minutes. If you
don’t sustain it, you float to the ground without taking
falling damage.

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4E Races and Classes
Walk the Void Sorcerer Utility 16 Winter’s Mausoleum Sorcerer Attack 17
You set into your mind your destination, and in the blink Ice forms around your foe, freezing him in place and
of an eye, you and your companions are there. chilling those nearby.
Daily Arcane, Teleportation Encounter Arcane, Cold, Implement
Standard Action Melee touch Standard Action Ranged 20
Effect: You and up to four allies that are all touching are Target: One creature
immediately teleported to another location of your Attack: Charisma vs. Reflex
choice on the same plane. Distance is not a factor. Hit: 3d10 + Charisma modifier cold damage, and the
You must be able to see or be familiar with the target is entombed in ice. While entombed, the
destination you are attempting to reach. You cannot target is stunned, and attacks cannot gain line of
teleport to a destination that you have not physically effect against it. This effect lasts until the end of
seen before. your next turn.
Effect: Any creature moving adjacent or ending its turn
Level 17 Encounter Spells adjacent to the entombed creature takes 5 cold
damage.
Draconic Might Sorcerer Attack 17
In a blink of an eye, you take the form of a terrifying red- Level 19 Daily Spells
scaled dragon and lash out at your foes.
Encounter Arcane, Fire, Implement, Polymorph Disintegrate Sorcerer Attack 19
Standard Action Melee 2 You fire a green ray from your wand. Whatever the
Effect: You take the appearance of a red dragon and emerald beam hits disappears in a puff of gray dust.
increase in size to Large and take up 2 x 2 squares. Daily Arcane, Implement
You push any creature in the squares you now take Standard Action Ranged 10
up into an adjacent square. At the end of your next Target: One creature or object
turn, you return to your former shape and size. Attack: Charisma vs. Reflex
Target: All creatures in reach Special: You don’t need to make an attack roll to hit an
Attack: Charisma vs. Reflex unattended object with this power.
Hit: 3d8 + Charisma modifier damage and the target Hit: 5d10 + Charisma modifier damage, and ongoing 10
takes ongoing 5 fire damage (save ends). damage (save ends). If the target saves, it takes
ongoing 5 damage (save ends).
Fomorian’s Grip Sorcerer Attack 17 Miss: 3d10 + Charisma modifier damage, and ongoing 5
damage (save ends).
A purplish, wart-covered hand materializes around your
foes and crushes them.
Encounter Arcane, Implement, Poison Gorgon’s Gaze Sorcerer Attack 19
Standard Action Area burst 2 within 20 squares As your opponent watches in horror, his flesh become
Target: Each creature in burst rock-like and increasingly rigid.
Attack: Charisma vs. Reflex Daily Arcane, Implement
Hit: 3d6 + Charisma modifier poison damage, and Standard Action Ranged 20
ongoing 5 poison damage (save ends) and the Target: One creature
target is immobilized until the end of your next turn. Attack: Charisma vs. Fortitude
Effect: Entering a square within the power’s area costs Hit: 8d6 + Charisma modifier damage and the target is
4 extra squares of movement. This effect ends at slowed (save ends). If the target fails the save it
the end of your next turn, and you can dismiss it as becomes encased in stone (save ends). While
a minor action. encased in stone, the creature is stunned, but has
damage resistance 20.
Flames of Corruption Sorcerer Attack 17 Miss: Half damage and the target is slowed (save
ends).
You burn your foes from the inside out.
Encounter Arcane, Fire, Implement, Necrotic
Standard Action Area burst 2 in 20 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 5d6 + Charisma modifier fire and necrotic damage
and ongoing 10 fire damage (save ends).

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4E Races and Classes
Mass Suggestion Sorcerer Attack 19
You softly speak words of advice, and you opponents Greatest Call of Blood Sorcerer Utility 22
agrees with your wisdom. Speaking words of magic, you summon a creature to aid
Daily Arcane, Charm, Implement, Language- you.
Dependant Encounter Arcane, Conjuration
Standard Action Close burst 5 Standard Action Ranged 10
Target: All creatures in burst Effect: You summon three 17th or 18th level minions,
Attack: Charisma vs. Will two 19th or 20th level minions or one 21st or one 22nd
Hit: 5d6 + Charisma modifier psychic damage and you level minion creature to fight for you. As a standard
can give an order to the target to spend a standard, action, you can give the minion(s) a command,
move or minor action on its turn to perform an action which it unfailingly obeys. The minion has its own
of your choice. standard, move and minor action to perform tasks,
Miss: Half damage and the target is dazed until the end though it acts on your turn. It cannot use action
of its next turn. points. If not given orders, the minion takes no
action other than Full Defense for the round. The
Vampire’s Embrace Sorcerer Attack 19 minion remains until slain, dismissed or 5 minutes
You sap your opponent’s will and force him to assist you. elapse.
Daily Arcane, Charm, Implement, Necrotic Note: A list of summonable lesser minions can be found
Standard Action Ranged 20 at the end of this document. Also, you can summon
Target: One creature the following creatures from the MM with this power:
Attack: Charisma vs. Will Aboleth Servitor, Abyssal Ghoul Hungerer, Angel of
Hit: 4d10 + Charisma modifier necrotic damage and Valor Legionnaire, Legion Devil Legionnaire,
you can give an order to the target to spend a Grimlock Follower.
standard, move or minor action on its turn to perform
an action of your choice (save ends). Time Stop Sorcerer Utility 22
Miss: Half damage and the target is stunned until the Everything around you slows to a halt, frozen in time.
end of its next turn. Then, after a few moments, everything starts to speed
up again, returning to normal time.
Level 22 Utility Spells Daily Arcane
Minor Action Personal
Effect: You gain two extra standard actions, which you
Gate Sorcerer Utility 22 can’t use to attack other creatures.
You draw a circle in the air and with a thunderous crack,
it opens to another plane of existence.
Daily Arcane, Teleportation Level 23 Encounter Spells
Standard Action Area 1 square in 10 squares
Effect: You open a portal that leads to another plane of Freezing Spectacle Sorcerer Attack 23
existence. The portal opens to any location on the Glints of ice fill the air and burn foes with a holy
distant plane that you desire. Creatures can pass to radiance.
and from the plane simply by entering the square Encounter Arcane, Cold, Implement, Radiant
and choosing to passing through. Standard Action Area burst 4 in 10 squares
You can only open the portal to a place you are Target: Each creature in burst
familiar with or have seen before. Attack: Charisma vs. Reflex
Sustain Move: The portal remains open. Hit: 3d6 + Charisma modifier cold and radiant damage
and ongoing 10 cold and radiant damage (save
Greater Heritage Form Sorcerer Utility 22 ends).
Your form shifts and wavers, becoming that of another.
Daily Arcane, Polymorph Impure Brilliance Sorcerer Attack 23
Standard Action Personal A brilliant flash of light poisons all it touches.
Effect: You take the outward appearance of any Encounter Arcane, Implement, Poison, Radiant
creature of your level or lower, including elite or solo Standard Action Close blast 5
creatures, but not unique creatures (such as the Target: Each creature in blast
Tarrasque or Asmodeus) whose name appears in Attack: Charisma vs. Reflex
one of your powers. You gain the creature’s size Hit: 4d6 + Charisma modifier poison and radiant
and the movement type and speed of the creature damage and the target is blinded (save ends).
you assume. You can also use the creature’s basic
attack forms. You gain no other abilities of the
creature that you take the shape of.

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4E Races and Classes
Purging Fire Sorcerer Attack 23 Level 25 Daily Spells
Fire burns and acid melts the rest.
Encounter Arcane, Acid, Fire, Implement, Zone Elemental Maw Sorcerer Attack 25
Standard Action Area burst 4 within 10 squares You call up a spinning vortex of elemental energy that
Target: Each creature in burst inexorably draws everything around it toward seeming
Attack: Charisma vs. Fortitude destruction.
Hit: 3d6 + Charisma acid and fire damage and ongoing Daily Arcane, Implement, Teleportation; Acid,
10 acid and fire damage (save ends). Cold, Fire, Lightning, or Thunder
Effect: Any creature that enters the area or ends it turn Standard Action Area burst 4 in 20 squares
there takes 10 acid and fire damage. The area Target: Each creature in burst
remains until the end of your next turn, or you can Attack: Intelligence vs. Reflex
dismiss it as a minor action. Hit: 6d6 + Charisma modifier damage of a type chosen
from the following list: acid, cold, fire, lightning, or
Thunder And Lightning Sorcerer Attack 23 thunder. In addition, the target is pulled 2 squares
You unleash the power of a thunderstorm on your foes. toward the maw’s origin square.
Encounter Arcane, Implement, Lightning, Thunder Miss: Half damage, and no pull.
Standard Action Ranged 20 Effect: This attack’s origin square becomes a vortex of
Primary Target: One creature energy. The burst creates an area of difficult terrain.
Attack: Charisma vs. Reflex The effect remains until the end of your next turn.
Hit: 3d6 + Charisma modifier lightning and thunder Any creature that is pulled into the vortex takes 3d6
damage and the target is immobilized until the end + Charisma modifier damage of a type chosen from
of your next turn. the following list: acid, cold, fire, lightning, or
Secondary Targets: Two creatures within 5 squares of thunder. In addition, you teleport that creature to a
the primary target square within 20 squares of you.
Secondary Attack: Charisma vs. Reflex The creature arrives at its destination prone and
Hit: 1d6 + Charisma modifier lightning and thunder dazed until the start of your next turn.
damage and the target is immobilized until the end
of your next turn. Draconic Breath Sorcerer Attack 25
Tertiary Targets: All other enemies within 20 squares You inhale sharply, and expel a furious gout of elemental
of you energy on your foes.
Attack: Charisma vs. Reflex Daily Arcane, Implement; Acid, Fire, Ice, Lightning
Hit: Intelligence modifier lighting damage and the target or Poison
is slowed. Standard Action Close blast 10
Target: All creatures in blast
Attack: Charisma vs. Reflex
Hit: 10d6 + Charisma modifier energy damage (acid,
fire, ice, lightning or poison).
Miss: Half damage.

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4E Races and Classes
Maze Sorcerer Attack 25 Draconic Rage Sorcerer Attack 27
You trap an enemy in an extradimensional vault You become a raging dragon.
resembling a maze. He vanishes from sight, caught in Encounter Arcane, Fire, Implement
your maze until he can find an escape. Standard Action Melee 2
Daily Arcane, Implement, Psychic, Teleportation Effect: You take the appearance of a red dragon and
Standard Action Ranged 10 increase in size to Large and take up 2 x 2 squares.
Target: One creature You push any creature in the squares you now take
Attack: Charisma vs. Will up into an adjacent square. You also gain flying 10
Hit: 3d12 + Charisma modifier psychic damage. until the end of your next turn. At the end of your
Effect: You trap the target in an extradimensional maze. next turn, you return to your former shape and size.
While caught in the maze, the target cannot see, Target: All creatures in reach
move, or affect the world outside in any way. Attack: Charisma + 2 vs. AC
Similarly, no one can see or attack the creature in Hit: 2d8 + Charisma modifier damage. Make a single
the maze. The maze remains visible as a faintly secondary attack, regardless of the number of times
glowing sigil or rune in the square the trapped you hit.
creature occupied; it is harmless to all other beings, Close blast 5
and creatures can move through or attack through Targets: All creatures in blast
that square without penalty. On its turn each round, Attack: Charisma vs. Reflex
the target can attempt an Intelligence check against Hit: 2d8 + Charisma modifier fire damage.
your Will defense to escape as a standard action.
The target gains a cumulative +5 bonus to this check Eyes of the Umber Hulk Sorcerer Attack 27
each time it fails.
Your enemies confusedly fall upon each other.
Upon leaving the maze, the creature returns to
Encounter Arcane, Charm, Implement, Psychic
the space it occupied (or, if occupied, the nearest
Standard Action Area burst 3 in 20 squares
available unoccupied space of its choice), and the
Target: Each creature in burst
maze ends.
Attack: Charisma vs. Will
Hit: 2d10 + Intelligence modifier psychic damage. On
the target’s next turn, you control its actions. You
Level 27 Encounter Spells can move it a number of squares equal to your
Intelligence modifier, and it then makes a basic
Consuming Ice Sorcerer Attack 27 attack against its nearest ally.
You encase your foe in freezing acid.
Encounter Arcane, Acid, Cold, Implement Soulfire Sorcerer Attack 27
Standard Action Ranged 20 You burn not only your opponent’s flesh, but his soul as
Target: One creature well.
Attack: Charisma vs. Reflex Encounter Arcane, Fire, Implement, Necrotic
Hit: 2d8 + Charisma modifier acid and cold damage Standard Action Close blast 5
The target is entombed in ice and stunned until the Target: Each enemy in blast
end of your next turn. Attack: Charisma vs. Reflex
Effect: Any creature moving adjacent to or ending its Hit: 6d6 + Charisma modifier fire and necrotic damage
turn adjacent to the entombed creature takes 10 and ongoing 10 Necrotic damage (save ends).
acid and cold damage.
Level 29 Daily Spells

Death’s Embrace Sorcerer Attack 29


Your eyes darken into black orbs as your enemies are
wracked with magical power.
Daily Arcane, Charm, Implement, Necrotic, Poison
Standard Action Close burst 10
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier necrotic and poison
damage and the target is dazed (save ends). If the
target fails the first save, it is stunned (save ends).

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4E Races and Classes
Incendiary Cloud Sorcerer Attack 29
A billowing cloud of red and orange flows to where you
direct, then explodes in flame.
Daily Arcane, Conjuration, Fire, Implement, Zone
Standard Action Area burst 5 in 20 squares
Target: All creatures in burst
Attack: Charisma vs. Reflex
Hit: 7d6 + Charisma modifier fire damage
Effect: The cloud fills the area, providing concealment
and counting as difficult terrain. The cloud remains
until the end of your next turn.
Sustain Minor: The cloud persists. Any creature
entering the cloud or ending their turn in the cloud
takes 15 fire damage.

Magic Jar Sorcerer Attack 29


You burn the soul out of an opponent, and use its body
to attack your foes.
Daily Arcane, Implement, Psychic, Teleportation
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Will
Hit: 4d10 + Charisma modifier psychic damage.
Effect: You teleport into the opponent’s body, taking
control of it. The target’s hit points are replaced with
your own, if lower. On your next turn, you can use
the opponent’s body to move and attack. You may
use your own powers through the target’s body or
make an attack using the target’s basic attack. If the
target takes damage, it loses hit points, not you. On
the opponent’s turn, it can attempt an Intelligence
check against your Will defense to expel you as a
standard action. The target gains a cumulative +5
bonus to this check each time it fails. On a success,
or if the target is reduced to 0 or fewer hit points, you
are expelled from the target’s body into an adjacent
space, and the control ends.

Cometfall Sorcerer Attack 29


A great comet of blazing ice strikes the ground and
obliterates your enemies.
Daily Arcane, Cold, Implement
Standard Action Area burst 5 in 20 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 8d6 + Intelligence modifier ice damage and the
target is knocked prone.
Miss: Half damage and the target is knocked prone.
Effect: For the remainder of the encounter, the area is
considered difficult terrain.

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4E Races and Classes
Unleash Fiend Acolyte of the Skin Attack 20
Paragon Paths With a great tearing sound, the fiend bound to you
separates from your own body, though under your
control.
Acolyte of the Skin Daily Arcane, Conjuration
Standard Action Close burst 1
“Ah, that feels…interesting.” Effect: You conjure a fiend that fills one square
adjacent to you. As a move action, you can move the
The whispers of the fallen pervaded ancient fiend at a speed of fly 8 and it attacks any one creature it
Bael Turath, and beings of the lower planes walked the ends its move adjacent to.
halls of the ancient strongholds. Secrets were passed Target: One creature adjacent to fiend
between the powers that be, and pacts made for unholy Attack: Charisma vs. Reflex
power. Some became so bold as to bind the fell Hit: 3d8 + Charisma modifier fire damage.
creatures to their body. It has become a secret passed Sustain Minor: The fiend persists.
down to you now, and you intend to take full advantage
of the power it grants.

Acolyte of the Skin Path Features


Eyes of the Fiend (11th level): You gain darkvision.
Draw on the Fiend (11th level): When you spend an
action point to perform an extra action, you can choose
instead to regain any encounter power with the fire
keyword.
Fiendish flight (16th level): When you spend an action
point to take an extra action, you grow wings and gain a
fly speed equal to your base speed for the duration of
the encounter.

Acolyte of the Skin Spells

Gaze of the Pit Acolyte of the Skin Attack 11


Your eyes flash with a red inner light, sending chills
down your opponent’s back.
Encounter Arcane, Fear, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Intelligence modifier psychic damage and the
target moves its speed away from you. This move
provokes opportunity attacks.

Skin of the Fiend Acolyte of the Skin Utility 12


You draw upon the fiend bound to you, granting you
great power.
Encounter Arcane
Minor Action Personal
Effect: You gain your choice of one of the following
abilities, which lasts until the start of your next turn.

♦ +2 bonus to hit
♦ +2 bonus to one defense (AC, Fortitude, Reflex or
Will)
♦ +1 bonus to damage
♦ +2 bonus to one skill
♦ Resist acid, fire and cold 5

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4E Races and Classes
Dragonblooded Draconic Transformation Dragon Disciple Attack 20
You become a dragon, if only for a short while.
”Behold, I have become death; the destroyer of worlds.” Daily Arcane, Implement, Polymorph; Acid, Ice,
Fire, Lightning or Poison
Dragons – the mightiest incarnation of magic. Standard Action Melee 2, Close blast 5
The only way to truly master magic is to become one of Effect: You assume the shape and color of a large
these fell beasts yourself. You have undertaken the dragon of your choice. You take up 2 x 2 squares,
path that will lead you to this final fate – you will become pushing any creature in your enlarged area into
an immortal symbol of magic, or die trying. adjacent empty squares.
Target: All creatures in reach
Dragonblooded Path Features Attack: Charisma + 2 vs. AC
Hit: 2d6 + Charisma modifier energy damage (acid, ice,
Dragon Scales (11th level): Your body becomes fire, lightning or poison, according to draconic color).
covered in naturally hard scales that provide the benefits Secondary Targets: All creatures in blast
of scale mail armor, with no check penalty and no Attack: Intelligence vs. Reflex
weight. You are considered proficient with this armor Hit: 6d6 + Charisma modifier energy damage (acid,
and it cannot be removed. ice, fire, lightning or poison, according to
Dragon Claws (11th level): You fingernails harden, draconic color).
giving you a basic unarmed attack. You gain the Miss: Half damage
Draconic Claws power as an at-will power. Sustain Minor: You remain in dragon form and may
Dragon Wings (16th level): Bat-like wings sprout from make a primary attack next round. You may sustain
your back, giving you a Fly speed of 8. this power until the end of the combat or 5 minutes.
Special: The energy type dealt by the attacks are
based on draconic color as follows: copper/black =
Dragon Disciple Spells acid, blue/bronze = lightning, gold/green = poison,
brass/red = fire, silver/white = ice.
Draconic Claws Dragonblooded Attack 1
Your fingernails have hardened into powerful talons.
At-Will Arcane
Standard Action Melee 1
Target: One creature
Attack: Charisma + 2 vs. AC
Hit: 1d6 + Charisma modifier damage.
Increase to 2d6 + Charisma modifier damage at 21st
level.
Special: This power is treated as basic melee attack.

Draconic Exhalation Dragonblooded Attack 11


You exhale a gout of seething energy.
Encounter Arcane, Implement; Acid, Ice, Fire,
Lightning or Poison
Standard Action Close burst 10
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier energy damage (acid, ice,
fire, lightning or poison).
Special: You choose the energy type when this power
is taken.

Draconic Mettle Dragonblooded Utility 12


You skin becomes as invulnerable as a dragon’s hide.
Daily Arcane
Minor Action Personal
Effect: You gain resistance to one energy (acid, fire,
ice, lightning or thunder) equal to your level as well as a
+2 power bonus to Fortitude and AC for the duration of
the encounter or up to 5 minutes.

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4E Races and Classes
Stormcaster Stormcaster Spells

“I am the wind on the waves and the billowing Summon Thunderhead Stormcaster Attack 11
thunderhead. Let the rain fall and the lightning play.” The sky darkens. Lightning flashes. Your foes cringe in
terror.
Lightning courses through your veins and you Encounter Arcane, Implement, Lightning, Thunder
can always hear the distant roll of thunder in your ears. Standard Action Area burst 4 in 10 squares
You live for the feel of rain upon your face and the wind Target: Each creature in burst
flowing through your hair. The enemy’s terror will be Attack: Charisma vs. Reflex
your thrill as you unleash the power of the storm upon Hit: 2d6 + Charisma modifier lightning and thunder
the battlefield. Even now, the clouds are rolling in… damage and the target is immobilized until the end
of your next turn.

Downpour Stormcaster Utility 12


The heavens open up and unleash a downpour of rain.
Encounter Arcane, Zone
Move Action Area burst 4 in 10 squares
Effect: The area provides concealment, though you are
unaffected. Any creature in the area or conducting a
ranged attack through the area suffers a –2 penalty
to hit. As a move action, you can move the area up
to 5 squares.
Sustain Minor: The area persists. You can sustain the
area for up to 5 minutes.

Primordial Tempest Stormcaster Attack 20


You unleash hell as hail pours down amid peals of
thunder and flashing bolts of lightning.
Daily Arcane, Cold, Implement, Lightning and
Stormcaster Path Features Thunder
Standard Action Close burst 20
Stormcaster’s Fury (11th level): When you spend an
Target: Each creature in burst
action point to perform an action, all of your spells that
Attack: Charisma vs. Reflex
have the lightning or thunder keyword deal +1d6
Hit: 2d6 + Charisma modifier cold, lightning and thunder
damage until the end of your turn.
damage and the target is slowed (save ends).
The Building Storm (11th level): When you spend an
Damage: Half damage and the target is slowed until the
action point to perform an action, you can choose
end of your next turn.
instead to regain an encounter power with the lightning
Effect: You create a zone of difficult terrain. For each
or thunder keyword.
square a creature moves in the zone, or if it ends it
Quickened Blood (11th level): You gain resistance to
turn in the zone, it suffers 5 cold, lightning and
lightning equal to your ½ your level + your Charisma
thunder damage.
modifier.
Sustain Move: The zone persists.
Scion of the Storm (16th level): When you spend an
action point to perform an action, you may choose to
instead regain a daily power with the lightning or thunder
keyword.

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4E Races and Classes
enhancement bonus to the attack rolls and the damage
rolls of transmuter powers, as well as transmuter
Transmuter paragon path powers, that have the implement keyword.

“There is no form I cannot be, no ability that is beyond Transmuter Class Features
my grasp. I am all that is, and all that is, is me.”

CLASS TRAITS Arcane Implement Mastery


Role: Leader/Striker. You abilities enhance you ally’s You specialize in the use of one kind of
abilities and allow you engage the enemy with implement to gain additional abilities when you wield it.
powerful attacks. Choose one of the following forms of implement
Power Source: Arcane. mastery.
Key Abilities: Intelligence, Strength, Constitution

Armor Proficiencies: Cloth


Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10 + Constitution score


Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana. From the class skills list below.


choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha),
Dungeoneering (Wis), History (Int), Insight (Wis),
Nature (Int), Religion (Int)
Build Options: Buff transmuter, shapeshifter transmuter
Class Features: Arcane Implement Mastery, cantrips,
Ritual Casting, spellbook

Creating a Transmuter
Buff Transmuter
You concentrate on enhancing your own abilities
or that of your allies. Impossible feats of strength,
willpower or reflexes become easily accomplished tasks.
Opponents have a difficult time hitting you or allies as
augment their ability to defend themselves. Offensively,
you and your allies hit harder and deal more damage
with each attack.

Shapeshifter Transmuter
Your own form is transatory. By taking the form Orb of Imposition: Once per encounter as a free action,
of another creature, you use its special talents for your you can use your orb to gain one of the following two
own benefits. At higher levels, you can not only effects.
transform yourself, but your allies as well, enhancing You can designate one creature you have cast a
their abilities with addition of limbs or attacks that were conjurer spell upon that has an effect that lasts until the
previously unavailable. subject succeeds on a saving throw. That creature takes
a penalty to its saving throws against that effect equal to
your Wisdom modifier.
Implements Alternatively, you can choose to extend the
Transmuters make use of orbs, staffs, and duration of an effect created by a conjurer at-will spell
wands to help channel and direct their arcane powers. (such as cloud of daggers or ray of frost) that would
Every transmuter has mastery of one type of implement otherwise end at the end of your current turn. The effect
(see “Class Features”). Without an implement, a instead ends at the end of your next turn.
transmuter can still use his or her powers. A transmuter
wielding a magic orb, staff, or wand can add its

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4E Races and Classes
You must wield an orb to use this ability. Buff Transmuter Powers
transmuters select this form of mastery because it helps
extend the duration of their control effects.
Staff of Defense: A staff of defense grants you a +1 Class Features
bonus to AC. In addition, once per encounter as an
immediate interrupt, you gain a bonus to defense against Animate Tiny Object Transmuter Cantrip
one attack equal to your Constitution modifier. You can At your direction, an inanimate object springs to life.
declare the bonus after the Dungeon Master has already At-Will Arcane
told you the damage total. You must wield your staff to Standard Action Ranged 5
benefit from these features. This form of mastery is Target: One object of tiny size or smaller
useful for all transmuters, particularly if you dabble in Effect: You animate the object as a tiny creature. You
both control and damage-dealing spells. can give the object a command as a move action
Wand of Accuracy: Once per encounter as a free and it will do its best to carry out your orders, acting
action, you gain a bonus to a single attack roll equal to on your turn with its own move, standard and minor
your Dexterity modifier. You must wield your wand to action. It cannot use or be given action points and
benefit from this feature. This form of mastery is good for cannot attack. If given no command, the object
buff transmuters because it helps increase their continues carrying out its last command. This power
accuracy with damaging powers. lasts for 5 minutes and can be dismissed as a minor
action.
Cantrips Special: You can have as many as three animate items
Cantrips are minor spells you gain at 1st level. active at one time.
You can use the following cantrips as at-will powers.
Mending Transmuter Cantrip
Ritual Casting You touch the item, repairing it.
You gain the ritual Caster feat as a bonus feat, At-Will Arcane
allowing you to use magical rituals. Standard Action Melee touch
Effect: You repair a non-magical item of up to Tiny size.
Spellbook
You possess a spellbook, a book full of mystic Light Transmuter Cantrip
lore in which you store your rituals and your daily and With a wave of your hand, you cause a bright light to
utility spells. appear on the tip of your staff, upon some other object,
Rituals: Your book contains three 1st-level rituals of or in a nearby space.
your choice that you have mastered. At-Will Arcane
At 5th level, and again at 11th, 15th, 21st, and Minor Action Ranged 5
25th level, you master two more rituals of your choice Target: One object or unoccupied square
and add them to your spellbook. Any ritual you add must Effect: You cause the target to shed bright light. The
be your level or lower. light fills the target’s square and all squares within 4
Daily and Utility Spells: Your spellbook also holds your squares of it. The light lasts for 5 minutes. Putting
daily and utility spells. You begin knowing two daily out the light is a free action.
spells, one of which you can use on any given day. Each Special: You can have only one light cantrip active at a
time you gain a level that lets you select a daily spell or a time. If you create a new light, your previously cast
utility spell, choose two different daily spells or utility light winks out.
spells of that level to add to your book.
After an extended rest, you can prepare a
number of daily and utility spells according to what you
can cast per day for your level. You can’t prepare the
same spell twice.
If you replace a spell because of gaining a level
or through retraining, the previous spell vanishes from
your spellbook and is replaced by the new spell.
Capacity: A typical spellbook has 128 pages. Each spell
takes up 1 page. A ritual takes up a number of pages
equal to its level.

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4E Races and Classes
Prestidigitation Transmuter Cantrip Caltrops Transmuter Attack 1
You perform an amusing magical trick, such as creating Sharp barbs seems to grow the ground, ready to impale
a dancing wisp of light, freshening a wilting flower, those who pass through the area.
making a coin invisible, or warming a cold drink. At-Will Arcane, Implement, Zone
At-Will Arcane Standard Action Area burst 1 in 10 squares
Standard Action Ranged 2 Target: All creatures in area
Effect: Use this cantrip to accomplish one of the effects Attack: Intelligence vs. Reflex
given below. Hit: 2d4 + Intelligence modifier damage.
Move up to 1 pound of material. Increase damage to 4d4 + Intelligence modifier at 21st
Create a harmless sensory effect, such as a level.
shower of sparks, a puff of wind, faint music, or Special: You create a zone of difficult terrain that lasts
a strong odor. until the end of your next turn. If a creature enters
Color, clean, or soil items in 1 cubic foot for up to the area, make an Intelligence vs. Reflex attack to
1 hour. deal 2d4 + Intelligence modifier damage to the
Instantly light (or snuff out) a candle, a torch, or a target.
small campfire.
Chill, warm, or flavor up to 1 pound of nonliving Fist of Stone Transmuter Attack 1
material for up to 1 hour.
Your hand becomes solid stone and you swing it at your
Make a small mark or symbol appear on a surface
enemy.
for up to 1 hour.
At-Will Arcane, Implement
Produce out of nothingness a small item or image
Standard Action Melee 1
that exists until the end of your next turn.
Target: One creature
Make a small, handheld item invisible until the
Attack: Intelligence + 2 vs. AC
end of your next turn.
Hit: 1d8 + Intelligence modifier damage.
Nothing you create with this cantrip can deal
Increase to 2d8 + Intelligence modifier damage at 21st
damage, serve as a weapon or a tool, or hinder
level
another creature’s actions. This cantrip cannot
duplicate the effect of any other power.
Special: You can have as many as three prestidigitation Launch Bolt Transmuter Attack 1
effects active at one time. You open your hand, and the missile you hold streaks
outward and strikes your foe.
At-Will Arcane, Weapon
Level 1 At-Will Spells Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. AC
Animated Attack Transmuter Attack 1 Hit: 1[W] + Intelligence modifier damage.
Your dagger flies from your belt and crosses with your Increase to 2[W] + Intelligence modifier damage at 21st
opponent’s weapon, then begins to beat him back. level.
At-Will Arcane, Weapon
Standard Action Melee 1
Target: One creature Magic Missile Transmuter Attack 1
Attack: Intelligence vs. Reflex You launch a silvery bolt of force at an enemy.
Hit: 1[W] + Intelligence modifier damage. At-Will Arcane, Force, Implement
Increase damage to 2[W] + Intelligence modifier at 21st Standard Action Ranged 20
level. Target: One creature
Special: This power counts as a melee basic attack. Attack: Intelligence vs. Reflex
When a power allows you to make a melee basic attack, Hit: 2d4 + Intelligence modifier force damage.
you can use this power. Increase damage to 4d4 + Intelligence modifier at 21st
level.
Special: This power counts as a ranged basic attack.
When a power allows you to make a ranged basic
attack, you can use this power.

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4E Races and Classes
Level 1 Encounter Spells Level 1 Daily Spells

Belker Claws Transmuter Attack 1 Body of the Sun Transmuter Attack 1


Smoke begins to seep from your hands as your Holding your hands outward, your body explodes with
fingernails lengthen into talons. light and flame.
Encounter Arcane, Implement Encounter Arcane, Fire, Implement, Zone
Standard Action Melee 1 Standard Action Burst 1
Effect: You gain a claw attack. This claw attack is Target: All creatures in burst
treated as a basic melee attack. Attack: Intelligence vs. Reflex
Target: One creature Hit: 2d6 + Intelligence modifier fire damage.
Attack: Intelligence vs. Reflex Effect: You create an aura of fire around that moves
Hit: 1d10 + Intelligence modifier damage and ongoing 2 with you. Any creature that ends its turn in the aura
damage (save ends). takes your Intelligence modifier fire damage. The
Sustain Minor: The claws persist. You can sustain the aura lasts until the end of your next turn.
claws up to 5 minutes. Sustain Minor: The aura persists.

Ray of Clumsiness Transmuter Attack 1 Earthen Grasp Transmuter Attack 1


A ruby ray streaks from your hand, causing your A hand of stone and rock thrusts upward, grasping your
opponent to stumble. foe and holding him fast.
Encounter Arcane, Implement Daily Arcane, Conjuration, Implement
Standard Action Ranged 10 squares Standard Action Ranged 20
Target: One creature Effect: You conjure a hand of stone, occupying 1
Attack: Intelligence vs. Reflex square in range. The hand attacks one adjacent
Hit: 2d6 + Intelligence modifier damage and the target creature. If the hand is not grabbing a target, it can
falls prone. be moved and made to attack a new target within
range as a move action. The hand lasts until the
Scatterspray Transmuter Attack 1 end of your next turn.
Target: One creature
With a slide of your hand, a handful of small objects
Attack: Intelligence vs. Fortitude
become airborne missiles.
Hit: 1d8 + Intelligence modifier damage and the
Encounter Arcane, Implement
opponent is grabbed (until escape). If the target
Standard Action Burst 1 in 10 squares
attempts to escape, the hand uses your Fortitude or
Target: All creatures in burst
Reflex defense.
Attack: Intelligence vs. Reflex
Sustain Minor: The hand persists.
Hit: 2d6 + Intelligence modifier damage.

Slide Transmuter Attack 1


Pyrotechnics Transmuter Attack 1
Smoke and fiery sparks fly from your fingertips.
You clench your hand as you gaze at your opponent,
Daily Arcane, Fire, Implement
and by moving your clenched fist, you slide your
Standard Action Area burst 2 in 20 squares
opponent.
Target: All creatures in burst
Encounter Arcane, Implement
Attack: Intelligence vs. Reflex
Standard Action Ranged 5
Hit: 3d6 + Intelligence modifier fire damage and the
Target: One creature
target is blinded (save ends).
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier damage and you slide
the target a number of squares equal to your Reduce Person Transmuter Attack 1
Charisma modifier. You reduce your opponent to a minor nuisance.
Daily Arcane, Polymorph
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target is reduced to 1/16 its normal size and is
slowed and weakened (save ends all).

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4E Races and Classes
Level 2 Utility Spells Expeditious Retreat Transmuter Utility 2
Your form blurs as you hastily withdraw from the
Animate Small Object Transmuter Utility 2 battlefield.
With a snap, a small object springs to life at your Daily Arcane
command. Move Action Personal
Daily Arcane Effect: You shift up to twice your speed.
Move Action Ranged 10
Effect: You bring to life an object of up to small size. Feather Fall Transmuter Utility 2
When you animate the object, you may spend up to 2 You or a creature you choose falls gently, like a feather.
healing surges to give the object extra hit points. As a Daily Arcane
move action, you can give the object an order, which it Free Action Ranged 10
obeys to the best of its ability. The object acts on your Trigger: You or one creature in range falls
turn. If given no order, the object does nothing. This Effect: You or the creature takes no damage from the
power lasts until the end of your next turn. fall, regardless of its distance, and does not fall prone at
Sustain Minor: The power persists until the end of your the end of the fall.
next turn.

Animated Small Object Level 2 Skirmisher


Mage Armor Transmuter Utility 2
An invisible force surrounds and protects you or an ally.
Small natural animate (construct) XP -
Daily Arcane, Force
Initiative +5 Senses Perception +3
Minor Action Melee touch
HP 15; Bloodied 7
Effect: You are treated as if wearing invisible cloth
AC 16; Fortitude 16, Reflex 15, Will 15
armor than provides a +4 Armor bonus, no check
Immune disease, poison, sleep
penalty and no speed penalty until the end of the
Speed 5
encounter.
M Slam (standard; at-will)
+14 vs. AC; 1d10 + 3 damage
Darting Strike Magic Weapon Transmuter Utility 2
If a small animated object moves at least 3 spaces A weapon you touch becomes magical.
before attacking, it deals +1d6 damage. Daily Arcane
Alignment Unaligned Languages – Standard Action Melee touch
Str 17 (+4) Dex 14 (+3) Wis 14 (+3) Effect: The weapon you touch gains a +1 bonus to hit
Con 15 (+3) Int 1 (-4) Cha 3 (-3) and damage and deals an extra +1d6 damage on a
critical hit. This power lasts for 5 minutes.
Darkvision Transmuter Utility 2
The darkness around you fades away, illuminating in Level 3 Encounter Spells
shades of gray.
Daily Arcane Flame Arrow Transmuter Attack 3
Standard Action Personal An arrow of fire streaks from your hand to strike a target
Effect: You gain darkvision. This power lasts 12 hours. you designate.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Enlarge Person Transmuter Utility 2
Target: One creature
With a snap of your fingers, your ally grows in size and
Attack: Intelligence vs. Reflex
power.
Hit: 2d6 + Intelligence modifier fire damage and
Daily Arcane, Polymorph
ongoing 2 fire damage (save ends).
Standard Action Ranged 10
Effect: The target doubles in size, increasing in size to
the next size category and taking up the appropriate Hurl Transmuter Attack 3
number of squares. The target also gains a +2 You sweep your arms open, and your foes are scattered.
power bonus to attack and damage. This power Encounter Arcane, Force, Implement
lasts for up to five minutes or can be dismissed by Standard Action Area burst 2 in 10 squares
you as a minor action. Target: All creatures in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier force damage and the
target is pushed a number of squares equal to your
Charisma modifier.

Page 185 of 521


4E Races and Classes
Razorclaws Transmuter Attack 3 Level 6 Utility Spells
Your hands lengthen into sharp claws.
Encounter Arcane, Implement Animate Medium Object Transmuter Utility 6
Standard Action Melee 1 With a snap, a small object springs to life at your
Effect: You gain a claw attack. This claw attack is command.
treated as a basic melee attack. Daily Arcane
Target: One creature Move Action Ranged 10
Attack: Intelligence + 2 vs. AC Effect: You bring to life an object of up to medium size.
Hit: 1d6 + Intelligence modifier damage and ongoing 2 When you animate the object, you may spend up to 2
damage (save ends). healing surges to give the object extra hit points. As a
Sustain Minor: the claws persist until the end of your move action, you can give the object an order, which it
next turn. obeys to the best of its ability. The object acts on your
turn. If given no order, the object does nothing. This
Level 5 Daily Spells power lasts until the end of your next turn.
Sustain Minor: The power persists until the end of your
Ironthunder Horn Transmuter Attack 5 next turn.
A loud, thunderous crack issues forth, knocking your
opponents flat. Animated Medium Object Level 6 Soldier
Daily Arcane, Implement, Thunder Medium natural animate (construct) XP -
Standard Action Close blast 5 Initiative +8 Senses Perception +6
Target: Each creature in blast HP 23; Bloodied 11
Attack: Intelligence vs. Fortitude AC 22; Fortitude 18, Reflex 18, Will 18
Hit: 2d6 + Intelligence modifier thunder damage and the Immune disease, poison, sleep
target is knocked prone. Speed 5
Miss: Half damage and the target is immobilized. M Slam (standard; at-will)
+13 vs. AC; 1d10 + 4 damage
Press the Attack (immediate reaction; at-will)
Sonic Strike Transmuter Attack 5
If a medium animated object hits with its slam
You unleash a terrible roar that pummels your opponent.
+12 vs. AC; 1d10 + 4 damage
Daily Arcane, Implement, Thunder
Alignment Unaligned Languages –
Standard Action Ranged 10
Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
Target: One creature
Con 15 (+5) Int 3 (-1) Cha 3 (-1)
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage and the
target is slowed (save ends). Bear’s Endurance Transmuter Utility 6
Miss: Half damage and the target is deafened (save For a moment, the spiritual shape of a bear outlines your
ends). own form or that of an ally, before disappearing with a
deep growl.
Daily Arcane
Whirling Blade Transmuter Attack 5
Move Action Melee touch
A dancing blade of shifting energy appears and strikes at
Effect: The target gains a +2 power bonus to Fortitude
your foes.
defense and Endurance skill checks for up to 5 minutes.
Daily Arcane, Force, Implement
Standard Action Ranged 10
Effect: You create a blade of force in the target square. Bull’s Strength Transmuter Utility 6
You can move the blade up to 5 squares and attack The ghostly outline of a bull overlays the touched
as a move action. The sword lasts until the end of individual, before vanishing with a powerful snort.
your next turn. Daily Arcane
Target: One creature adjacent to blade Move Action Melee touch
Attack: Intelligence vs. Reflex Effect: The target gains a +2 power bonus to damage
Hit: 2d6 + Intelligence modifier force damage. rolls and Athletic skill checks for 5 minutes.
Sustain Minor: The sword persists. The sword can last
up to 5 minutes.

Page 186 of 521


4E Races and Classes
Cat’s Grace Transmuter Utility 6 Levitate Transmuter Utility 6
The prowling shape of a black cat descends to cover the You hold out your hands, and suddenly you feel air
target before fading to a slight yellow glimmer in the beneath your feet.
target’s eyes. Daily Arcane
Daily Arcane Move Action Personal
Move Action Melee touch Effect: You can move 4 squares vertically and remain
Effect: The target gains a +2 power bonus to AC and to there, hovering above the ground. While aloft, you
Acrobatic skill checks for 5 minutes. are unsteady, taking a –2 penalty to AC and Reflex
defense. If some effect, such as a pit opening below
Disguise Self Transmuter Utility 6 you, causes you to be more than 4 squares above
the ground, you drop down to 4 squares above the
With a snap of your fingers, you suddenly look like
ground. You do not take damage from such a fall.
someone else.
Sustain Move: You can sustain this power until the end
Daily Arcane, Illusion
of the encounter or for 5 minutes. When you sustain
Minor Action Personal
this power, you can move 3 squares up or down or 1
Effect: You make yourself, your clothing, and your
square horizontally. You cannot go higher than 4
equipment look different. You can take on the
squares above the ground. If you don’t sustain the
appearance of any creature of similar build and size,
power, you descend to the ground without taking
including a specific individual whom you’ve seen.
falling damage.
You gain neither the abilities or mannerisms of the
chosen form, nor the tactile or audible properties of
your form or gear. For example, if you took on the Rope Trick Transmuter Utility 6
illusion of a dwarf fighter in plate armor, anyone You release the rope in your hands, which snakes
touching you would realize you weren’t wearing skyward, then stops. You gently pull on the rope and a
plate armor, and you would not clank, creak, or rift opens wide at the top of the rope, revealing a safe
jingle as you walked. The illusion lasts for 1 hour, extradimensional pocket.
although you can end it as a minor action. You must Daily Arcane, Conjuration, Zone
keep the same appearance for the entire duration. Standard Action Area 1 square in 10 squares
Anyone who attempts to see through your ruse Effect: You create an extradimensional space in the
makes an Insight check opposed by your Bluff square that is accessed by climbing the rope (up 5
check, and you gain a +5 power bonus to your feet). The extradimensional space takes up no
check. space itself, but opens into a 3 x 3 square area that
is 10 feet tall. The rope can be pulled up to “close”
Eagle’s Splendor Transmuter Utility 6 the entrance and let down to “open” the entrance.
Time passes normally in the area, but creatures
The screeching phantasmal image appears over the
inside do not have line of effect to those outside and
target before diving to become one with the target.
vice versa, unless the entrance is open.
Daily Arcane
Sustain Standard: The extradimensional space
Minor Action Melee touch
persists for an hour. You can persist the space for
Effect: The target gains a +2 power bonus to Will
up to 8 hours.
defense and the Diplomacy skill for up to 5 minutes.

Fox’s Cunning Transmuter Utility 6


Spider Climb Transmuter Utility 6
You consume a small spider, gaining its extraordinary
The ghostly image of a fox spirals around the target
ability to climb sheer surfaces.
before slipping nimbly out of sight amid the target’s
Daily Arcane
clothes.
Minor Action Melee Touch
Daily Arcane
Effect: The target is treated as trained in Athletics and
Minor Action Melee touch
moves at normal speed when making Athletic checks to
Effect: The target gains a +2 power bonus to Reflex
climb.
defense and Stealth skill checks.

Greater Magic Weapon Transmuter Utility 6


The weapon you touch glows with magical power.
Daily Arcane
Move Action Melee touch
Effect: The weapon you touch gains a +2 power bonus
to hit and damage and deals an extra 2d6 damage
on a critical hit. This power lasts for 5 minutes.

Page 187 of 521


4E Races and Classes
Level 7 Encounter Spells Girallon’s Blessing Transmuter Attack 9
A second pair of clawed arms grows from your side as
Eruption Transmuter Attack 7 your original hands become like claws.
You cause the ground to boil open with fiery magma Daily Arcane, Implement
Encounter Arcane, Fire, Implement Standard Action Melee 1
Standard Action Area burst 3 in 10 squares Target: One, two, three or four creatures.
Target: All creatures in burst Attack: Intelligence vs. AC; make four attacks
Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier damage. If you hit a
Hit: 3d6 + Intelligence modifier fire damage and the target with two or more attacks, you deal additional
area is treated as difficult terrain until the start of 2d8 damage.
your next turn. Sustain Minor: The claws persist. You can sustain the
power up to 5 minutes.
Hamatula Barbs Transmuter Attack 7
Your body grows cruel barbs that impale those grabbing Slow Transmuter Attack 9
you. The air around your opponents seems to solidify as they
Encounter Arcane, Implement suddenly move slower and slower.
Immediate Reaction Personal Daily Arcane, Implement
Trigger: You are grabbed Standard Action Area burst 2 in 10 squares
Target: Creature grabbing you Target: Each enemy in burst
Attack: Intelligence vs. Reflex Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage and the target Hit: The target is slowed and dazed (save ends both).
lets go of you. Miss: The target is slowed (save ends).

Steeldance Transmuter Attack 7 Stony Grasp Transmuter Attack 9


You cause your opponent’s weapons to attack their A hand of stone rips itself from the ground and wraps
owners. around an opponent.
Encounter Arcane, Implement Daily Arcane, Conjuration, Implement
Standard Action Area burst 1 in 10 squares Standard Action Ranged 10
Target: Each creature with a weapon in hand in burst Effect: You conjure a hand of stone, occupying 1
Attack: Intelligence vs. Reflex square in range. The hand attacks one adjacent
Hit: Target’s weapon deals 1[W] + your Intelligence creature. If the hand is not grabbing a target, it can
modifier damage. be moved and made to attack a new target within
range as a move action. The hand lasts until the
end of your next turn.
Level 9 Daily Spells Target: One creature
Attack: Intelligence vs. Reflex
Giant’s Wrath Transmuter Attack 9 Hit: 2d6 + Intelligence modifier damage and the target
You grow to massive proportions and swat your foes like is grabbed (until escape). If the target attempts to
flies. escape, you use your Fortitude or Reflex defense.
Daily Arcane, Implement, Polymorph Special: a target grabbed by the hand takes 1d8 +
Standard Action Melee 2 Intelligence modifier damage when you sustain this
Effect: You increase in size to the next higher size power.
category with the appropriate increase in squares, Sustain Minor: The hand persists.
pushing all creatures out of any squares you grow to
occupy. At the end of your turn, your return to your
Level 10 Utility Spells
normal size.
Target: All creatures one size category lower or smaller
than you in reach Alter Self Transmuter Utility 10
Attack: Intelligence vs. Reflex Your shape alters to disguise yourself as another
Hit: 3d10 + Intelligence modifier damage and the creature.
opponent is shifted a number of squares equal to Daily Arcane, Polymorph
your Charisma modifier and knocked prone. Standard Action Personal
Effect: You take the outward appearance of any
creature of your level or lower. The appearance is
superficial only; you do not gain any of the special
abilities, gear or powers of the creature you mimic.
This power lasts for 1 hour or until you choose to
dismiss it as a minor action.

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4E Races and Classes
Animate Large Object Transmuter Utility 10 Haste Transmuter Utility 10
With a snap, a small object springs to life at your The air seems to change to a golden hue as your allies
command. become blurs of motion
Daily Arcane Daily Arcane
Move Action Ranged 10 Move Action Area burst 2 in 10 squares
Effect: You bring to life an object of up to large size. Targets: All allies in burst
When you animate the object, you may spend up to 2 Effect: The target can either make an extra basic attack
healing surges to give the object extra hit points. As a or double its speed each round. This power lasts
move action, you can give the object an order, which it until the end of your next turn. The target does not
obeys to the best of its ability. The object acts on your need to remain in range to receive this effect.
turn. If given no order, the object does nothing. This Sustain Minor: The power persists.
power lasts until the end of your next turn.
Sustain Minor: The power persists until the end of your Rock to Mud Transmuter Utility 10
next turn.
The ground where you direct becomes a mire of waist-
deep mud.
Animated Large Object Level 10 Soldier Daily Arcane, Zone
Large natural animate (construct) XP - Move Action Area burst 5 in 20 squares
Initiative +7 Senses Perception +9 Effect: You create a zone of difficult terrain that lasts
HP 27; Bloodied 13 until the end of the encounter. It costs 4 squares of
AC 26; Fortitude 24, Reflex 20, Will 22 movement to move through each square in the area.
Immune disease, poison, sleep You can dispel the zone as a minor action.
Speed 5
M Slam (standard; at-will) Level 13 Encounter Spells
Reach 2; +17 vs. AC; 2d6 + 5 damage
m Pin (standard; encounter) Bite of the Werewolf Transmuter Attack 13
Reach 2;+15 vs. Reflex; 2d6 + 5 damage and the
Your jaws elongate into a wolf-like muzzle filled with
target is grabbed (until escape)
sharp canine teeth.
Alignment Unaligned Languages –
Encounter Arcane, Implement
Str 21 (+10) Dex 10 (+5) Wis 18 (+9)
Standard Action Melee 1
Con 19 (+9) Int 3 (+1) Cha 3 (+1)
Effect: You gain a bite attack. This bite attack is
treated as a basic melee attack.
Blink Transmuter Utility 10 Target: One creature
You slip in and out of existence as you move across the Attack: Intelligence + 2 vs. AC
battlefield. Hit: 2d4 + Intelligence modifier damage.
Daily Arcane, Teleportation Sustain Minor: The jaws persist. You can sustain the
Move Action Personal jaws for up to 5 minutes.
Effect: You ignore difficult terrain and obstacles when
you move, and can even pass through enemy
creatures when you move. You likewise do not
Telekinetic Thrust Transmuter Attack 13
You thrust your arm outward, hurling your opponent up
provoke attacks when you move. You cannot end
and away.
your movement in an obstacle or another creature’s
Encounter Arcane, Force, Implement
space. This power lasts for 5 minutes.
Standard Action Ranged 10
Target: One creature
Devastating Weapon Transmuter Utility 10 Attack: Intelligence vs. Reflex
The weapon you touch warps into a cruel shape Hit: 3d6 + Intelligence modifier force damage and the
designed to maim and kill. target is pushed 3 squares.
Daily Arcane
Move Action Melee Touch
Effect: The weapon you touch gains a critical range of
18-20 and deals an extra +1d6 damage on a critical
hit for 5 minutes.

Page 189 of 521


4E Races and Classes
Weapon of Energy Transmuter Attack 13 Level 16 Utility Spells
The weapon you hold sizzles with elemental energy.
Encounter Arcane, Weapon; Acid, Fire, Ice, Animate Huge Object Transmuter Utility 16
Lightning, Thunder With a snap, an object springs to life at your command.
Standard Action Melee 1 Daily Arcane
Effect: You create a weapon of energy in one hand. Move Action Ranged 10
You are considered proficient in the weapon’s use. Effect: You bring to life an object of up to huge size.
Target: One creature The item magically enlarges to huge size if need be.
Attack: Intelligence vs. Reflex When you animate the object, you may spend up to 2
Hit: 2d6 + Intelligence energy (acid, fire, ice, lightning or healing surges to give the object extra hit points. As a
thunder) damage. move action, you can give the object an order, which it
Sustain Minor: The weapon persists obeys to the best of its ability. The object acts on your
turn. If given no order, the object does nothing. This
Level 15 Daily Spells power lasts until the end of your next turn.
Sustain Minor: The power persists until the end of your
Backlash Transmuter Attack 15 next turn.
Your opponent suffers the hit you would have taken.
Daily Arcane, Implement Animated Huge Object Level 16 Brute
Immediate Reaction Close burst 1 Huge natural animate (construct) XP -
Trigger: You are hit by an attack Initiative +7 Senses Perception +13
Target: All enemies in burst HP 30; Bloodied 15
Attack: Intelligence vs. Reflex AC 26; Fortitude 30, Reflex 24, Will 28
Hit: The target takes the same amount of typeless Immune disease, poison, sleep
damage that it just dealt to you. Speed 6
M Slam (standard; at-will)
Reach 3;+19 vs. AC; 3d8 + 7 damage
Baleful Polymorph Transmuter Attack 15
With a word, your opponent becomes a harmless sheep. m Awesome Blow (standard; encounter)
Daily Arcane, Implement, Polymorph Reach 3; +17 vs. Reflex; 4d12 + 7 damage and the
Standard Action Ranged 20 target is pushed 6 squares and knocked prone
Target: One creature Alignment Unaligned Languages –
Attack: Intelligence vs. Fortitude Str 24 (+15) Dex 8 (+7) Wis 21 (+13)
Hit: The target is stunned (save ends). If the target fails Con 22 (+14) Int 3 (+4) Cha 3 (+4)
the first save, it is transformed into a harmless
animal (save ends). While transformed, the target Fly Transmuter Utility 16
cannot use powers, special abilities or make an You leap into the air and don’t look back.
attack. Daily Arcane
Miss: The target is stunned until the end of your next Standard Action Personal
turn. Effect: You gain a speed of fly 8 until the end of your
next turn.
Vulnerability Transmuter Attack 15 Sustain Minor: You can sustain this power until the end
With but a gesture, you make an opponent vulnerable to of the encounter or for 5 minutes. If you don’t sustain
harm. it, you float to the ground without taking falling
Daily Arcane, Implement damage.
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 4d8 + Intelligence modifier damage and the target
takes 5 extra damage from all attacks against it until
the end of the encounter.
Miss: Half damage.

Page 190 of 521


4E Races and Classes
Stone Shape Transmuter Utility 16 Level 17 Encounter Spells
You change the surrounding terrain, allowing or denying
passage as you see fit. Draconic Might Transmuter Attack 17
Daily Arcane, Conjuration In a blink of an eye, you take the form of a terrifying red-
Standard Action Area wall 12 within 10 squares scaled dragon and lash out at your foes.
Effect: You may rearrange up to 12 contiguous squares Encounter Arcane, Fire, Implement, Polymorph
of solid stone to allow or deny passage as you see Standard Action Melee 2
fit. The shaped stone can be up to 12 squares long Effect: You take the appearance of a red dragon and
and one square high. The shaped stone returns to increase in size to Large and take up 2 x 2 squares.
normal after 1 hour. You push any creature in the squares you now take
Special: As a standard action, a creature can attack up into an adjacent square. At the end of your next
one square of the wall. Each square has 50 hit turn, you return to your former shape and size.
points and damage resistance of 10. Target: All creatures in reach
Attack: Intelligence vs. Reflex
Passwall Transmuter Utility 16 Hit: 3d8 + Intelligence modifier damage and the target
The stone widens and pulls backward, allowing easy takes ongoing 5 fire damage (save ends).
entry into the area beyond.
Daily Arcane Gutsnake Transmuter Attack 17
Standard Action Ranged 10 You pull open your robe to unveil a twisting, serpentine
Effect: You create a passage through any solid material member that extrudes from your stomach.
in any orientation that you desire. The passage is 1 Encounter Arcane, Implement, Poison
square wide and tall and up to 4 squares long. The Standard Action Melee 3
passage lasts for up to 5 minutes. Effect: You create a snake attack with reach 3. This is
Any creature in the area when the power ends treated as a basic melee attack.
takes 5d10 damage and is expelled to the closest Target: Any one creature in range
open square. Attack: Intelligence vs. AC
Hit: 2d8 + Intelligence modifier poison damage.
Polymorph Transmuter Utility 16 Sustain Minor: The snake persists. You can sustain
Your form shifts and wavers, becoming that of another. the snake for up to 5 minutes.
Daily Arcane, Polymorph
Standard Action Personal Lucent Lance Transmuter Attack 17
Effect: You take the outward appearance of any non- A brilliant beam of light stretches out from your hand to
elite or non-solo creature of your level or lower. You strike your enemies.
gain the creature’s size and the movement type and Encounter Arcane, Implement, Radiant
speed of the creature you assume. You can also use Standard Action Close blast 5
the creature’s basic attack forms. You gain no other Target: All creatures in blast
abilities of the creature that you take the shape of. Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier radiant damage and the
Stoneskin Transmuter Utility 16 target is stunned until the end of your next turn.
You sprinkle a tiny pinch of diamond dust over the
subject, and his skin turns gray and hard as granite. Level 19 Daily Spells
Daily Arcane
Standard Action Melee touch Disintegrate Transmuter Attack 19
Target: You or one ally You fire a green ray from your hand. Whatever the
Effect: The target gains resist 10 to all damage until the emerald beam hits disappears in a puff of gray dust.
end of the encounter or for 5 minutes. Daily Arcane, Implement
Standard Action Ranged 10
Target: One creature or object
Attack: Intelligence vs. Reflex
Special: You don’t need to make an attack roll to hit an
unattended object with this power.
Hit: 5d10 + Intelligence modifier damage, and ongoing
10 damage (save ends). If the target saves, it takes
ongoing 5 damage (save ends).
Miss: 3d10 + Intelligence modifier damage, and ongoing
5 damage (save ends).

Page 191 of 521


4E Races and Classes
Earth Reaver Transmuter Attack 19 Level 22 Utility Spells
You send a tidal wave of stone towards your enemy
Daily Arcane, Implement Animate Gargantuan ObjectTransmuter Utility 22
Standard Action Close burst 10 With a snap, an object springs to life at your command.
Target: All creatures in burst Daily Arcane
Attack: Intelligence vs. Reflex Move Action Ranged 10
Hit: 4d10 + Intelligence modifier and the target is Effect: You bring to life an object of up to gargantuan
knocked prone. size. The item magically enlarges to gargantuan size if
Effect: You create a zone of difficult terrain that lasts need be. When you animate the object, you may spend
until the end of the encounter. You can dismiss the up to 2 healing surges to give the object extra hit points.
zone as minor action. As a move action, you can give the object an order,
which it obeys to the best of its ability. The object acts
Flesh to Stone Transmuter Attack 19 on your turn. If given no order, the object does nothing.
As your opponent watches in horror, his flesh become This power lasts until the end of your next turn.
rock-like and increasingly rigid. Sustain Minor: The power persists until the end of your
Daily Arcane, Implement next turn.
Standard Action Ranged 20
Target: One creature Animated Gargantuan Object Level 22 Brute
Attack: Intelligence vs. Fortitude Gargantuan natural animate (construct) XP -
Hit: 8d6 + Intelligence modifier damage and the target Initiative +10 Senses Perception +13
is slowed (save ends). If the target fails the save it HP 33; Bloodied 16
becomes encased in stone (save ends). While AC 34; Fortitude 36, Reflex 30, Will 34
encased in stone, the creature is stunned, but has Immune disease, poison, sleep
damage resistance 20. Speed 7
Miss: Half damage and the target is slowed (save M Slam (standard; at-will)
ends). Reach 4;+25 vs. AC; 4d6 + 8 damage
m Titanic Blow (standard; encounter)
Reach 4;+23 vs. Reflex; 5d10 + 8 damage and the
target is pushed 7 squares and knocked prone
m Trample (move; recharge 6)
+23 vs. Fortitude vs. each target moved over; 4d12
+ 8 damage and knocked prone
Alignment Unaligned Languages –
Str 27 (+19) Dex 8 (+10) Wis 24 (+18)
Con 25 (+18) Int 3 (+7) Cha 3 (+7)

Gaseous Form Transmuter Utility 22


Your form melts into a cloud of mist.
Daily Arcane
Standard Action Personal
Effect: You can fly at a speed of 5 and gain damage
reduction 20. Though you still take up the normal
number of squares, creatures can pass through or
stop in your square and vice versa. If you attack,
the spell ends. If you are flying when the spell ends,
you safely float back to the ground.
Sustain Minor: You remain in gaseous form. You can
sustain this power up to 1 hour.

Page 192 of 521


4E Races and Classes
Shapechange Transmuter Utility 22 Level 23 Encounter Spells
Your form shifts and wavers, becoming that of another.
Daily Arcane, Polymorph Bite of the Weretiger Transmuter Attack 23
Standard Action Personal Your jaws stretch wide as you let out a ferocious roar.
Effect: You take the outward appearance of any Encounter Arcane, Implement
creature of your level or lower, including elite or solo Standard Action Melee 1
creatures, but not unique creatures (such as the Effect: You gain a bite attack. This bite attack is
Tarrasque or Asmodeus). You gain the creature’s treated as a basic melee attack.
size and the movement type and speed of the Target: One creature
creature you assume. You can also use the Attack: Intelligence + 2 vs. AC
creature’s basic attack forms. You gain no other Hit: 2d6 + Intelligence modifier damage. On a critical
abilities of the creature that you take the shape of. hit, you deal an extra 1d6 damage.
This power lasts for 5 minutes or can be dismissed Sustain Minor: The power persists. You can sustain
as a minor action. the power up to 5 minutes.

Statue Transmuter Utility 22 Brilliant Blade Transmuter Attack 23


Your body covers over with a hard, stony protection. A blade of brilliant energy springs to life in your hands.
Daily Arcane Encounter Arcane, Implement, Radiant
Move Action Personal Standard Action Melee 1
Effect: With a move action, you become immobilized Effect: You create a blade of energy in one hand
and gain damage reduction 20. As a separate move Target: One creature
action, you can return to normal. You may switch Attack: Intelligence vs. Reflex
back and forth between statue and normal form as Hit: 3d6 + Intelligence modifier radiant damage and the
you desire for up to 5 minutes. target is blinded until the end of your next turn.
Sustain Minor: The blade persists.
Tenser’s Transformation Transmuter Utility 22
Your brow thickens as you become a tool of war. Flensing Transmuter Attack 23
Encounter Arcane Your foe’s body shreds itself to pieces.
Standard Action Personal Encounter Arcane, Implement
Effect: You gain several benefits as follows: Standard Action Ranged 20
Target: One creature
+2 power bonus to attack and damage rolls. Attack: Intelligence vs. Fortitude
You gain 2 temporary hit points per level. Hit: 3d6 + Intelligence modifier damage and ongoing 10
You become proficient in all simple and military damage (save ends).
melee weapons.
You gain the use of any two Fighter At-Will abilities,
but lose access to your Cantrip and Transmuter At-
Level 25 Daily Spells
Will powers.
Disassemble Foe Transmuter Attack 25
This power lasts until the end of the encounter Your foe literally falls to pieces.
or can be dismissed as a minor action. Daily Arcane, Implement
Standard Action Ranged 20
Target: One creature
Time Stop Transmuter Utility 22 Attack: Intelligence vs. Fortitude
Everything around you slows to a halt, frozen in time. Hit: 6d10 + Intelligence modifier damage and 15
Then, after a few moments, everything starts to speed ongoing damage (save ends). If the target saves, it
up again, returning to normal time. takes ongoing 10 damage (save ends). If the target
Daily Arcane saves again, it takes ongoing 5 damage (save
Minor Action Personal ends).
Effect: You gain two extra standard actions, which you Miss: 3d10 + Intelligence modifier damage, and
can’t use to attack other creatures. ongoing 10 damage (save ends).

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4E Races and Classes
Draconic Breath Transmuter Attack 25 Draconic Rage Transmuter Attack 27
You inhale sharply, and expel a furious gout of elemental You become a raging dragon.
energy on your foes. Encounter Arcane, Fire, Implement
Daily Arcane, Implement; Acid, Fire, Ice, Lightning Standard Action Melee 2
or Poison Effect: You take the appearance of a red dragon and
Standard Action Close blast 10 increase in size to Large and take up 2 x 2 squares.
Target: All creatures in blast You push any creature in the squares you now take
Attack: Intelligence vs. Reflex up into an adjacent square. You also gain flying 10
Hit: 10d6 + Intelligence modifier energy damage (acid, until the end of your next turn. At the end of your
fire, ice, lightning or poison). next turn, you return to your former shape and size.
Miss: Half damage. Target: All creatures in reach
Attack: Intelligence + 2 vs. AC
Telekinetic Slam Transmuter Attack 25 Hit: 2d8 + Intelligence modifier damage. Make a single
secondary attack, regardless of the number of times
A single sweep of your hand sends your opponents
you hit.
flying.
Close blast 5
Daily Arcane, Force, Implement
Targets: All creatures in blast
Standard Action Close burst 10
Attack: Intelligence vs. Reflex
Target: All creatures in burst
Hit: 2d8 + Intelligence modifier fire damage.
Attack: Intelligence vs. Reflex
Hit: 8d6 + Intelligence modifier force damage and you
push the target 10 squares and knock them prone.
Miss: Half damage and you knock the target prone. Level 29 Daily Spells

Level 27 Encounter Spells Body of War Transmuter Attack 29


Your become an iron juggernaut.
Claws of the Werebear Transmuter Attack 27 Daily Arcane, Implement
Standard Action Melee 1
Your jaws stretch wide as you let out a ferocious roar.
Effect: You gain a slam attack. This slam attack is
Encounter Arcane, Implement
treated as a basic melee attack.
Standard Action Melee 1
Target: One creature
Effect: You gain a claw attack. This claw attack is
Attack: Intelligence + 2 vs. AC
treated as a basic melee attack.
Hit: 4d8 + Intelligence modifier damage
Target: One creature
Effect: You gain resist 10 all damage until the end of
Attack: Intelligence + 2 vs. AC
the encounter
Hit: 2d8 + Intelligence modifier damage. If you score a
Sustain Minor: You retain the slam attack and damage
critical hit, you deal an extra 2d6 damage.
resistance until the end of your next turn. You can
Sustain Minor: The power persists. You can sustain
sustain the power until the end of the encounter.
the power up to 5 minutes.

Brilliant Aura Transmuter Attack 27


Telekinetic Crush Transmuter Attack 29
With a thought, you flatten your enemies
Your body erupts in golden fire.
Daily Arcane, Force, Implement
Encounter Arcane, Implement, Radiant
Standard Action Area burst 4 in 20 squares
Standard Action Close burst 5
Target: All creatures in burst
Target: All enemies in burst
Attack: Intelligence vs. Reflex
Attack: Intelligence vs. Reflex
Hit: 5d10 + Intelligence modifier force damage and the
Hit: 3d8 + Intelligence modifier radiant damage and the
target is restrained (save ends).
target is blinded and stunned until the end of your
Miss: Half damage and the target is dazed until the end
next turn.
of your next turn.

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4E Races and Classes
Transmute Rock to Lava Transmuter Attack 29
The ground reddens and melts until it becomes boiling
lava.
Daily Arcane, Fire, Implement, Zone
Standard Action Area burst 3 in 20 squares
Target: All creatures in burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier fire damage.
Effect: You create a zone of difficult terrain. Any
creature entering the area or ending its turn in the
area suffers 10 fire damage. You can move the
zone up to 5 squares as a move action.
Sustain Minor: The zone persists.

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4E Races and Classes
Immobilizing Blast Battle Shaper Attack 20
Paragon Paths The very world turns against your opponents, holding
them place as it squeezes the life out of them.
Daily Arcane, Force, Implement
Battle Shaper Standard Action Area burst 5 in 20 squares
Target: All creatures in burst
“The world is a weapon. I just make it the deadliest it Attack: Intelligence vs. Reflex
can be.” Hit: 4d10 + Intelligence modifier and the target is
grabbed (until escape). If the target attempts to
Battle Shaper Path Features escape, you use your Fortitude or Reflex to maintain
the hold.
Battle Action (11th level): When you spend an action Miss: Half damage and the target is immobilized until
point to take an action, an ally within 5 squares of you the end of your next turn.
may also take a move action as well. Sustain Minor: You deal your Intelligence modifier
damage to any held target.
Master Shaper’s Action (16th level): When you spend
an action point to take an action, an ally within 5 squares
may take a standard action as well.

Battle Shaper Spells

Tenser’s Rage Battle Shaper Attack 11


Your body leaks elemental energy that damages all
around you.
Encounter Arcane, Implement; Acid, Ice, Fire,
Lightning or Thunder
Standard Action Close burst 3
Target: All creatures in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier energy damage (acid,
ice, fire, lightning or thunder) and 5 ongoing energy
damage (save ends).

Weapon of War Battle Shaper Utility 12


Your touch turns a weapon into a cruel version of its
normal self.
Encounter Arcane
Minor Action Ranged 10 squares
Target: One weapon
Effect: The target weapon’s damage is increased by
one die size and criticals on a 19-20. It also deals +1d6
damage on a critical. The weapon retains this ability
until the end of the encounter.

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4E Races and Classes
Dragon Disciple Draconic Transformation Dragon Disciple Attack 20
You become a dragon, if only for a short while.
”Behold, I have become death; the destroyer of worlds.” Daily Arcane, Implement, Polymorph; Acid, Ice,
Fire, Lightning or Poison
Dragons – the mightiest incarnation of magic. Standard Action Melee 2, Close blast 5
The only way to truly master magic is to become one of Effect: You assume the shape and color of a large
these fell beasts yourself. You have undertaken the dragon of your choice. You take up 2 x 2 squares,
path that will lead you to this final fate – you will become pushing any creature in your enlarged area into
an immortal symbol of magic, or die trying. adjacent empty squares.
Target: All creatures in reach
Dragon Disciple Path Features Attack: Intelligence + 2 vs. AC
Hit: 2d6 + Intelligence modifier energy damage (acid,
Dragon Scales (11th level): Your body becomes ice, fire, lightning or poison, according to draconic
covered in naturally hard scales that provide the benefits color).
of scale mail armor, with no check penalty and no Secondary Targets: All creatures in blast
weight. You are considered proficient with this armor Attack: Intelligence vs. Reflex
and it cannot be removed. Hit: 6d6 + Intelligence modifier energy damage
Dragon Claws (11th level): You fingernails harden, (acid, ice, fire, lightning or poison, according to
giving you a basic unarmed attack. You gain the draconic color).
Draconic Claws power as an at-will power. Miss: Half damage
Dragon Wings (16th level): Bat-like wings sprout from Sustain Minor: You remain in dragon form and may
your back, giving you a Fly speed of 8. make a primary attack next round. You may sustain
this power until the end of the combat or 5 minutes.
Special: The energy type dealt by the attacks are
Dragon Disciple Spells based on draconic color as follows: copper/black =
acid, blue/bronze = lightning, gold/green = poison,
Draconic Claws Dragon Disciple Attack 1 brass/red = fire, silver/white = ice.
Your fingernails have hardened into powerful talons.
At-Will Arcane
Standard Action Melee 1
Target: One creature
Attack: Intelligence + 2 vs. AC
Hit: 1d6 + Intelligence modifier damage.
Increase to 2d6 + Intelligence modifier damage at 21st
level.
Special: This power is treated as basic melee attack.

Draconic Exhalation Dragon Disciple Attack 11


You exhale a gout of seething energy.
Encounter Arcane, Implement; Acid, Ice, Fire,
Lightning or Poison
Standard Action Close burst 10
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier energy damage (acid,
ice, fire, lightning or poison).
Special: You choose the energy type when this power
is taken.

Draconic Mettle Dragon Disciple Utility 12


You skin becomes as invulnerable as a dragon’s hide.
Daily Arcane
Minor Action Personal
Effect: You gain resistance to one energy (acid, fire,
ice, lightning or thunder) equal to your level as well as a
+2 power bonus to Fortitude and AC for the duration of
the encounter or up to 5 minutes.

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4E Races and Classes
Master of the Unseen Hand Master of the Unseen Hand Spells

“They’ll never even see what hit them.” Catapult Master of the Unseen Hand Attack 11
You launch your opponent up and away, watching him
You have mastered spells and force effects, hurdle to the ground some distance away.
allowing you to pummel opponents with raw magical Encounter Arcane, Force, Implement
energy that many times is all but invisible to your foes. Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage and the
target is lifted 20 feet into the air, then falls, taking 2d10
falling damage. The target is also simultaneously pushed
6 + you Wisdom modifier squares and lands prone.

Bigby’s Interlaced Hands Master of the


Unseen Hand Utility 12
A pair of hands of pure force, the fingers interlocked,
positions itself between you and your foes.
Daily Arcane, Force
Standard Action Area wall 6 within 10 squares
Effect: You create a continuous wall in the shape of two
interlocking hands up to 6 squares wide and 4
squares tall. The wall blocks line of effect, but not
line of sight. As a move action, you can move the
wall to any place within range.
Sustain Minor: The wall persists until the end of your
next turn. You can sustain the wall up to 5 minutes.

Reverse Gravity Master of the


Unseen Hand Attack 20
You lift your hand skyward and your opponents shoot
into the sky. When you let your hand fall, so do your
opponents.
Daily Arcane, Implement
Standard Action Area burst 3 in 20 squares
Target: All creatures in burst
Attack: Intelligence vs. Reflex
Effect: 2d8 + Intelligence modifier damage and the
Master of the Unseen Hand Path Features targets are lifted 40 feet into the air, then fall, taking
4d10 falling damage and landing prone.
Invisible Force (11th level): Any spell you use with the Miss: Half damage and the targets are lifted 10 feet into
force descriptor is invisible to sight, granting you combat the air, then fall, taking 1d10 falling damage and
advantage against your targets. landing prone.
Forceful (11th level): When you use an action point to
perform an action, any spell you use with the force
keyword deals an extra 1d8 damage until the end of your
turn.
Force Field (16th level): After using a power with the
force keyword, you gain a +2 power bonus to AC until
the end of your next turn.

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4E Races and Classes
Transfigurer Strength of the Enemy Transfigurer Attack 20
You use your enemy’s abilities as your own.
“I can be that too.” Daily Arcane, Implement, Polymorph
Standard Action Melee 1
The body is limited, but magic makes the Target: One creature
possibilities limitless. You can be anyone or anything Attack: Intelligence vs. Reflex
that you desire, with but the aid of a little bit of magic. Hit: 4d10 + Intelligence modifier damage.
You will never be stuck with one face for your enemies. Effect: You can use any of your Transmuter feats as if
If you wanted, you could even be a two-headed ettin… you had polymorphed into the form of the target.
Sustain Minor: You may continue to use your
Transfigurer Path Features Transmuter feats. You may sustain the power for
the duration of the encounter.
Adept of Change (11th level): You gain one transmuter
feat of your choice.
Swift Change (11th level): You can utilize a utility
power with the polymorph keyword as a move action.
Master of Change (16th level): You gain one
transmuter feat of your choice.

Transfigurer Spells

Unstoppable Strike Tranfigurer Attack 11


You transform yourself into the most effective weapon
against your foe.
Encounter Arcane, Implement
Standard Action Melee 2
Target: One creature in range
Attack: Intelligence vs. Fortitude, Reflex or Will
Hit: 2d6 + Intelligence modifier damage and the target
is dazed until the end of your next turn. This attack
ignores any resistance or immunities.

I Am You Transfigurer Utility 12


You touch the target, and become an exact copy.
Daily Arcane, Polymorph
Standard Action Melee 1
Target: One creature
Attack: Intelligence vs. Reflex
Effect: Your stats shift to match that of the creature you
touch (you use the target’s stat block), if it is your
level or lower. Your gear melds with you and cannot
be accessed, but you gain non-magical copies of the
gear the touched creature possesses. In essence,
you become the creature you touch. You retain your
own hit points and any damage you have taken.
You do not gain the creature’s memory or any action
points beyond those you already possess.
Sustain Minor: The transformation persists. You can
maintain the transformation for up to five minutes.

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4E Races and Classes
Wizard
Wizard Spells
A wizard may select any power from the Abjurer,
Conjurer, Diviner, Enchanter, Evoker, Illusionist,
Necromancer or Transmuter power list, excluding
cantrips and prestige class powers. If a power exists on
both the wizard list and another classes list, he must
take the version from his own list only.
The wizard does not gain any of the special
abilities of said classes, which may make certain powers
weak or unusable.
Likewise, the wizard cannot take feats restricted
to another class without having taken an appropriate
multiclass feat.
A wizard cannot take prestige classes from
another class without having taken an appropriate
multiclass feat.

Level 9

Dimensional Anchor Wizard Attack 9


You prevent a creature from escaping via magical or
supernatural means.
Daily Arcane, Implement
Move Action Ranged 15
Target: One Creature
Attack: Intelligence vs. Will
Hit: The target cannot travel extradimensionally, loses
its insubstantial resistance and cannot teleport (save
ends).

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4E Races and Classes
character. Treat Disease is used when attempting to
treat a disease.
Skills
History
Emphasis: Events, Customs/Traditions, Laws,
Legends, Personas, Wars
Skill Emphasis
Skill Emphasis is an optional choice you can Insight
take in any skill in which you are trained. By taking a Emphasis: Detect lie, Sense illusion, Sense motive,
skill emphasis, you improve your chances at one aspect Sense mood
of a skill at the cost of proficiency in another area. You
gain a +2 bonus to your emphasis, but you suffer a –2
penalty to another emphasis within the same skill,
Intimidate
referred to as a Deficiency. Emphasis: Bully, Reveal, Submit
You can only have one emphasis per skill for
each tier (Heroic, Paragon, Epic). You cannot select an Note: Bully allows you cow a target into taking an
emphasis more than once, and cannot take an action. Reveal allows you to make the target reveal
Emphasis and a Deficiency in the same area. secrets against its will, while Submit gets a bloodied
target to surrender in combat.
Acrobatics
Emphasis: Acrobatic Stunt, Balance, Escape, Reduce
Nature
Falling Damage Emphasis: Forage, Handle Animal, Monster
Knowledge (Natural), Pathfinding, Spot Hazard
Arcana
Emphasis: Identify Magic, Monster Knowledge
Perception
(Elemental), Monster Knowledge (Fey), Monster Emphasis: Listen, Search, Track
Knowledge (Shadow), Sense Magic
Religion
Note: Identify magic allows you identify conjurations or Emphasis: Astral Sea, Gods, Monster Knowledge
zones, rituals or magical effects. Sense magic allows (Immortal), Monster Knowledge (Undead), Religious
you to sense the presence of magic. Organizations/Cults

Athletics Stealth
Emphasis: Climb, Escape, Jump, Swim Emphasis: Hide, Move Silently

Bluff Note: Hide is used when you take no move actions on


Emphasis: Lie, Gamble, Disguise, Forgery, Feinting, your turn while hidden. Move silently is used when you
Diversion take a move action during your turn while hidden.

Diplomacy Streetwise
Emphasis: Etiquette, Haggle, Inspire, Negotiate, Emphasis: Connections, Odd Jobs, People, Rumors
Persuade, Seduce
Note: Connections will garner information on where you
need to go to get things done. Odd Jobs will garner
Dungeoneering information about paying jobs that use your skills.
Emphasis: Forage, Monster Knowledge (Aberrant), People will help garner you information about specific
Pathfinding, Spot Hazard people in a community. Rumors will help garner
information on rumors and gossip.
Endurance
Emphasis: Disease, Hunger/Thirst, Weather Thievery
Emphasis: Disable Trap, Open Lock, Pick Pocket,
Heal Sleight of Hand
Emphasis: First Aid, Save, Stabilize, Treat Disease

Note: First Aid is used when using a heal check to have


someone else use their second wind. Save is used
when attempting to grant an individual an immediate
save. Stabilize is used when attempt to stabilize a dying

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4E Races and Classes
Skill Expertise
Skill expertise is an optional rule that modifies
the current rules for trained skills. With skill expertise,
you don’t always gain a +5 bonus with trained skills.
You instead select the bonus level you want, and
increase it over time until you “master” a skill.

Rank Bonus Cost


Novice +1 1
Apprentice +2 2
Journeyman +3 3
Master +4 4
Grand Master +5 5

Beginning Ranks
At 1st level, a character starts with 12 expertise
points to spend as they wish. Each rank costs one point,
and you cannot start with more than 3 points in a single
expertise. You can buy ranks in any skill, class or
otherwise.

Class Bonus
Each class skill grants you a +2 class bonus to
your total bonus. However, you only gain this bonus for
each class skill you have at least one rank (Novice) in.

Additional Ranks
Every three levels, you gain an additional point
of expertise as shown below, to spend as you wish.

Level Add’l Ranks


1-2 0
3-5 +1
6-8 +2
9-11 +3
12-14 +4
15-17 +5
18-20 +6
21-23 +7
24-26 +8
27-29 +9
30+ +10

Skill Focus and Skill Expertise


If you use the Skill Expertise variant, it
is strongly recommended that you remove the
Skill Focus feat from your game as the
expertise and skill focus overlap in what they
accomplish.

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4E Races and Classes
The DC for this check is based on the
Expertise complexity of the action being attempted, or the item
being created.
The expertise system is a skill subsystem that
allows players to add flavor to their character without Expertise Descriptions
sacrificing combat ability. This system can be used to Below are the major categories of expertise and
simulate hobbies, professions, background skills or sample choices a character can make. The relevant
anything in between. ability modifier for a given category or expertise is
indicated in parenthesis ( ):
Expertise and Expertise Ranks This list is not all-inclusive, and can be
expanded as the DM sees fit.
An expertise is an area or subject in which your
character has some form of unusual competency. Each
rank a character has in this expertise (novice,
Background (Cha)
apprentice, journeyman, master, grand master) grants a Backgrounds are a group of circumstances that
cumulative +1 bonus to checks involving that expertise. give an indication of what sort of childhood a character
might have endures; the experiences of a street rat
might very much differ from that young noble.
Rank Bonus Cost
Barbarian: Born and raised in the wilderness in a
Novice +1 1 primitive culture.
Apprentice +2 2 City Born: An average childhood, raised in a big city.
Journeyman +3 3 Criminal: The character was quickly inducted into
Master +4 4 illegal activities and the seedier side of life.
Grand Master +5 5 Farm Born: An average childhood, raised on a farm,
with skill around animals and growing crops
Feral: Raised by wild animals; the character has a
Beginning Ranks strange kinship with animals and unusual habits and
At 1st level, a character starts with 5 expertise senses.
points to spend as they wish. Each rank costs one point, Noble: Born in to wealth and privilege, the character
and you cannot start with more than 3 points in a single has a fairly extensive grasp of etiquette and the
expertise. benefits and curses of political maneuverings
Also, at 1st level, choose one of your selected Rural Born: An average childhood
expertise. The expertise that you select gains a one- Servant: Born to second-class citizens in a wealthy
time bonus of +2, to represent it being your character’s household,
primary expertise trait. Slave: A child of slavery, either born into it or inducted
into slavery at a later time, and now freed.
Street Rat: Likely an orphan, the character has knows
Additional Ranks the darker side of city life and how to survive in the
Every four levels, you gain an additional point of
shadows of it.
expertise, to spend as you wish.
Craft: Arts (Cha)
Emphasis Art expertise involves the creation of an aesthetic or
Like skills, you can opt to choose an emphasis provocative piece, be it a written work, an art piece, or a
in a particular expertise, and it grants you an additional written piece of music. There is some overlap between
+2 bonus to your check. You can only choose one art expertise and performance expertise.
emphasis per expertise, and you must likewise choose a
deficiency in the same expertise (which incurs a –2 Composition: Creation of musical songs and scores
penalty). You should work with the DM to determine Choreography: Creation of dance routines or other
what is an appropriate area in which you can take an practiced movements
emphasis and/or deficiency. Literature (by genre): The creation of written stories or
poems
Expertise Checks Painting (by medium): The creation of artwork on
When a character wishes to use their expertise, canvas or other materials
they make the following roll: Sculpture (by material): The creation of artwork from
solid blocks of material or cast material
1d20 + ½ level + bonus from ranks + primary expertise Storytelling (by genre): The telling of oral stories or
bonus (if any) + emphasis/deficiency + appropriate poems.
ability modifier.
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4E Races and Classes
Instrument (by instrument type): Ability to play an
Craft: Practical (Wis) instrument
Pragmatic craft expertise deals with the creation Oration: The ability to give dramatic, moving speeches
of items needed for day-to-day life, such as cooking, Song (by genre): The ability to sing
blacksmithing, or carpentry.
Profession: Labor (Con)
Architecture (by style): The creation of structures Labor profession expertise deals with skills that
Smithing (by material): The creation of items by require a fair amount of physical labor in order to make a
shaping and working common metals, such as living. They often require just a strong back and little
brass, bronze, tin, iron and steel thinking. People in these professions are often easy to
Brewer (by type): The creation of drinks, spirits and replace.
beverages
Carpentry: The creation of wooden furniture and Common Laborer
objects Ditch-digger
Cheesemaking: The creation of cheeses Farmer
Cooking (by style): The preparation and creation of Fisherman
meals Groundskeeper
Skrimshaw: The creation of tools and items from Mercenary
carved bone Miner
Tailor (by style): The creation of clothing and Sailor
accessories Waiter
Tanning: The creation of items from animal skin
Weaving: The creation of cloth This list is not all-inclusive, and can be
expanded as the DM sees fit.
Craft: Precision (Int)
Precision craft expertise deals with creating Profession: Semi-Skilled (Wis)
objects that make life easier and/or require precise Semi-skilled profession expertise deals with
measurement to get right such as working with skills that require a mix of physical, social and mental
chemicals, making tools, or creating mechanical devices. skills in order to make a living. They require a mix of
people skills, some physical labor and the ability to think
Alchemy: The creation of quasi-magical items on one’s feet. People in these positions must have a
Armorer: The creation of various armor trained replacement.
Jewelry-making: Creation of jewels, gems and non-
metal jewelry Barkeep
Machination: The creation of complex machinery Bureaucrat
Metalsmithing (by metal): Creation of items and Butler/Maid
jewelry from precious or rare minerals such as gold, Bosun/Boatswain
platinum and silver City/Town Guard
Mirror craft: The creation of mirrors and other highly Detective
reflective objects Inkeeper
Poisonmaking (by method): The creation of poison Librarian
Trapmaking: The creation of mechanical traps Soldier
Toolsmithing: The creation of tools, often of composite Town crier
materials
Weaponsmithing (by weapon group): The creation of Profession: Skilled (Int)
various weapons Skill profession expertise deals with skills that
require advanced knowledge to perform correctly.
Performance (Cha) Individuals of this level of profession usually have
Performance expertise deals with active types of specialty within their field of work. They usually involve
expression such as dance, song or recital. There may be planning and/or leadership skills. People in these
some overlap between perform and craft: art expertise, positions are rarely easily replaced.
typically with creation and recital of a poem, or
composition and choreography of a dance. Architect (Style of building)
Courtier (Specific country)
Acting (by genre): Ability to quote lines, costuming and Diplomat (Specific country)
assuming false personas General (Specific country)
Ceremony (by culture): Traditional ceremonies, rites Magistrate (Specific region)
and other ritualistic observances Mayor (Specific town/city)
Dance (by genre): Ability to dance Sage (Area of study)
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4E Races and Classes
Scholar (Area of study)
Sheriff (Specific town/city)
Ship’s Captain (Type of boat)

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4E Races and Classes

Feats

Aura of Fire Channel Arcane Power


Waves of flame flash from your body.
Heroic Tier Feats Encounter Arcane, Fire
Minor Action Close burst 3
Trigger: You use a power with the fire keyword
Acid Downpour [Arcane Channeling] Target: All creatures in burst
Prerequisites: Con 13, Acid keyword Encounter or Attack: Charisma vs. Reflex
Daily power, Sorcerer Class Hit: 1d6 + Charisma modifier fire damage and you gain
Benefit: You can use the Acid Downpour power as your concealment until the end of your next turn.
Channel Arcane power for an encounter. Increase to 2d6 + Charisma modifier fire damage at 21st
level.
Acid Downpour Channel Arcane Power
Acid rains down on your foes Avian Shape [Druid]
Encounter Arcane, Acid Prerequisites: Dex 13, Shapechange class feature
Minor Action Close burst 3 Benefit: While shapechanged into animal form, you can
Trigger: You use a power with the acid keyword fly at half your movement rate with an altitude of 3. You
Target: All creatures in burst cannot hover.
Attack: Charisma vs. Reflex Special: You can only apply one shape feat at a time
Hit: 1d6 + Charisma modifier acid damage and ongoing while shapechanged
2 acid damage (save ends).
Increase to 2d6 + Charisma modifier acid damage at 21st Bonded Summons [Conjurer]
level. Prerequisite: Con 13, Conjurer class
Benefit: When using a Summon Minion power, you
Arcane Quagmire [Arcane Channeling] may use an unspent healing surge to grant the minion a
Prerequisites: Con 13, Sorcerer Class like number of hit points, and a Bloodied value equal to
Benefit: You can use the Arcane Quagmire power as ½ the hit points it gains. If you summon multiple
your Channel Arcane power for an encounter. minions, you split the healing surge equally between all
of them. The minion loses the ability “A missed attack
Arcane Quagmire Channel Arcane Power never damages a minion” when this ability is used.
Magic streams from you to encircle a foe and slow him
down. Coalesce Magic [Arcane Channeling]
Encounter Arcane Prerequisites: Con 13, Sorcerer Class
Minor Action Ranged 10 Benefit: You can use the Coalesce Magic power as
Target: One creature in range your Channel Arcane power for an encounter.
Attack: Charisma vs. Fortitude
Effect: The target is slowed until the end of your next Coalesce Magic Channel Arcane Power
turn. You gather up the loose magic about you into another
spell.
Aura of Fire [Arcane Channeling] Encounter Arcane
Prerequisites: Con 13, Fire keyword Encounter or Minor Action Personal
Daily power, Sorcerer Class Trigger: You use an encounter power.
Benefit: You can use the Aura of Fire power as your Effect: You regain the power.
Channel Arcane power for an encounter.

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4E Races and Classes
Dazzling Illusions [Illusionist] Bardic Music: Empire’s Overture Feat Power
Prerequisites: Int 13, Illusionist class An ancient melody gives your ally a supernatural boost
Benefit: If you score a critical hit with a power that has of confidence and valor.
the illusion keyword, you daze the opponent until the end Encounter Arcane
of your next turn. Standard Action Close burst 10
Target: You or one ally
Death Commander [Necromancer] Effect: Target gains a +2 power bonus to attack rolls
Prerequisites: Int 13, Summon Undead class feature and Fortitude defense until the end of your next turn.
Benefit: Your summoned creatures gain a +1 feat In addition, the target gains temporary hit points
bonus to attacks, AC and defenses. equal to 5 + your Charisma modifier.
The temporary hit points increase to 10 +
Death Rage [Half-Orc] Charisma modifier at 11th level and 15 + Charisma
Prerequisite: Half-orc modifier at 21st level.
Benefit: When dropped to 0 or less hit points, you do
not fall unconscious until the end of your next turn Goblin Fighter [Gnome]
Prerequisites: Gnome
Defensive Minion [Conjurer] Benefit: You gain a +1 bonus to attacks and damage
Prerequisites: Cha 13 against goblin creatures (see Goblin in the Monster
Benefit: Any minion you summon gains a +1 bonus to Manual)
AC.
Gnomish Senses [Gnome]
Defensive Shape [Druid] Prerequisites: Gnome
Prerequisites: Con 13, Shapechange class feature Benefit: You gain a +2 bonus to Perception checks.
Benefit: When shapechanged into animal form, you
gain a +1 feat bonus to AC and mark creatures who you Grizzly Shape [Druid]
successfully hit with your attacks. Prerequisites: Str 13, Shapechange class feature
Benefit: While shapechanged into animal form, you
Disruptive Strike [Monk] increase your basic animal attack by one die.
Prerequisites: Wis 15, monk Special: You can only apply one shape feat at a time
Benefit: If you score a critical hit on an opponent when while shapechanged
you use flurry of blows, the opponent is immobilized until
the end of your next turn. Half-Orc Brute [Half-Orc]
Prerequisites: Half-orc
Eagle-Eyed Shape [Druid] Benefit: You gain proficiency with all axes and a +2 feat
Prerequisites: Wis 13, Shapechange class feature bonus to damage rolls with greataxes and all clubs.
Benefit: While shapechanged into animal form, you
treat Perception as a trained skill. Half-Orc Fury [Half-Orc]
Special: You can only apply one shape feat at a time Prerequisites: Half-orc
while shapechanged Benefit: When you use your Primal Fury ability, you
gain a +2 feat bonus to the new attack roll.
Empire’s Overture [Bardic Music]
Prerequisites: Bardic Music class feature, Cha 15 Hallucinogenic [Illusionist]
Benefit: You add Empire’s Overture to your list of Prerequisites: Illusionist class
Bardic Music powers. Benefit: When using powers with the Illusion or Psychic
keyword, you deal +1 damage.

Improved Balanced Stance [Monk]


Prerequisites: Cha 13, Balanced Stance class feature.
Benefit: When using Balanced Stance, you gain a +1
feat bonus to Saving throws.

Improved Defensive Stance [Monk]


Prerequisites: Int 13, Defensive Stance class feature.
Benefit: When using Defensive Stance, you gain a +1
feat bonus to AC.

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Improved Offensive Stance [Monk] Offensive Minion [Conjurer]
Prerequisites: Con 13, Offensive Stance class feature. Prerequisites: Cha 13
Benefit: When using Offensive Stance, once per Benefit: Any minion you summon gains a +1 bonus to
encounter, you gain +1 Temporary hit point per 2 levels. attacks.

Intimidating Warrior [Half-Orc] Poison Cloud [Arcane Channeling]


Prerequisites: Half-orc Prerequisites: Con 13, Poison keyword Encounter or
Benefit: You gain a +2 feat bonus to Intimidate checks Daily power, Sorcerer Class
in a combat encounter. Benefit: You can use the Poison Cloud power as your
Channel Arcane power for an encounter.
Iron Fists [Monk]
Prerequisite: Unarmed Strike class feature Poison Cloud Channel Arcane Power
Benefit: Your unarmed strike deals 1d8 damage Greenish fumes of foul vapors spill outward from you.
instead of 1d6. Encounter Arcane, Implement, Poison
Minor Action Close burst 3
Lasting Brilliance [Aasimar] Trigger: You use a power with the poison keyword
Prerequisites: Aasimar, light of the heavens racial Target: All creatures in burst
power Attack: Charisma vs. Fortitude
Benefit: When you use your aasimar light of the Hit: 1d6 + Charisma modifier poison damage and the
heavens racial power, a hit target is also blinded until the target is immobilized until the end of your next turn.
end of your next turn. Increase to 2d6 + Charisma modifier poison damage at
21st level.
Lightning Cascade [Arcane Channeling]
Prerequisites: Con 13, Lightning keyword Encounter or Pounding Ears [Arcane Channeling]
Daily power, Sorcerer Class Prerequisites: Con 13, Thunder keyword Encounter or
Benefit: You can use the Lightning Cascade power as Daily power, Sorcerer Class
your Channel Arcane power for an encounter. Benefit: You can use the Pounding Ears power as your
Channel Arcane power for an encounter.
Lightning Cascade Channel Arcane Power
Bolts of sapphire line streaks outward from your body. Pounding Ears Channel Arcane Power
Encounter Arcane, Implement, Lightning The air around you thrums with power.
Minor Action Close burst 3 Encounter Arcane, Implement, Thunder
Trigger: You use a power with the lightning keyword Minor Action Close burst 3
Target: All creatures in burst Target: All creatures in burst
Attack: Charisma vs. Reflex Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier lightning damage and the Hit: 1d6 + Charisma modifier thunder damage and the
target is slowed (save ends). target is deafened (save ends).
Increase to 2d6 + Charisma modifier lightning damage at Increase to 2d6 + Charisma modifier thunder damage at
21st level. 21st level.

Lingering Melody [Bard] Pummeling Blows [Monk]


Prerequisites: Cha 15, bard, Bardic music class Prerequisites: Monk, Flurry of Blows class ability
feature Benefit: The extra damage dice from your Flurry of
Benefit: You can use an additional bardic music power Blows class feature increases from d6s to d8s.
per encounter.
Purity of the Heavens [Aasimar]
Musical Font [Bard] Prerequisite: Aasimar
Prerequisites: Bardic music feature Benefit: You gain a +1 feat bonus to attack rolls and
Benefit: You gain access to the other two basic bardic damage rolls when you use a power that has the radiant
music options you do not have. keyword.

Offensive Shape [Druid] Rebuff [Arcane Channeling]


Prerequisites: Str 13, Shapechange class feature Prerequisites: Con 13, Teleportation keyword
Benefit: While shapechanged into animal form, you Encounter or Daily power, Sorcerer Class
gain a +1 feat bonus to melee attacks and add your Benefit: You can use the Rebuff power as your
Strength modifier to damage when you have combat Channel Arcane power for an encounter.
advantage.

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4E Races and Classes
Rebuff Channel Arcane Power Stealthy Fade [Gnome]
Reality wavers about you, sending others away. Prerequisites: Trained in Stealth, Fade Away ability,
Encounter Arcane, Teleportation Gnome
Minor Action Close burst 1 Benefit: You can use fade away once an encounter as
Trigger: You use a power with the teleportation a minor action when you make a Stealth check, instead
keyword of using it as an immediate reaction when hit.
Effect: If any creature is adjacent to you at your origin
point or moves adjacent to you at your destination, Strong Ties [Expertise]
they are teleported 5 squares away and their Prerequisite: Ranks in a background expertise
movement ends. This power lasts until the start of Benefit: You gain a +3 bonus to one background
your next turn. expertise.

Resilient Minion [Necromancer] Touch of Change [Transmuter]


Prerequisites: Con 13, Summon Undead class feature Prerequisite: Cha 13, Transmuter class
Benefit: Your undead minion uses your Constitution Benefit: When you use a power that grants you a
score to determine its base hit points. melee attack (such as claws or bite), you can instead
touch an adjacent ally and grant them the power. The
Resonant Heroism [Bardic Music] ally uses their primary stat (Strength, Dexterity, etc.) to
Prerequisites: Bardic Music class feature, Cha 15 make the attack and modify the attack’s base damage
Benefit: You add Resonant Heroism to your list of instead of using Intelligence to hit and Intelligence to
Bardic Music powers. damage. The power’s duration is not affected.

Bardic Music: Resonant Heroism Feat Power Undead Hunter [Necromancer]


The song of epic heroes inspires your allies to Prerequisites: Shadow Curse class ability
unsurpassed bravery. Benefit: You can choose to remove the Necrotic
Encounter Arcane keyword from your attacks.
Standard Action Close burst 10
Target: You or one ally Unusual Summons [Conjurer]
Effect: Target gains a +2 power bonus to all defenses Prerequisites: Conjurer class
until the end of your next turn. Benefit: Select a non-elite, non-solo monster of your
The bonus increases to +3 at 11th level and +4 at 21st level or up to 2 levels lower than you. You may summon
level. this creature as a Minion (See Minion template in
Monster section) with an appropriate Summon Minion
spell.
Rhino-Hided Shape [Druid]
When you gain a level, you may change the
Prerequisites: Con 13, Shapechange class feature
creature that you summon with this feat.
Benefit: While shapechanged into animal form, you
When you summon this creature, it has 1 hit
gain a +2 feat bonus to AC.
point and is not damaged on a miss. The creature
Special: You can only apply one shape feat at a time
otherwise uses the stats of the base creature.
while shapechanged

Shared Spell [Familiar] Withering Waves [Arcane Channeling]


Prerequisites: Con 13, Necrotic keyword Encounter or
Prerequisites: Familiar Bond Ritual, Ability to use
Daily power, Sorcerer Class
spells
Benefit: You can use the Withering Waves power as
Benefit: If your familiar is within 5 squares, it benefits
your Channel Arcane power for an encounter.
from any spell you cast with a range of Personal.

Skulking Shape [Druid] Withering Waves Channel Arcane Power


Prerequisites: Dex 13, Shapechange class feature Waves of necrotic energy sweep out from you.
Benefit: While shapechanged into animal form, you Encounter Arcane, Implement, Necrotic
treat Stealth as a trained skill. Minor Action Close burst 3
Special: You can only apply one shape feat at a time Trigger: You use a power with the necrotic keyword
while shapechanged Target: All creatures in burst
Hit: 1d6 + Charisma modifier necrotic damage and you
gain 1 temporary hit point.
Increase to 2d6 + Charisma modifier necrotic damage
and 2 temporary hit points at 21st level

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4E Races and Classes
BanShrae’s Dance Channel Arcane Power
Paragon Tier Feats Illusionary images dance before your opponent’s eyes.
Encounter Arcane, Illusion, Implement
Minor Action Close burst 3
Ability Amendment [Transmuter] Trigger: You use a power with the illusion keyword
Prerequisites: Cha 15, Transmuter class Attack: Charisma vs. Will
Benefit: When you use a spell with the polymorph Hit: 1d6 + Charisma modifier illusion damage.
keyword, you may use any one power of the form you Increase to 2d6 + Charisma modifier illusion damage at
assume that is a keyword-less non-melee, non-ranged, 21st level.
non-burst, non-blast special ability as an encounter Effect: The area grants concealment to you and your
ability. (for example, the Azer Beastlord’s “On My allies until the end of the turn.
Command” special ability).
Blood Brother [Sorcerer]
Advantage of Change [Transmuter] Prerequisites: Con 13, Sorcerer class
Prerequisites: Cha 15, Transmuter class Benefit: When using any power with a range of
Benefit: When you use a spell with the polymorph Personal, you may instead choose to use a range of
keyword, you may use any one power of the form you Melee Touch with a target of You or one ally.
assume that provides combat advantage as an at-will
power.
Blood’s Revenge [Sorcerer]
Prerequisites: Con 13, Sorcerer class
Adamantine Fists [Monk] Benefit: When you first become bloodied in an
Prerequisites: Unarmed Strike class feature encounter, you regain a Channel Arcane Power ability.
Benefit: Your unarmed strike deals 1d10 damage
instead of 1d6 damage.
Bone Knitting [Necromancer]
Prerequisites: Summon Undead class feature
Battle Angel’s Radiance [Arcane Benefit: When a summoned undead is reduced to 0 hit
Channeling] points, make a save. If you succeed, it remains at 1 hit
Prerequisites: Con 15, Radiant keyword Encounter or point.
Daily power, Sorcerer Class
Benefit: You can use the Battle Angel’s Radiance Breath of Change [Transmuter]
power as your Channel Arcane power for an encounter. Prerequisites: Cha 15, Transmuter class
Benefit: When you use a power with the polymorph
Battle Angel’s Radiance Channel Arcane Power keyword, you can use that shape’s breath weapon as a
An unearthly glow suffuses your body, blinding your once per encounter ability.
foes.
Encounter Arcane, Radiant Blast Amendment [Transmuter]
Minor Action Close burst 3 Prerequisites: Cha 15, Transmuter class
Trigger: You use a power with the radiant keyword Benefit: When you use a power with the polymorph
Target: All creatures in burst keyword, you can use that form’s keyword-less blast or
Attack: Charisma vs. Reflex close blast ability as an encounter ability.
Hit: 1d6 + Charisma modifier radiant damage and target
is blinded until the end of your next turn. Burst Amendment [Transmuter]
Increase to 2d6 + Charisma modifier radiant damage at Prerequisites: Cha 15, Transmuter class
21st level. Benefit: When you use a power with the polymorph
keyword, you can use that form’s keyword-less burst or
Banshrae’s Dance [Arcane Channeling] close burst ability as an encounter ability.
Prerequisites: Con 13, Illusion keyword Encounter or
Daily power, Sorcerer Class Combined Attributes [Druid]
Benefit: You can use the Banshrae’s Dance power as Prerequisites: Shapechange class feature
your Channel Arcane power for an encounter. Benefit: You can combine two heroic tier shape feats
when shapechanged.

Commanding Presence
Prerequisite: Cha 15
Benefit: When commanding minions or conjurations,
you can use a single standard action to direct up to two
minions or conjurations at once, as long as both are
within 10 squares of you.
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4E Races and Classes
Fomorian’s Eye Channel Arcane Power
Conjuration Focus [Conjurer] You have the dread eye of the fomorian.
Prerequisites: Con 13, conjurer Encounter Arcane, Curse
Benefit: Creatures that attempt saving throws against Minor Action Ranged 20
your conjurer powers take a –2 penalty to the rolls. Trigger: You hit a target with a power
Target: One creature
Dire Shape [Druid] Attack: Charisma vs. Will
Prerequisites: Shapechange class feature Hit: 1d6 + Charisma modifier curse damage and the
Benefit: While shapechanged into animal form, you are target is immobilized.
Large size and gain a +2 damage bonus to Strength- Increase damage to 2d6 + Charisma modifier curse
based melee attacks. As a Large sized creature, you damage at 21st level.
take up a 2x2 space and have Reach 2.
Glabrezu’s Whispers [Arcane Channeling]
Dread Aura [Transmuter] Prerequisites: Con 15, Psychic keyword Encounter or
Prerequisite: Cha 15, Transmuter class Daily power, Sorcerer Class
Benefit: When using a power with the polymorph Benefit: You can use the Glabrezu’s Whispers power
keyword, you can use any one of the aura power of the as your Channel Arcane power for an encounter.
form you assume as an at-will ability.
Glabrezu’s Whispers Channel Arcane Power
Energetic Revision [Transmuter] Dire whispers burn your opponent’s mind.
Prerequisite: Cha 15, Transmuter class Encounter Arcane, Implement, Psychic
Benefit: When using a power with the polymorph Minor Action Close burst 3
keyword, you can use any one of the form’s special Trigger: You use a power with the psychic keyword
abilities with an energy keyword (acid, ice, fire, lightning Target: All creatures in burst
or thunder) as an encounter ability. Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier psychic damage and
Everlasting Chant [Bardic Music] ongoing 2 psychic damage (save ends).
Prerequisite: Bardic Music class feature, Cha 17 Increase to 2d6 + Charisma modifier psychic damage at
Benefit: You can add Everlasting Chant to your list of 21st level.
bardic music powers.
Gnomish Invisibility [Gnome]
Bardic Music: Everlasting Chant Feat Power Prerequisite: Gnome, Fade Away racial ability
With a powerful song, you exhort your ally to fight on Benefit: You can use gnomish invisibility once a day.
beyond his limits.
Encounter Arcane Gnomish Invisibility Gnome Racial Ability
Immediate Interrupt Close burst 10 You fade out of sight, and remain that way.
Trigger: You or one of your allies falls to 0 or lower hit Daily Racial
points Standard Action Personal
Target: You or one ally Effect: You become invisible until the end of your next
Effect: The target can act normally while under 0 hit turn. If you attack, the power ends.
points until the end of the next turn. If the target Sustain Standard: The invisibility persists. You can
takes any strenuous actions such as attacking then sustain the ability until the end of an encounter or for
he or she automatically fails his or her death or 5 minutes.
dying save for the round.
Grasping Strike
Fomorian’s Eye [Arcane Channeling] Prerequisites: Str 15, Dex 15
Prerequisites: Con 15, Charm keyword Encounter or Benefit: When you miss with a melee unarmed attack
Daily power, Sorcerer Class and you wouldn’t otherwise still deal damage on the
Benefit: You can use the Fomorian’s Eye power as miss, you can make a grab attack against that enemy as
your Channel Arcane power for an encounter. a minor action.

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4E Races and Classes
Greater Unusual Summons [Conjurer] Improved Avian Shape [Druid]
Prerequisites: Conjurer class, Cha 13 Prerequisites: Avian Shape, Shapechange class
Benefit: Select an elite monster of your level or up to 2 feature
levels lower than you. You may summon this creature Benefit: While shapechanged into animal form, you can
as a Minion (See Minion template in Monster section) fly at your full movement rate with an altitude of 6.
with an appropriate Summon Minion spell.
When you gain a level, you may change the Improved Charge [Half-Orc]
creature you summon with this feat. Prerequisites: Half-orc
When the creature is summoned it has 1 hit Benefit: When you charge, increase your speed by +2.
point and is not damaged by an attack that misses. The
creature otherwise uses the stats of the base creature. Improved Defensive Shape [Druid]
Prerequisites: Defensive Shape, Shapechange class
Furious Recovery feature
Prerequisites: Half-orc Benefit: While shapechanged into animal form, you
Benefit: When you first become bloodied, you regain gain a +2 feat bonus to AC.
your Primal Fury racial power.
Improved Offensive Shape [Druid]
Howling Hag’s Cackle [Arcane Channeling] Prerequisites: Offensive Shape, Shapechange class
Prerequisites: Con 13, Charm keyword Encounter or feature
Daily power, Sorcerer Class Benefit: While shapechanged into animal form, you
Benefit: You can use the Howling Hag’s Cackle power gain a +2 feat bonus to melee attacks.
as your Channel Arcane power for an encounter.
Improved Terrain Walk [Druid]
Howling Hag’s Cackle Channel Arcane Power Prerequisites: Terrain Walk class feature
The sound of your voice sows confusion in an enemy’s Benefit: Based on the terrain walk ability you have,
mind. your ability to avoid the hazards of terrain increases as
Encounter Arcane, Charm, Implement listed below.
Minor Action Ranged 10 Earth Walk: You ignore damage from treacherous
Trigger: You use a power with the charm keyword terrain if that terrain is the result of rubble, uneven
Target: One creature stone, or earth.
Effect: The target makes a basic attack against an ally Forest Walk: You ignore damage from treacherous
adjacent to it. terrain if that terrain is the result of trees,
underbrush, plants, or natural growth.
Ice Walk: You ignore damage from treacherous terrain
Hovering Flight if that terrain is the result of ice or snow.
Prerequisite: Fly speed, Dex 15 Swamp Walk: You ignore damage from treacherous
Benefit: You can hover while flying. This allows you to terrain if that terrain is the result of bog, mud or
shift and make opportunity attacks while flying. You do shallow water.
not need to take a move action to remain in the air.
Kyton’s Chains [Arcane Channeling]
Illusory Ability [Transmuter] Prerequisites: Con 13, Fire keyword Encounter or
Prerequisites: Cha 15, Transmuter Daily power, Sorcerer Class
Benefit: When using a power with the polymorph Benefit: You can use the Kyton’s Chains power as your
keyword, you can use any one power of the form you Channel Arcane power for an encounter.
assume that has the illusion keyword as an encounter
ability. Kyton’s Chains Channel Arcane Power
You bind the unworthy with flaming chains.
Illusion Focus [Illusionist] Encounter Arcane, Fire
Prerequisites: Cha 13, Illusionist Minor Action Ranged 10
Benefit: Creatures that attempt saving throws against Target: One creature in range
your illusionist powers take a –2 penalty to the rolls. Attack: Charisma vs. Reflex
Hit: The target is restrained and takes ongoing 5 fire
Image Reconstitution [Illusionist] damage (save ends both). If you or an ally attacks
Prerequisites: Illusionist the target, the power ends instantly.
Benefit: When conjured illusion is reduced to 0 hit
points, make a save. If you succeed, it remains at 1 hit
point.

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4E Races and Classes
Lord of the Undead [Necromancer] Radiant Oscillation [Transmuter]
Prerequisite: Int 15, Summon Undead class feature Prerequisite: Cha 15, Transmuter
Benefit: You can command your undead minion as a Benefit: When using a power with the polymorph
move action instead of a standard action. keyword, you can use any one power of the form you
assume that has the radiant keyword as an encounter
Martial Arts Master [Monk] power.
Prerequisite: Int 15, monk, Defensive Stance,
Offensive Stance or Balanced Stance Ranged Amendment [Transmuter]
Benefit: You can take a second stance from the list of Prerequisites: Cha 13, Transmuter class
Defensive Stance, Offensive Stance or Balanced Benefit: When using a power with the polymorph
Stance. keyword, you can use any one power of the form you
assume that is a standard keyword-less ranged attack
Melee Amendment [Transmuter] as an at-will ability.
Prerequisites: Cha 13, Transmuter class
Benefit: When using a power with the polymorph Riddle of Steel [Bardic Music]
keyword, you can use any one power of the form you Prerequisites: Bardic Music class feature, Cha 17
assume that is a standard keyword-less melee attack as Benefit: You can add Riddle of Steel to your list of
an at-will ability. bardic music.

Mercy of the Heavens [Aasimar] Bardic Music: Riddle of Steel Feat Power
Prerequisites: Aasimar With a quick recitation of a dwarven chant, your ally’s
Benefit: When attempting to force a bloodied target to skin becomes as hard as steel.
surrender, you gain a +5 feat bonus to your Intimidate Encounter Arcane
check. Immediate Interrupt Close burst 10
(Close burst 15 at 21st level)
Necrotic Metamorphosis [Transmuter] Trigger: You or one of your allies is attacked
Prerequisites: Cha 15, Transmuter class Target: You or one ally
Benefit: When using a power with the polymorph Effect: Target gains resist 5 to all damage until the end
keyword, you can use any one power of the form you of your next turn. Increase the bonus to resist 10 at
assume that has the necrotic keyword as an encounter 21st level.
ability.
Talking Familiar [Familiar]
Poison Transformation [Transmuter] Prerequisite: Familiar Bond Ritual
Prerequisites: Cha 15, Transmuter class Benefit: You familiar gains the ability to speak one
Benefit: When using a power with the polymorph language you know.
keyword, you can use any one power of the form you
assume that has the poison keyword as an encounter Teleporting Transformation [Transmuter]
ability. Prerequisite: Cha 15, Transmuter
Benefit: When using a spell with the polymorph
Precise Flurry [Monk] keyword, you can use any one power of the form you
Prerequisites: Dex 15, monk, Flurry of Blows class assume that has the teleportation keyword as an
feature encounter ability.
Benefit: You do not take a penalty to hit when making a
Flurry of Blows attack. Terrifying Transformation [Transmuter]
Prerequisite: Cha 13, Transmuter
Practiced Balance Benefit: When using a power with the polymorph
Prerequisite: Skill Training (Athletics) keyword, you can use any one power of the form you
Benefit: You may replace an Acrobatics check with an assume that has the fear keyword as an encounter
Athletics check to Balance or to perform an Acrobatic ability.
Stunt.
Transforming Resistance [Transmuter]
Psychic Change [Transmuter] Prerequisite: Cha 15, Transmuter
Prerequisite: Cha 15, Transmuter class Benefit: When using a power with the polymorph
Benefit: When using a power with the polymorph keyword, you gain the resistances of the form you
keyword, you can use any one power of the form you assume.
assume that has the psychic keyword as an encounter
ability.

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4E Races and Classes
Tumbling Traverse Breath of Olhydra Channel Arcane Power
Prerequisite: Skill Training (Acrobatics) You can breath underwater, while others drown.
Benefit: You may replace an Athletics check to Jump or Daily Arcane, Water
Climb or with an Acrobatics check. Minor Action Close burst 5
Target: All creatures in burst
Twilight Sight [Gnome] Attack: Charisma vs. Fortitude
Prerequisite: Gnome Hit: 2d6 + Charisma modifier drowning damage.
Benefit: You gain darkvision. Effect: You gain water breathing for the duration of the
encounter.
Winged Familiar [Familiar] Special: Creatures that have a water breathing ability
Prerequisite: Familiar Bond Ritual are immune to drowning damage.
Benefit: Your familiar gains Flying 5 with an altitude of
5. Charming Change [Transmuter]
Prerequisites: Cha 17, Transmuter
Wings of Flight [Transmuter] Benefit: When using a spell with the polymorph
Prerequisite: Cha 13, Transmuter class keyword, you may use any one power of the new form
Benefit: When using a spell with the polymorph with the Charm keyword as a daily power.
keyword and assume a form that has a flying speed, you
gain Flying equal to your normal speed. Chill of Cryonax [Arcane Channeling]
Prerequisites: Con 17, Cold keyword Encounter or
Daily power, Sorcerer Class
Epic Tier Feats Benefit: You can use the Chill of Cryonax power as
your Channel Arcane power for an encounter.
Bite of Orcus [Arcane Channeling] Special: You can add ice elemental and ice archon
Prerequisites: Con 17, Necrotic Encounter or Daily shapes to your Heritage Form powers.
power, Sorcerer Class
Benefit: You can use the Bite of Orcus power as your Chill of Cryonax Channel Arcane Power
Channel Arcane power for an encounter. You are protected from cold, while others are numbed
Special: You can add devourer shapes to Heritage with chill.
Form powers. Daily Arcane, Cold
Minor Action Close burst 3
Bite of Orcus Channel Arcane Power Target: All creatures in burst
You heal, as your foes are drained of life. Attack: Charisma vs. Fortitude
Daily Arcane, Healing, Necrotic Hit: 2d6 + Charisma modifier cold damage and the
Minor Action Close blast 10 target is immobilized (save ends).
Target: All creatures in blast Effect: You gain resist cold equal to ½ your level for the
Attack: Charisma vs. Fortitude duration of the encounter.
Hit: 2d6 + Charisma modifier necrotic damage.
Effect: You can use a healing surge to regain hit points.
You regain extra hit points equal to the number of Elemental Shape [Druid]
targets you hit. Prerequisites: Shapechange class feature
Benefit: You can shapechange into a form composed
Breath of Olhydra [Arcane Channeling] of elemental chaos. You retain your humanoid shape
Prerequisites: Con 13, Acid Encounter or Daily power, while in elemental shape, allowing you full use of your
Sorcerer Class gear and Shapeshift powers. You gain the Earth, Acid,
Benefit: You can use the Acid Downpour power as your Air, Fire, Ice, Lightning or Water subtype. You must
Channel Arcane power for an encounter. select the subtype when you gain this feat. According to
Special: You can add water elementals and water the subtype you take, you gain the following benefits
archon shapes to Heritage Form powers. when shapechanged.
• Earth. Resist damage 5. You gain a +1 bonus
to damage.
• Acid. Resist acid equal to your level. Your
melee attacks deal acid damage.
• Air. Resist thunder equal to your level. Your
ranged attacks deal thunder damage.
• Fire. Resist fire equal to your level. Your melee
attacks deal fire damage.

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4E Races and Classes
• Ice. Resist cold equal to your level. Your melee General of the Undead [Necromancer]
attacks deal cold damage. Prerequisites: Int 21, Cha 13, Summon Undead class
• Lightning. Resist lightning equal to your level. feature
Your ranged attacks deal lightning damage. Benefit: You can command your undead minion as a
minor action instead of a standard action.
Epic Inspiration [Bard]
Prerequisites: Bardic Music class feature, Cha 21, Int Grasp of Ogrémoch [Arcane Channeling]
17 Prerequisites: Con 17, Sorcerer Class
Benefit: All of your bardic music can affect one extra Benefit: You can use the Grasp of Ogremoch power as
target and increase any bonus to defense by +1. your Channel Arcane power for an encounter.
Special: You can add earth elemental and earth archon
Flames of Imix [Arcane Channeling] shapes to your Heritage Form powers.
Prerequisites: Con 17, Fire keyword Encounter or
Daily power, Sorcerer Class Grasp of Ogrémoch Channel Arcane Power
Benefit: You can use the Flames of Imix power as your You gain fortitude, while others are immobilized.
Channel Arcane power for an encounter. Daily Arcane
Special: You can add fire elementals and fire archon Minor Action Close burst 5
shapes to Heritage Form powers. Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier damage and the target is
Flames of Imix Channel Arcane Power immobilized (save ends).
Flames burn where you pass. Effect: You gain a +2 bonus to Fortitude defense until
Daily Arcane, Fire the end of the encounter.
Minor Action Close burst 1
Target: All creatures in burst Hand of Yan-C-Bin [Arcane Channeling]
Attack: Charisma vs. Fortitude Prerequisites: Con 17, Sorcerer Class
Hit: 2d6 + Charisma modifier fire damage. Benefit: You can use the Hand of Yan-C-Bin power as
Effect: You gain resist fire equal to ½ your level for the your Channel Arcane power for an encounter.
duration of the encounter. Special: You can add air elemental and air archon
Sustain Minor: the area persists. Any creature that shapes to your Heritage Form powers.
you move adjacent to, moves adjacent to you or
ends it turn adjacent to you takes 5 fire damage.
You can sustain the power for up to 5 minutes. Hand of Yan-C-Bin Channel Arcane Power
You are carried on the wind, while others are blown
away.
Gaze of Asmodeus [Arcane Channeling] Daily Arcane
Prerequisites: Con 19, Sorcerer Class Minor Action Close burst 5
Benefit: You can use the Gaze of Asmodeus power as Attack: Charisma vs. Reflex
your Channel Arcane power for an encounter. Hit: 2d6 + Charisma modifier damage and the target is
Special: You can add devil shapes to your Heritage pushed a number of squares equal to your
Form powers. Intelligence modifier and knocked prone.
Effect: You gain flying at your speed until the end of the
Gaze of Asmodeus Channel Arcane Power encounter
You see in the dark, and others are swallowed in
darkness. Healing Transfiguration [Transmuter]
Daily Arcane, Zone Prerequisite: Cha 17, Transmuter
Minor Action Close burst 5 Benefit: When using a spell with the polymorph
Target: Each creature in burst keyword, you can use any one power of the form you
Attack: Charisma vs. Reflex assume that has the healing keyword as an encounter
Hit: 2d6 + Charisma modifier damage. The target is ability.
blinded (save ends).
Effect: You gain darkvision until the end of the
encounter. You also create a zone that blocks all
Illusion Mastery [Illusionist]
Prerequisite: Illusionist
vision.
Benefit: Once per encounter, you can spend an action
Sustain Minor: The zone persists. You can sustain the
point to regain the use of a daily illusionist power you’ve
power for up to 5 minutes.
already used today, instead of taking an extra action.

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4E Races and Classes
Improved Transformation [Transmuter] Perfect Terrain Walk [Druid]
Prerequisite: Cha 17, Transmuter Prerequisites: Improved Terrain Walk, Terrain Walk
Benefit: When using a spell with the polymorph class feature
keyword, you may use any one assumed per-encounter Benefit: Based on the terrain walk ability you have,
ability you have obtained that the form can normally use your ability to avoid the hazards of terrain increases as
as an at-will ability as an at-will ability. listed below.
Earth Walk: You can pass through spaces of an
Ki Mastery [Monk] obstacle if that terrain is the result of rubble, uneven
Prerequisite: Monk stone, or earth as if it were clear. You must start
Benefit: Once per encounter, you can spend an action adjacent to the obstacle, and you have a movement
point to regain the use of a daily monk power you’ve rate of 2 while passing through the obstacle. You
already used today, instead of taking an extra action. cannot end your movement in the obstacle
Forest Walk: You can pass through spaces of an
Legendary Shape [Druid] obstacle if that terrain is the result of trees,
Prerequisites: Wild Shape class feature, Str 21, Wis underbrush, plants, or natural growth as if it were
13, Shapechange class feature clear. You must start adjacent to the obstacle, and
Benefit: While shapechanged into animal form, you are you have a movement rate of 2 while passing
Huge size and gain a +3 damage bonus to Strength- through the obstacle. You cannot end your
based melee attacks as well as increase your attack dies movement in the obstacle.
by two. As a Huge sized creature, you take up a 3x3 Ice Walk: You can pass through spaces of an obstacle
space and have Reach 3. if that terrain is the result of ice or snow as if it were
clear. You must start adjacent to the obstacle, and
you have a movement rate of 2 while passing
Lordly Presence through the obstacle. You cannot end your
Prerequisites: Cha 19 movement in the obstacle.
Benefit: When controlling minions or conjurations, you Swamp Walk: You can pass through 2 spaces of an
can direct up to 3 minions or conjurations with a single obstacle if that terrain is the result of bog, mud or
standard action, as long as they are within 15 squares. shallow water.

Martial Arts Genius [Monk] Razor Claws [Druid]


Prerequisite: Int 19, monk, Martial Arts Master Prerequisites: Str 19, Con 19
Benefit: You can use all three stances – Defensive Benefit: When you make a melee attack while
Stance, Offensive Stance or Balanced Stance. shapechanged, you can score a critical hit on a natural
19 or 20.
Plant Shape [Druid]
Prerequisites: Shapechange class feature Recharged Strike [Transmuter]
Benefit: You can shapechange into the form of a Prerequisites: Cha 17, Transmuter
mobile plant. You gain the following benefits when Benefit: When emulating an ability you have acquired
shapechanged. via polymorph that normally has a recharge, you may
• You gain the plant subtype recharge the ability on a 5 or 6.
• Resist acid, weapons and poison equal to ½
level.
Stance of Raziel [Arcane Channeling]
• Your attacks also deal poison damage and a Prerequisites: Con 17, Radiant keyword Encounter or
successful hit deals ongoing 5 poison damage Daily power, Sorcerer Class
(save ends). Benefit: You can use the Stance of Raziel power as
your Channel Arcane power for an encounter.
Special: You can add angel shapes to your Heritage
Form powers.

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Stance of Raziel Channel Arcane Power Transforming Immunity [Transmuter]
You act with resolution, while others run in fear. Prerequisite: Cha 17, Transmuter
Daily Arcane, Fear, Radiant Benefit: When you use a power with the polymorph
Minor Action Close burst 5 keyword, you gain the immunities of the form you
Target: All enemies in burst assume.
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier radiant damage and the Ultimate Unusual Summons [Conjurer]
target moves 6 spaces away. This move provokes Prerequisites: Conjurer class, Cha 17
opportunity attacks. Benefit: Select a solo monster of your level or up to 2
Effect: You gain a +2 power bonus to Will defense for levels lower than you. You may summon this creature
the duration of the encounter. as a Minion (See Minion template in Monster section)
with an appropriate Summon Minion spell.
Summoning Mastery [Conjurer] When the creature is summoned it has 1 hit
Prerequisite: Conjurer point and is not damaged by an attack that misses.
Benefit: Once per encounter, you can spend an action When you advance a level, you may change the
point to regain the use of a daily power you’ve already creature you summon with this feat.
used for today, instead of taking an extra action.
Unarmed Strike Mastery
Thoughts of Faerinall [Arcane Channeling] Prerequisites: Str 19, Con 19
Prerequisites: Con 17, Charm keyword Encounter or Benefit: When you make a melee unarmed attack, you
Daily power, Sorcerer Class can score a critical hit on a natural 19 or 20.
Benefit: You can use the Thoughts of Faerinall power
as your Channel Arcane power for an encounter. Multiclass Feats
Special: You can add eladrin shapes to your Heritage
Form powers.
Blood Made Manifest
[Multiclass Sorcerer]
Thoughts of Faerinaal Channel Arcane Power
Prerequisites: Cha 13
You act with deftness, while others are dazed.
Class/Skill: Sorcerer/Arcana
Daily Arcane, Charm, Psychic
Benefit: You gain training in the Arcana skill. You can
Minor Action Close burst 5
use Arcane Channeling once per day.
Target: All creatures in burst
In addition you can use an anathema, orb, staff,
Attack: Charisma vs. Will
or a wand as implement when using a sorcerer power or
Hit: 2d6 + Charisma modifier psychic damage and the
sorcerer paragon path power.
target is dazed until the end of your next turn.
Effect: You gain a +2 power bonus to Reflex defense
for the duration of the encounter. Initiate of Phantasms
[Multiclass Illusionist]
Prerequisites: Int 13
Touch of Demogorgon [Arcane Channeling] Class/Skill: Illusionist/Bluff
Prerequisites: Con 19, Sorcerer Class Benefit: You gain training in the Bluff skill. Choose a 1st
Benefit: You can use the Touch of Demogorgon power level Illusionist at-will power. You can use that power
as your Channel Arcane power for an encounter. once per encounter.
Special: You can add demon shapes to your Heritage In addition, you can use an orb, staff, or a wand
Form powers. as an implement when using an illusionist power or an
illusionist paragon path power.
Touch of Demogorgon Channel Arcane Power
Lashing purple tentacles rot all they touch. Initiate of Summoning
Daily Arcane, Necrotic [Multiclass Conjurer]
Minor Action Close burst 5 Prerequisites: Int 13
Target: Each creature in burst Class/Skill: Conjurer/Planar Lore
Attack: Charisma vs. Reflex Benefit: You gain training in the Planar Lore skill. You
Hit: Ongoing 10 necrotic damage (save ends) and the can use the Summon Materia feature of the Conjurer for
target is grabbed (until escape). If the target one encounter per day.
attempts to escape, use your Fortitude or Reflex
defense.

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4E Races and Classes
Initiate of the Wild
[Multiclass Druid]
Prerequisites: Wis 13
Class/Skill: Druid/Nature
Benefit: You gain training in the Nature skill. You can
use the Stride class feature of the Druid for one
encounter per day.

Seeker of the Song


[Multiclass Bard]
Prerequisites: Cha 13
Benefit: You gain training in one skill from the bard’s
skill list.
Once per day, you can use the bard’s Bardic
Music power and gain one Bardic Music power.
In addition, you can use a bardic instrument as
an implement when using a bard power or a bard
paragon path power.

Student of Change
[Multiclass Transmuter]
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill. Choose a
1st level transmuter at-will power. You can use that
power once per encounter.
In addition, you can use an orb, staff, or a wand
as an implement when using a transmuter power or an
transmuter paragon path power.

Student of the Empty Hand


[Multiclass Monk]
Prerequisite: Str 13 or Dex 13
Benefit: You gain training in the Acrobatics skill.
Once per day, you can use the Flurry of Blows class
feature.

Student of the Grave


[Multiclass Necromancer]
Prerequisites: Int 13
Benefit: you gain training in the Arcana skill. You can
use Summon Undead as a daily power.

Student of the Wild


[Multiclass Druid]
Prerequisites: Str 13
Benefit: You gain training in the Nature skill. You can
use the shapechange class feature once per day as a
minor action.

Totem Brother
[Multiclass Barbarian]
Prerequisites: Str 13
Benefit: You gain training in the Endurance skill. You
can use the Battle Frenzy class feature once a day when
bloodied.

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4E Races and Classes

Equipment
Mundane Equipment
Armor
Studded Leather Armor Armor Minimum
(Light) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Studded leather armor +3 - - - 35 gp 20 lbs.
Feystud armor +4 +4 - - Special 20 lbs.
Starstud armor +5 +6 - - Special 20 lbs.
Armor Minimum
Chain Shirt Armor (Light) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Chain shirt armor +4 - - - 40 gp 25 lbs.
Feychain armor +6 - - - Special 25 lbs.
Starchain armor +8 - - - Special 25 lbs.
Armor Minimum
Breastplate Armor (Heavy) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Breastplate armor +5 - - -1 50 gp 30 lbs.
Forgeplate armor +8 +4 - -1 Special 30 lbs.
Spiritplate armor +11 +6 - -1 Special 30 lbs.
Armor Minimum
Full Plate Armor (Heavy) Bonus Enhancement Bonus Check Speed Price (gp) Weight
Full plate armor +9 - -2 -1 80 gp 50 lbs.
Seigeplate armor +12 +4 -2 -1 Special 50 lbs.
Titanplate armor +15 +6 -2 -1 Special 50 lbs.

Breastplate: A breastplate is made of a single formed mastered by halflings. Starstud armor is made with
shell of metal that covers the chest and abdomen. It techniques gleaned from the celestial realms of the
may be simply strapped on or have a metal back with Astral Sea.
the two halves laced together. Forgeplate armor is
made of mythically dense metals such as adamantine,
while spiritplate incorporates an elemental or immortal
spirit into the metal to provide superior hardness and
protection.
Chain Shirt: An abbreviated armor made of metal rings
that protects the chest and upper arms and does not
hinder movement like chainmail, though it does not
provide quite as much protection as its counterpart.
Feychain is made with superior metallurgy and
techniques mastered by elves. Starchain armor is
forged from solidified strands of ectoplasm from the
Astral Sea.
Full Plate: This armor is refined plate mail, with several
specially shaped components designed to ward away
blows and additional components that add additional
reinforcement to the base armor. Seigeplate armor is
based on secret techniques passed down from the
armorers of Bael Turath and it is rumored that the secret
to creating Titanplate came directly from the wars with
the Primordials.
Studded Leather: This suit of soft leather with small
studs of wood, bone or some sort of metal protects the
chest, abdomen, arms and legs. Feystud armor is made
of superior leather and leatherworking techniques
Page 219 of 521
4E Races and Classes

Weapons
Simple Melee Weapons
One-Handed
Weapon Prof. Damage Range Price Wt. Group Properties
Light Mace +2 1d6 - 3 gp 4 lb. Mace Off-hand
Spiked Gauntlet +2 1d4 - 1 gp 1 lb. Club Off-hand
Whip +2 1d2 - 1 gp 2 lb. Flail Reach

Military Melee Weapons


One-Handed
Weapon Prof. Damage Range Price Wt. Group Properties
Lance +2 1d8 - 10 gp 10 lb. Spear Brace, Versatile
Light Pick +2 1d6 - 5 gp 3 lb. Pick High crit, Off-hand
Trident +2 2d4 - 15 gp 4 lb. Spear Heavy Thrown, Versatile

Two-Handed
Weapon Prof. Damage Range Price Wt. Group Properties
Guisarme +2 2d4 - 25 gp 12 lb. Polearm Reach
Ranseur +2 2d4 - 25 gp 12 lb. Polearm Reach

Superior Melee Weapons


One-Handed
Weapon Prof. Damage Range Price Wt. Group Properties
Kama +2 1d6 - 1 gp 2 lb. Light Blade Monk
Nunchaku +2 1d6 - 1 gp 2 lb. Flail Monk
Sai +2 1d4 - 5 sp 1 lb. Light Blade Monk
Siangham +3 1d6 - 2 gp 1 lb. Light Blade Monk
Sap +2 1d4 - 1 gp 2 lb. Club Ambush
Tonfa +2 1d6 - 1 gp 3 lb. Club Monk

Two-Handed
Weapon Prof. Damage Range Price Wt. Group Properties
Aklys +2 1d4 - 15 gp Light Blade Trip
Dire Flail +2 1d8/1d8 - 45 gp Flail Double
Doubleaxe +2 1d8/1d8 - 30 gp Axe Double
Garrote +2 1d6 - 1 gp - Light Blade Grab
Hook fauchard +2 1d4 - 10 gp Heavy Blade Reach, Trip
Hooked Hammer +2 1d8/1d6 - 10 gp Hammer, Double
Light blade
Twinsword +3 1d8/1d8 - 30 gp Heavy Blade Double
Urgrosh +2 1d8/1d6 - 25 gp Axe, Spear Double

Weapon Properties Grab: If you make a grab attack while wielding this
weapon, you deal the weapon’s damage each round you
Ambush: This weapon deals 1d10 damage if the target hold the target. You do not need to make an attack roll
grants combat advantage. to deal this damage.
Brace: If you charge or are charged when using this Monk: A monk may use this weapon with any power
weapon, you deal an extra +1d6 damage on a hit. that allows the use of an unarmed attack.
Double: This weapon takes up the primary and the off- Oversized: The weapon is abnormally large or
hand. You may use either end with an attack. If you can cumbersome. You must be the size listed in
make a primary and off-hand attack, you may use either parentheses to properly use the weapon.
end twice or one end once each.

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4E Races and Classes
Trip: On a successful hit with this weapon, you can
choose to knock the opponent prone if it is your size or
smaller.

Page 221 of 521


4E Races and Classes
Clothing Clothing Cost
If you wish to outfit your character in specific Silk 3 gp
clothing, here is a broad list of clothing to do just that. Thistledown (elven) 100 gp
Velvet 4 gp
Clothing Cost Wool 8 cp
Apron - Coat
Cloth 5 sp of Arms 8 sp
Leather 8 gp Arctic 10 gp
Baladrana 6 sp Codpiece 1 gp
Belt 3 sp Coif -
Adventurer’s 3 gp Ceremonial 2 gp
Bracers - Linen 1 gp
Leather 8 sp Doublet 1 gp
Metal 5 sp Drawers 4 sp
Broadbelt 6 gp Dress, Common 9 sp
Boots Peasant 5 cp
Dwarven 45 gp Common 5 sp
High - Rich 3 gp
Hard 3 gp Noble 25 gp
Soft 1 gp Fullcloth 8 gp
Sheepskin 4 gp Garnache 3 sp
Low - Girdle 3 gp
Hard 2 gp Gauntlet, Falconry 5 sp
Soft 15 sp Gloves -
Animal Skin 3 gp Archer 5 gp
Orc-spiker - Soft leather 5 gp
High/Low 5 gp Hard leather 10 gp
Additional attachments 3 gp Cloth 2 sp
Soft 3 gp Gown, common 12 sp
Trail 5 gp Hip boot waders 15 gp
Riding 7 gp Hood -
Sheepskin 4 gp Wool/linen 2 sp
Waterproof 4 gp Fur 1 gp
Added dagger sheath 1 gp Hose 2 gp
Boot hose 1 sp Knife sheath 3 cp
Braies 6 sp Loincloth -
Breeches 2 gp Bear fur 12 gp
Bustles 5 gp Chain mail 20 gp
Cannons 8 gp Cotten linen 6 sp
Cap, hat 1 sp Leather, stiff 2 gp
Cape Leather, supple 5 gp
Half 4 sp Plate mail 35 gp
Full 7 sp Scale mail 23 gp
Cassock 6 gp Wolf fur 9 gp
Caul 3 gp Liripipe 10 sp
Chemise - Lounging robe 8 gp
Cotton 3 gp Mantle -
Linen 2 gp Spring 1 gp
Sackcloth 8 sp Winter 10-30 gp
Silk 6 gp Mittens 3 sp
Cloak Moccasins 2 gp
Common 5 sp Money belt 4 gp
Good cloth 8 sp Nightshirt 6 gp
Fine fur 50 gp Pantaloons 3 sp
Cloth (sq yard) Pin 6 gp
Cotton 1 sp Plain brooch 10 gp
Honey leather (elven) 50 gp Poncho 6 gp
Linen 5 cp Purses
Satin 4 gp Linen 3 sp

Page 222 of 521


4E Races and Classes
Clothing Cost Jewelry Cost
Leather 2 gp Arm Bands 35 gp
Hidden 5 gp Bangles & Beads, glass(per bag) 25 sp
Wire mesh inside 7 gp Belt, Decorative -
Robe - Gold 85 gp
Common 9 sp Stone Beads 45 gp
Embroidered 20 gp Silver 55 gp
Ruff 10 gp Bracelet -
Sandals 5 cp Gold 25 gp
Sash - Silver 10 gp
Linen 2 sp Comb -
Silk 10 gp Amber 25 gp
Wool 1 sp Seashell 15 gp
Sashling (elven) 10 gp Cuff -
Shirt, blouse 4 sp Gold 35 gp
Shoes - Silver 20 gp
Baby 5 sp Brooch -
Common 1 gp Gold 45 gp
Dancing 35 gp Silver 25 gp
Elven 45 gp Earring -
Silk jacket 80 gp Amber 50 gp
Slippers Gold 35 gp
Linen 15 sp Stone beads 45 gp
Silk 35 gp Gorget 50 gp
Wool 10 sp Ferronniere 50 gp
Slop 5 cp Fillet 60 gp
Snowshoes 20 gp Headband, carved -
Spiked leather collar 10 gp Men’s 25 gp
Spurs 1 gp Women’s 40 gp
Stockings 2 gp Locket 25 gp
Swimwear, drow 15 gp Necklace -
Surcoat 6 sp Amber 45 gp
Suspenders - Gold 65 gp
Canvas 3 sp Silver 35 gp
Leather 5 sp Pendant -
Scabbard 4 gp Silver 25 gp
Tabard 6 sp Gold 45 gp
Tabi - Ring -
Silk 100 gp Copper 5 sp
Wool 45 gp Diamond, small 750 gp
Terrain suit Engraved 35 gp
Toga - Gold 25 gp
Linen 3 sp Iron, plain 2 gp
Wool 8 cp Signet 5 gp
Trousers, skirt 3 sp Silver 15 gp
Tunic 8 sp Torc 50 gp
Turban 3 sp
Vest 6 sp

Jewelry
The prices listed here are the minimum for a
basic version of the listed type of jewelry. Jewelry worth
less than the prices listed here by a small amount could
be considered costume jewelry or simply gaudy, while
jewelry worth considerably less that what is listed here
would be “junk” jewelry – most likely made of fake or
inferior materials.

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4E Races and Classes
Miscellaneous Equipment Miscellaneous Equipment Cost Weight
500 pages 500 gp
Miscellaneous Equipment Cost Weight Parchment
Air Bladder 15 gp .1 lb Regular
Arm Sling 3 cp 25 pages 10 gp
Arrows - 50 pages 20 gp
Woodbiter 8 sp 75 pages 40 gp
Stonebiter 1 gp 100 pages 80 gp
Adamantite 7 gp 200 pages 160 gp
Major grapple 10 gp 500 pages 400 gp
Minor grapple 6 gp Tome -
Assayer’s Kit 25 gp 2 lbs 25 pages 20 gp
Backpack - - 50 pages 40 gp
Backpack 2 gp 2 lbs 75 pages 80 gp
Equipment Frame 10 gp 5 lbs 100 pages 160 gp
Rucksack 1 gp 1 lb 200 pages 320 gp
Bag 11 cp .1 lb 500 pages 800 gp
Bag, Wizard’s 30 gp 5 lbs Bookcase, portable 275 gp 50 lb
Balm 10 gp .1 lbs Book lock - -
Bandages - - Fair 10 gp -
1” squares, 100 2 sp - Good 20 gp -
2” strip, 50 yards 1 gp - Excellent 30 gp -
Bandolier - - Steel link strap 5 gp -
Single 1 gp ½ lb Bottle, flask 3 sp .1 lb
Double 2 gp 1 lb. Bow drill - -
Barrel - - Needle 1 sp .1 lb
Small 1 gp 30 lbs Nail 7 cp .1 lb
Large 2 gp 60 lbs Spike 3 sp .1 lb
Basket - Peg 5 sp .1 lb
Large 3 sp 1 lb Handle 4 gp .1 lb
Small 5 cp .1 lb Box - -
Bath oil (per pint) 1 gp .1 lb Sandalwood 5 gp 1 lb
Bedroll 1 sp 5 lb Silk-lined 5 gp 1 lb
W/ wool padding 2 sp 7 lb Lacquered 8 gp 1 lb
Bell 1 gp .1 lb Breathing tube 2 sp 1 lb
Belt pouch - - Bucket 5 sp 3 lbs
Large 2 gp 1½ lbs Camouflage paint kit 50 gp .1 lb
Small 1 gp ½ lbs Candles 1 cp .1 lb
Birdcage 1d4+1 gp Candle snuffer 1 sp 4 lbs
Blade boots 15 gp - Canteen 5 gp .5 lb
Blanket 5-8 sp 3 lb Canvas (per sq yard) 4 sp 2 lbs
Winter 5 sp 3 lbs Cages - -
Block and tackle 5 gp 5 lb Bamboo 8 gp 3 lbs
Bolt case 1 gp 1 lb Brass 12 gp 7 lbs
Books (blank) - - Cask 5 sp
Paper Cathole Tool 5 gp 6 lbs
Regular - - Chain (per ft) - -
25 pages 12 gp Heavy 3 gp 3 lbs
50 pages 25 gp Light 1 gp 1 lb
75 pages 37 gp Medium 2 gp 2 lbs
100 pages 50 gp Fine, small 2 gp .1 lb
200 pages 600 gp Chalk 1 cp .1 lb
500 pages 1450 gp Charcoal (10 lbs) 1 gp 10 lbs
Tome - Chest - -
25 pages 25 gp Large 1 gp 25 lbs
50 pages 50 gp Small 1 gp 10 lbs
75 pages 75 gp Chisels (set of 12) - -
100 pages 100 gp Wood 12 gp 1 lb
200 pages 200 gp Stone 120 gp 2 lbs

Page 224 of 521


4E Races and Classes
Miscellaneous Equipment Cost Weight Miscellaneous Equipment Cost Weight
Clamps - - Insect Repellant 5 gp .1 lb
4" 2 gp .1 lb Iron pot 5 sp 1 lb
8" 5 gp .5 lb Jar (empty) 5 sp .5 lb
16" 10 gp 1 lb Jug (empty) 5 sp .5 lb
Clawed gloves 20 gp Keg (empty) 15 sp 10 lbs
Climbing spikes (10) 5 sp Keymaking set 60 gp 2 lb
Cloth (per 10 sq yds) - - Ladder - -
Common 7 gp 10 lbs 10 foot 2 sp 20 lbs
Fine 50 gp 10 lbs 12 foot 3 sp 24 lbs
Rich 100 gp 10 lbs Lantern - -
Coal (10 lbs) 10 gp 10 lbs Beacon 150 gp 50 lbs
Comb 1 sp - Bullseye 12 gp 3 lbs
Crampons 4 gp 2 lbs Hooded 7 gp 2 lbs
Crutch 6 gp 2 lbs Fog-cutter 15 gp 3 lbs
W/ armpit rest 7 gp 3 lbs Spelunker 20 gp 2 lbs
Crowbar 1d2 gp 2 lbs Waterproof 50 gp 2 lbs
Dice - - Lamp - -
Loaded 4 gp - Arabic - -
Regular 5 sp - Brass 1 gp .5 lb
Disguise kit 20 gp 5 lbs Copper 5 gp .5 lb
False scabbard 12 gp Silver 15 gp .5 lb
Field glass 25 gp 1 lb Gold 50 gp .5 lb
Files 1 sp .1 lb Chime 20 gp 5 lb
Fire Grate 3 gp 5 lbs Firefly 9 sp .1 lb
Fishhooks 1 sp .1 lb Hurricane 1 gp 2 lb
Fishing net,(10 ft sq) 4 gp 5 lbs Brass 1 gp 2 lb
Fishing tackle 10 gp 1 lb Copper 4 gp 2 lb
Flint and steel 5 sp .1 lb Silver 12 gp 2 lb
Funnel, small 3 cp Oil lamp 1 sp 1 lb
Glass bottle 10 gp .1 lb Onyx 9 sp 1 lb
Glasscutter 120 gp Brass 5 sp 1 lb
Glue (2 oz pot) 2 gp .2 lb Pottery 1 sp 1 lb
Grappling iron 3 gp 2 lb Warming 8 sp 1 lb
Grappling hook 7 gp 4 lbs Lathe 20 gp .5 lb
Grindstone 5 gp 15 lbs Lathe bits - -
Hacksaw 2 gp 2 lbs Stone 15 gp -
Hairbrush 7 sp - Wood 5 gp -
Hammers/mallets - - Leather Strap 1 sp .1 lb
Nail removal 3 gp 1 lb Limewood (10) 3 cp
Spike 5 gp 2 lbs Listening cone, brass 2 gp
Chisel 4 gp 3 lbs Lock - -
Peg-mallet 8 gp 3 lbs Fair 50 gp 1 lb.
Stone-mallet 10 gp 5 lbs Good 100 gp 1 lb
Hammock 5 gp 15 lbs Poor 20 gp 1 lb
Healing kit 25 gp 5 lbs Lock chisels (set of 3) 2 gp
Healer’s bag 6 gp Magnifying glass 100 gp .1 lb
Helmet, Thieving 10 gp 1 lb Mallet, Cording - -
Hinge-removing set 30 gp 12 lb 20 lb 5 gp 20 lb
Herbal Medication 10 gp .1 lb 30 lb 9 gp 30 lb
Hoe - - Manacles (pair & key) 5 gp
Iron head 3 gp 5 lbs Map or scroll case - -
Steel head 5 gp 5 lbs Bone 5 gp .5 lb
Holy symbol 10 gp 1 lb. Leather 15 sp .5 lb
Horn, signal 8 sp .1 lb Marbles, bag (30) 2 cp .5 lb
Hourglass 25 gp 1 lb Marked cards, deck 5 gp
Housebreakers harness 25 gp Mask 1 sp -
Ink (2 oz) 1 gp .1 lb Merchant's scale 2 gp 1 lb
Ink, Disappearing 5 gp .1 lb Mess Kit 8 gp 3 lbs

Page 225 of 521


4E Races and Classes
Miscellaneous Equipment Cost Weight Miscellaneous Equipment Cost Weight
Metal file 2 gp .1 lb 2 person ripsaw 7 gp 10 lbs
Mirror - - Jigsaw 8 gp 1 lb
Hand 15 gp .1 lb 2 person logging 15 gp 15 lbs
small metal 10 gp .1 lb Stone hacksaw 15 gp 4 lbs
wall - - Stone jigsaw 17 gp 3 lbs
3’ 15 gp 10 lbs Scabbard - -
5’ 25 gp 25 lbs Sword - -
Nails (iron, 100) 5 cp 1 lb Bastard 2 gp 3 lb
Nose-squeezer 1 gp .5 lbs Broad 1 gp 2 lb
Oil (per flask) - - Long 1 gp 2 lb
Lamp 1 gp 1 lb Short 15 sp 1 lb
Paint (gallon) 2 gp 5 lbs Sharkskin (Sq foot) 12 gp
Paintbrush - Sheath - -
Fine 1 gp .1 lb Dagger 10 sp .5 lb
Medium 2 sp .3 lb Knife 7 sp .5 lb
Large 5 sp .5 lb Scissors 5 sp .1 lb
Paper(Velum) (per sheet) 8 gp - Sealing/candle wax (per lb) 4 gp 1 lb
Papyrus (per sheet) 2 gp - Seed-sower pouch 2 gp 1 lb
Parchment (per sheet) 4 gp - Sewing needle 5 sp .1 lb
Pebbles & shells(rigged) 3 gp Shovel - -
Pen - Coal 2 gp 6 lb
Fine, wood or metal 3 sp - Gardening 3 gp 6 lb
Quill 2 cp - Postholer 4 gp 6 lb
Perfume, cologne (1 oz) 1 gp+ .1 lb Snowshovel 3 gp 6 lb
Pickaxe, mining 3 gp 15 lb Sieve 5 sp 5 gp
Pitchfork - - Signal whistle 8 sp .1 lb
Wood 2 gp 4 lb Signet ring or personal seal 5 gp .1 lb
Steel 9 gp 8 lb Snuff box 3 gp .5 lb
Pipe, smoking 1 cp .1 lb Soap (bar) 1 sp 1 lb
Pipeweed, tobacco 1 gp .1 lb Spade 2 gp 6 lb
Piton 3 cp .5 lb Spider poles 40 gp 3 lbs
Plier 1 gp .5 lb Strap, belt (per dozen) - -
Plow - - Long 1 gp .5 lb
Small 8 gp 15 lbs Medium 12 sp .3 lb
Large 15 gp 30 lbs Short 7 sp .1 lb
Provision bag 3 gp 2 lbs String (50 ft) 1 sp -
Quilt 5 sp 7 lbs Sundial - -
Quiver 8 sp 1 lb Bronze 25 gp 5 lbs
Rake - Marble 35 gp 5 lbs
Bamboo 3 gp 6 lb Sun goggles 1 gp -
Twig 2 sp 6 lb Survival kit 10 gp 3 lbs
Razor 1 gp - Table vise 20 gp 2 lbs
Repair & cleaning kit - - Tent - -
Weapons 5 gp 1.5 lbs Bell 4 gp
Armor 10 gp 1.5 lbs Bundle 20 gp
Rope (per 50 ft) - - Large 25 gp 20 lbs
Hemp 1 gp 20 lbs Pavilion 100 gp 50 lbs
Silk 10 gp 8 lbs Pyramid 15 gp
Rope Set Pack 40 gp 6 lbs Small 5 gp 10 lbs
Rope ladder(per 4') 1 sp 5 lbs Wedge 5 gp
Rosin(100 app) 1 sp .1 lb Thread (spool) 5-10 cp -
Sachet, perfumed 3 gp .1 lb Thieves picks 30 gp 1 lb
Sack - Tooth Wrench 5 gp .1 lb
Large 2 sp .5 lb Torch 1 cp 1 lb
Small 5 cp .1 lb Tourniquet 1 sp .5 lb
Saws - - Towel - -
Amputation 3 gp 1 lb Bath 10 sp .1 lb
Crosscut 3 gp 1 lb Hand 2 sp -
Page 226 of 521
4E Races and Classes
Miscellaneous Equipment Cost Weight seconds of flight. A minor grapple can support up to
Washcloth 1 sp - 200 lbs. of weight, while a major grapple can support
Traps/snares - - up to 800 lbs. of weight.
Lobster 5 gp 1 lb Assayer’s Kit: This kit contains weights and a
Eel 3 gp 1 lb merchant’s scale, used to accurately determine the
Small bird 1 gp 3 lbs weight of precious objects from gold to gemstones.
Large bird 3 gp 5 lbs Backpack: holds 50 lbs.
Rabbit 4 gp 3 lbs Backpack, Equipment Frame: holds 200 lbs.
Boar 7 gp 8 lbs Backpack, Rucksack: holds 75 lbs.
Bear 12 gp 15 lbs Bag: holds 25 lbs.
Lethal 10 gp 2 lbs Bag, Wizard’s: holds 25 uses of components for rituals
Tree bed 8 gp 8 lbs in a waterproof container. Components not
W/pitched roof 10 gp 8 lbs included.
Tree seat 15 gp 10 lbs Balm: This ointment takes 1 minute to apply and heals
Trowel - - 1d6 hit points. Only one balm can be applied to a
5" 2 gp .1 lb character per encounter.
7" 4 gp .3 lb Bandages: Each 1” strip takes one round to apply and
10" 5 gp .5 lb heals 1 hit point. A character cannot be healed for
Tube, Screwcap (empty) 10 gp .5 lb more than one healing surge worth of hit points
Vial (empty) - - through the use of bandages per encounter.
Ceramic 1 gp .1 lb Bandolier: Holds 5 flasks each. A character cannot
Crystal 1d4 gp .1 lb wear two single bandoliers (some of the flasks will
Metal 2-4 gp .1 lb be inaccessible).
Walking Stick 3 gp+ 2 lbs Barrel, Small: Holds 10 gallons.
Wax, block 5 cp Barrel, Large: Holds 25 gallons.
Weaponblack (vial) 2 gp .1 lb Basket, Small: Holds 3 lbs.
Weeding claw 7 sp .1 lb Basket, Large: Holds 5 lbs.
Wheelbarrow 15 gp 5 lbs Belt Pouch, Large: Holds 3 lbs.
Whetstone 1 gp .1 lb Belt Pouch, Large Adventurer’s: Holds 5 lbs.
Whistle 1 gp .1 lb Belt Pouch, Small: Holds 1 lb.
Animal Call 1 gp .1 lb Belt Pouch, Small Adventurer’s: Holds 3 lbs.
Wineskin - - Blade Boots: Treat the blade as a dagger.
One gallon 8 sp 1 lb Book, Paper: These books are of sufficient quality to be
Three gallon 2 gp 3 lb used to inscribe rituals or spells. A tome has been
Wire cutters 1 gp treated so that it has resist damage 5.
Wrist sheath 3 sp Book, Papyrus: These books cannot contain rituals or
spells, but can be used as journals or for other
mundane writing. A tome has been treated so that it
Selected Item Descriptions has resist damage 5.
Bookcase, Portable: Holds 75 books.
Air Bladder: Made from a pig’s bladder or other such
Book lock, Fair: Thievery DC 10 to open without key.
material, it holds enough air to breath underwater for
Book lock, Good: Thievery DC 15 to open without key.
one encounter.
Book lock, Excellent: Thievery DC 20 to open without
Arrow, Woodbiter: This reinforced arrow has a special
key.
loop with which to attach a string (which is in turn
Box (All types): Holds 3 lbs.
attached to a rope) and a serrated head designed to
Bucket: Holds 3 gallons.
hold fast into wood structures.
Candle: Illuminates 2 square burst (dim). Lasts 1 hour.
Arrow, Stonebiter: This reinforced arrow has a special
Canteen: Holds ½ gallon
loop with which to attach a string (which is in turn
Cask: Holds 12 gallons.
attached to a rope) and a serrated head designed to
Cathole Tool: This is a small shovel with a handle that
hold fast into stone or wood structures.
is the length of a forearm.
Arrow, Adamantite: This reinforced arrow has a
Chest, Large: Holds 200 lbs.
special loop with which to attach a string (which is in
Chest, Small: Holds 50 lbs.
turn attached to a rope) and a serrated head
Clamps (All sizes): This is a clamp used to hold items
designed to hold fast into any material, including
together. The size indicate how wide the jaws can
supernatural ones.
be opened.
Arrow, Grapple (Major or Minor): This arrow has a
Clawed Gloves: Grants a +2 item bonus to Athletic skill
special loop with which to attach a string (which is in
checks when climbing. Treat as daggers if used in
turn attached to a rope) and a special head that
melee combat.
opens into a three-prong grapple after a few
Page 227 of 521
4E Races and Classes
Crampons: Grants a +2 item bonus to Athletic skill Lamp, Arabic (All types): Illuminates 5 square burst.
checks when climbing. You suffer –1 speed and Lasts 8 hours per flask.
cannot run when using crampons. Lamp, Chime: Illuminates 5 square burst and produces
Disguise Kit: Grants a +2 item bonus to Bluff skill a soft tinkling sound while lit. Lasts 8 hours per
checks when attempting to disguise yourself as flask.
someone else. Lamp, Firefly: It takes one hour to catch enough
False Scabbard: The false bottom of this scabbard can fireflies to power this lamp. It Illuminates 5 square
hold a dagger or objects of up to approximately the burst (dim), but the light lasts one day.
same size. Lamp, Hurricane (All types): Illuminates 5 square
Field Glass: This item grants a +2 item bonus to burst. Lasts 8 hours per flask.
Perception skill checks when attempting to spot Lamp, Oil (All types): Illuminates 5 square burst.
things 10 squares or more away. Lasts 24 hours per flask.
Healing Kit: This item grants a +2 item bonus to Limewood: Walking on limewood strips grants a +2
Healing skill checks. item bonus to Stealth skill checks. It takes a minor
Healer’s Bag: Holds 25 uses of herbs and medicines in action to place enough limewood to move one
a watertight bag. square.
Helmet, Thieving: You don’t suffer a penalty to Listening Cone: This device grants a +2 bonus to
Perception checks when wearing this specialized Perception skill checks when made to hear through
helmet. thin materials such as doors, windows or thin walls.
Hinge-removing set: This set contains a small hammer Lock, Fair: It takes a Thievery DC 15 skill check to
and several metal punches used for removing doors open this lock without the key.
or shudders from their hinges. It only works on Lock, Good: It takes a Thievery DC 20 skill check to
doors that open your direction (i.e., the hinges are open this lock without the key.
on your side). Lock, Poor: It takes a Thievery DC 10 skill check to
Herbal Medication: This is a mixture of herbs that open this lock without the key.
when drunk, help to alleviate the pain of wounds. It Magnifying Glass: This item grants a +2 item bonus to
heals 1d4 hit points when consumed. Perception skill checks when make a close
Housebreaker’s Harness: This harness allows an inspection or search.
individual to anchor themselves in one place while Manacles: A creature in manacles is treated as being
climbing to free up hands for other uses. It takes grabbed. It takes an Acrobatics or Athletics skill
one minute to anchor yourself, and a single round to check against a DC of 20 to escape.
release. Marbles: If you take a round to carefully cover a single
Insect Repellant: This ointment takes 1 minute to square with marbles, it is treated as difficult terrain.
apply, but common insects will avoid the character Mess Kits: A mess kit contains a fork, knife, spoon, cup
and swarms or monstrous insects suffer a +2 and plate
penalty to attacks against the protected creature. Nose Squeezer: This clip shuts the nose tight. It grants
The protection lasts for a single encounter. a +2 item bonus against inhaled poisons and other
Iron Pot: Holds 1 gallon and has resist fire 5. attacks against the olfactory senses that cause
Jar: Holds ¼ gallon (1 quart). nausea (such as troglodyte musk).
Jug: Holds 1 gallon Provision Bag: Holds 5 lbs. or 3 days worth of food.
Keg: Holds 2 gallons Food not included.
Keymaking Set: Allows for the reproduction of any key Repair & Cleaning Kit, Armor: This kit contains a
on hand, given 5 minutes of time, and a +2 item small hammer, punch, metal scraps, buffing rosin,
bonus to the Craft (Locksmith) expertise. metal links a spool of leather thread and needle for
Lantern, Beacon: Illuminates 15 square burst or a 10 use with repairing metal-based armor.
square blast. Lasts 4 hours per flask. Repair & Cleaning Kit, Weapon: This kit contains a
Lantern, Bullseye: Illuminates 10 square blast. Lasts 8 whetstone, buffing rosin and small hammer for use
hours per flask. in fixing minor flaws or regular upkeep for metal
Lantern, Hooded: Illuminates 10 square burst. Lasts 8 weapons.
hours per flask. Sack, Large: Holds 25 lbs.
Lantern, Fog-cutter: Illuminates 15 square burst and Sack, Small: Holds 10 lbs.
negates concealment in the area caused by fog. Spider Poles: This is a set of 12 poles, each of which is
Lasts 2 hours per flask. 2 ½ feet long, can be assembled into a ladder-like
Lantern, Spelunker: Worn on the head to allow the structure for climbing. A single set will make a 10-
bearer to keep his hands free, this illuminates a 5 foot tall ladder.
square burst. Lasts 8 hour per flask. Sun Goggles: These goggles grant a +2 bonus to
Lantern, Waterproof: Illuminates 10 square burst, saves against blinding attacks caused by bright light.
cannot be doused by weather conditions or Survival Kit: This small kit contains flint & steel, a 5 ft.
immersion in water. Lasts 8 hours per flask. square canvas tarp, fishing hooks, a spool of fishing
line and a reversible fur-lined waterproof bag.
Page 228 of 521
4E Races and Classes
Tent, Bell: Holds one person plus campfire. Set-up time Small 50 gp 10 lbs
10 minutes. Medium 1,000 gp 50 lbs
Tent, Bundle: Holds four people. Set-up time 5 Large 2,500 gp 100 lbs
minutes. Hautboy 30 gp 2 lb
Tent, Large: Holds five people. Set-up time 30 minutes. Horn 6 gp
Tent, Pavilion: Holds ten people. Set-up time 1 hour. Lute 25 gp
Tent, Pyramid: Holds four people. Set-up time 15 Lyre 27 gp
minutes. Khen 5 gp 2 lb
Tent, Small: Holds one person. Set-up time 5 minutes. Mandolin 28 gp
Tent, Wedge: Holds one person. Set-up time 1 minute. Ocarina 15 gp 1 lb
Torch: Illuminates burst 3. Lasts 1 hour. Pipes 2 gp
Trap/Snare: A creature that enters the trap is Bamboo 5 gp 1 lb
considered grabbed. It takes an Acrobatics or Pan 5 gp 3 lb
Athletics skill check DC 15 to escape (20 for a bear Rackett 20 gp 1 lb
trap). A lethal trap deals 1d6 damage to anything it Rebec and bow 30 gp
catches. Recorder 6 gp
Tree bed: This is a bed suspended within or between a Serpent 50 gp 3 lb
pair of trees with pouches and hanging strings for Shawm 15 gp 1 lb
securing gear to the bed. A pitched roof provides Sheng 5 gp 3 lb
cover against rain, snow or falling monsters (small Syrinx 5 gp 2 lb
size only). Tibia 25 gp 2 lb
Tree seat: This wooden seat takes 5 minutes to secure Yarting 40 gp
within a tree, providing a superior archery or outlook Violin 65 gp
position. Zither 65 gp
Vial (All types): Holds one ounce. Zampogna 85 gp 8 lb
Weaponblack: This tarry liquid removes the glint from
metal weapons.
Weeding Claw: A gardening tool with three claws.
Alchemical Supplies
Musical Instruments Alchemical Supplies Cost
If you’re unsure what a particular musical
Alchemists globe 150 gp
instrument is, either don’t buy it or look it up in a
Alembic 4 gp
dictionary or on the web ☺.
Analytical balance 400 gp
Apothecary jar 3 sp
Musical Instruments Cost Weight Apron 4 gp
Aulos 35 gp 2 lb W/beard pocket & hood 10 gp
Bagpipes 95 gp 8 lb Armillary sphere 60 gp
Bandore 15 gp Astrolabe 8 gp
Chime 2 gp Athanor 80 gp
Cittern 65 gp Balance & Weights 10 gp
Cornett 10 gp 1 lb Beaker -
Crumhorn 20 gp 1 lb Small 5 sp
Curtall 25 gp 1 lb Medium 1 gp
Double fipple flute 20 gp 1 lb Large 3 gp
Drum 4 gp Bellows 1 gp
Dudy 75 gp 8 lb Brazier 15 gp
Dulcimer 60 gp Burette 1 gp
Fife 5 gp Cauldron 6 gp
Flageolet 15 gp 1 lb Centrifuge 25 gp
Flute 16 gp Ceramic jars -
Nose 5 gp 1 lb Six oz 8 cp
Whistle 5 gp ½ lb Twelve oz 1 sp
Penny 5 gp ½ lb Quart 2 sp
Pipe 3 ½ lb Half-gallon 3 sp
Gemshorn 5 gp 2 lb Gallon 5 sp
Gong 5 gp Two gallon 1 gp
Harmonica 5 gp ½ lb Five gallon 2 gp
Harp 50 gp Ten gallon 3 gp
Elven - - Chirurgical kit -
Page 229 of 521
4E Races and Classes
Basic 75 gp Sparker 5 sp
Advanced 450 gp Sponge -
Clay(per lb) 1 gp Small 3 sp
Crucible 7 sp Medium 6 sp
Cruet 1 gp Large 1 gp
Descensory furnace 100 gp Test kit 10 gp
Dissection instruments 10 gp Tinderbox, waterproof 8 sp
Dung bed 25 gp Tongs -
Easel 40 gp Small 1 gp
Files 10 gp Large 3 gp
Filter paper (10 sheets) 1 gp Tube, glass 3 sp
Funnel 4 sp Tweezers 5 sp
Furnace 35 gp Vent 30 gp
Glass, chunks (per lb) 1 gp Vial -
Glass, tubing (per ft) 1 sp Clay 1 sp
Glass mask 10 gp Glass 3 sp
Glass-working tools 50 gp Metal 1 gp
Gloves - Water Clock 1,000 gp
Clay-steeped canvas 2 gp Water reservoir -
Steel-reinforced leather 5 gp 20 gallon 20 gp
Graduate 5 gp 25 gallon 27 gp
Granite table top 150 gp 50 gallon 37 gp
Hand centrifuge 100 gp
Heat bath 75 gp
Heat mats 5 gp
Alchemical Items
Hour/minute glass -
Half minute 5 gp Daily Food And Lodging
Minute 3 gp
Five minute 7 gp Daily Food and Lodging Cost
Ten minute 10 gp Alcohol (pint) -
Hour 7 gp Ale 1 sp
Two hour 15 gp Beer, watery 5 cp
Ice chest 35 gp Beer, heavy 1 sp
Kiln 120 gp Brandy 5 sp
Lens, concave or convex 5 gp Feywine 50 gp
Magnets - Grog 3 sp
1" x 1" 5 sp Rum 5 sp
2" x 2" 1 gp Wine, good 10 sp
3" x 3" 3 gp Wine, watered 5 sp
Mortar & pestle 2 gp Ale (gallon) 2 sp
Optic aids - Banquet (per person) 10 gp
Magnifying lens 2 gp Bread 5 cp
Monocle 4 gp Cheese 4 sp
Spectacles 8 gp City Room (per month) -
Oven 60 gp Common 20 gp
Pestle & mortar - Poor 6 sp
4 oz 3 gp Common wine (pitcher) 2 sp
6 oz 6 gp Egg or fresh vegetable 1 cp
Prism 10 gp Flour (10 lb) 4 sp
Quern 20 gp Grain and stabling for horse 5 sp
Racks & stands - (daily)
Heating stand 3 gp Honey 5 sp
Metal 3 gp Inn lodging -
Wooden 1 gp Common -
Reagent bottle 3 gp Day 5 sp
Retort 2 gp Week 3 gp
Slates - Poor -
1' x 1' 10 gp Day 5 cp
4' x 6' 30 gp Week 2 sp

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4E Races and Classes
Meat for one meal 1 sp Wilderness 2 gp
Meals (per day) - Horse blanket/hood 3 gp
Rich 1 gp Horseshoes and shoeing 1 gp
Good 5 sp Leashes -
Common 3 sp Common cat 2 sp
Poor 1 sp Small dog 4 sp
Separate latrine 2 gp Common dog 5 sp
for rooms (per month) Wolf 6 sp
Small beer (per gallon) 5 cp Dire wolf 8 sp
Soup 5 cp Quirt 1 sp
Saddle -
Pack 5 gp
Riding 10 gp
Household Provisioning Saddle bags -
Large 4 gp
Household Provisioning Cost Small 3 gp
Barrel of pickled fish 3 gp Saddle blanket 3 sp
Butter (per lb) 2 sp Whip(20') 2 sp
Coarse sugar (per lb) 1 gp Yoke -
Dry rations (per week) 10 gp Horse 5 gp
Eggs (per 100) 8 sp Ox 3 gp
(per 2 dozen) 2 sp
Figs (per lb) 3 sp
Firewood (per day) 1 cp
Herbs (per lb) 5 cp Animals
Nuts (per lb) 1 gp
Raisins (per lb) 2 sp Animals Cost
Rice (per lb) 2 sp Boar 10 gp
Salt (per lb) 1 sp Bull 20 gp
Salted herring (per 100) 1 gp Calf 5 gp
Spice (per lb) - Camel 50 gp
Exotic (eg, saffron, clove) 15 gp Capon 3 cp
Rare (eg, pepper, ginger) 2 gp Cat 1 sp
Uncommon (cinnamon) 1 gp Chicken 2 cp
Tun of cider (250 gal) 8 gp Cow 10 gp
Tun of good wine (250 gal) 20 gp Dog -
Guard 25 gp
Hunting 17 gp
Tack and Harness War 20 gp
Donkey, mule, or ass 8 gp
Tack And Harness Cost Elephant -
Barding Labor 200 gp
Chain 500 gp War 500 gp
Chamfron 30 gp Falcon (trained) 1,000 gp
Full plate 2,000 gp Goat 1 gp
Full scale 1,000 gp Goose 5 cp
Half brigandine 500 gp Guinea hen 2 cp
Half padded 100 gp Hawk (trained) 1,500 gp
Half scale 500 gp Horse -
Leather or padded 150 gp Draft 200 gp
Bit and bridle 15 sp Heavy war 400 gp
Blanket 3 gp Light war 150 gp
Cart harness 2 gp Medium war 225 gp
Halter 5 cp Riding 75 gp
Harness - Hunting cat 5,000 gp
Single 3 gp Ox 15 gp
Double 5 gp Partridge 5 cp
Four 9 gp Peacock 5 sp
Six 15 gp Pig 3 gp
Eight 22 gp Piglet 1 gp
Page 231 of 521
4E Races and Classes
Pigeon 1 cp of 1 or 2 rows of 1). 1 x 2 squares. Crew 1. Capacity
Pigeon, homing 100 gp 1 ton.
Pony 30 gp Canoe, Dugout: A boat carved from a single log of
Ram 4 gp wood. Oar-powered watercraft. 1 x 2 squares. Crew
Sheep 2 gp 1-2. Capacity 500 lbs.
Songbird 10 sp Canoe, Plank: A boat made from planks nailed over a
Swan 5 sp frame. Oar-powered watercraft. 1 x 2 squares.
Crew 1-2. Capacity 400 lbs.
Canoe, Small: A boat made from hide stretched over a
Transport wooden frame. Oar-powered watercraft. 3 x 1
squares. Crew 1-3. Capacity 900 lbs.
Transport Cost Spd Per Hour Canoe, War: A longer canoe made from hide stretched
Barge 500 gp 5 2½ miles over a wooden frame. Oar-powered watercraft. 8 x
Buckboard 75 gp 5/6 2½ / 3 1 squares. Crew 8. Capacity 2 tons.
miles Caravel: A seaworthy three-masted multi-decked
Canoe - sailing ship. Wind powered watercraft. 12 x 4
Dugout 15 gp 3 1½ miles squares; 2 decks + fore & aft castle. Crew 30;
Plank 2 gp 3 1½ miles Cargo 120 tons.
Small 30 gp 3 1½ miles Carriage, Common: A covered wagon designed for
War 50 gp 5 2½ miles transporting passengers – normally 6. Land
Caravel 10,000 gp 7 3½ miles transport draw by six large creatures (2 rows of 3). 4
Carriage - x 4 squares. Crew 2. Capacity 3,000 lbs.
Common 150 gp 5 2½ miles Carriage, Royal: A covered wagon designed for
Coach, royal 200 gp 7 3½ miles transporting important personas in privacy and
Chariot - comfort. Land transport draw by six large creatures
Riding 200 gp 5 2½ miles (2 rows of 3). 4 x 4 squares. Crew 4. Capacity 3,000
War 500 gp 7 3½ miles lbs.
Coconut raft 50 gp 4 2 miles Chariot, Riding: An open two-wheeled cart designed for
Coracle 5 gp 5 2½ miles speed. Land transport drawn by two large creatures
Cog 10,000 gp 5 2½ miles (2 rows of 1). 1 x 1 square. Crew 1. Capacity 500
Curragh 500 gp 6 3 miles lbs.
Dhow 7,000 gp 6 3 miles Chariot, War: An open two-wheeled cart designed as a
Drakkar 25,000 gp 5 2 ½ miles fast attack vehicle. Land transport drawn by two
Dromond 15,000 gp 5 2 ½ miles large creatures (2 rows of 1). 1 x 2 squares. Crew 2.
Galleon 50,000 gp 7 3 ½ miles Capacity 500 lbs.
Glider 3,500 gp 8 4 miles Coaster: A coastal sailing ship designed for carrying
Great galley 30,000 gp 5 2 ½ miles cargo. 2 decks + aft castle. 6 x 4 squares. Wind
Greatship 60,000 gp 5 2½ miles powered watercraft. Crew 15; Capacity 20 tons.
Ironclad 50,000 gp 4 2 miles Coconut raft: Made of wooden logs tied together with
Junk 15,000 gp 7 3½ miles rope. Unpowered watercraft, sometimes poled or
Knarr 3,000 gp 6 3 miles affixed with a sail. 2 x 2 squares. Crew 1; Capacity
Kayak 30 gp 7 2½ miles 500 lbs.
Longship 10,000 gp 7 3½ miles Coracle: A small and very simple boat, the coracle is
Sailboat 20 gp 6 3 miles made from a light wicker or branch frame, over
Sedan chair 100 gp 5 2½ miles which waterproofed hide or bark is stretched. Oar
Sleigh/Sled 30 gp 6 3 miles powered watercraft. 1 x 1 square. Crew 2; Capacity
Skates 10 gp 6 3 miles 500 lbs.
Skis 15 gp 9 4½ miles Cog: A single-masted sailing ship with a round, sturdy
Submersible 60,000 gp 5 2½ miles hull. 1 deck + fore & aft castle. Wind powered
Surfboard 30 gp 6 3 miles watercraft. 8 x 4 squares. Crew 20; Capacity 40
Wagon 150 gp 5 2½ miles tons.
Curragh: A single-masted sailing ship made of hides
Transport Descriptions stretched over a wooden frame. Wind powered
watercraft. 4 x 2 squares. Crew 6; Capacity 5 tons.
Barge: A large, flat-bottomed boat designed to carry Dhow: A single-masted sailing ship with an aft castle.
cargo. Unpowered Watercraft often towed or poled. Wind powered watercraft. 12 x 4 squares. Crew 25;
Crew 40. Capacity 50 tons. Capacity 60 tons.
Buckboard: A uncovered light-weight wagon. Land Drakkar: A single-masted warship known best for the
transport drawn by one or two large creatures (1 row carved figurehead, usually that of a dragon. Oar

Page 232 of 521


4E Races and Classes
and wind powered watercraft. 20 x 3 squares. Crew creatures (2 rows of 1). 3 x 2 squares. Crew 2;
40; Capacity 20 tons. Capacity 2 tons.
Dromond: A two-masted galley with a high sterncastle.
2 decks + stern castle. Oar and wind powered Furnishings
watercraft. 20 x 4 squares. Crew 200; Capacity 150
tons.
Furnishings Cost
Glider: A single-person flying device kept aloft by wind
currents. Wind powered aircraft. 1 x 2 squares. Armchair -
Crew 1; Capacity 350 lbs. Padded 3 gp
Galleon: A three-masted sailing ship. 2 decks + fore & Wooden 1 gp
aft castle. Wind powered watercraft. 26 x 6 squares. Bed -
Crew 150; Capacity 150 tons. Double 8 gp
Great Galley: A huge oared vessel normally built for Single 5 gp
war. Oar and wind powered watercraft. 16 x 4 Bench -
squares. Crew 300; Capacity 150 tons. Padded 4 gp
Greatship: A four-masted sailing ship. 3 decks + fore & Wooden 2 gp
aft castle. Wind powered watercraft. 30 x 8 squares. Bookcase (4'x 5'x 1') 5 gp
Crew 500; Capacity 500 tons. Bowls -
Ironclad: A curious invention of the dwarves, this is a Pewter 2 sp
sailing vessel protected with iron plates. Its great Pottery 2 cp
weight requires that it be powered by a paddlewheel. Silver 2 gp
Paddle powered watercraft. 16 x 6 squares. Crew Buffet 7 gp
120; Capacity 20 tons. Cabinet 3-8 gp
Junk: A three-masted oriental sailing ship. 1 deck + Carpet (Sq yard) -
fore & aft castle. Wind powered watercraft. 16 x 4 Cheap 1 sp
squares. Crew 50; Capacity 160 tons. Average 5 sp
Knarr: A rounded single-masted ship with oar backups. Fine 1 gp
1 deck + fore & aft castle. Wind powered watercraft. Royal 5 gp
8 x 4 squares. Crew 20; Capacity 40 tons. Chair -
Kayak: A one-man watercraft. Oar-powered watercraft. Padded 2 gp
2 x 1 squares. Crew 1; Capacity 250 lbs. Wooden 1 gp
Longship: A sturdy vessel with a single mast. It has no Chandelier 10 gp+
true deck. Oar and wind powered watercraft. 14 x 4 Chest of drawers 5-7 gp
squares. Crew 60; Capacity 40 tons. Cups -
Sailboat: A single-sailed boat designed for coastal Pewter 2 sp
travel. Wind powered watercraft. 5 x 2 squares. Pottery 4 cp
Crew 4; Capacity 4 tons. Silver 2 gp
Sedan Chair: This is a chair carried by two to four Curtains / Drapes (Sq yard) 1d4 sp
individuals. Foot powered land transport. 1 x 1 Cushion 1d3 sp
square. Crew 2 or 4; Capacity 350 lbs. Cutlery (per piece)
Sleigh/Sled: This is a cart that is dragged over ice, Copper 1 sp
water or sand by one beast of burden. Land Pewter 2 sp
transport. 1 x 1 square. Crew 1; Capacity 250 lbs. Silver 1 gp
Skates: These are footwear with wheels or blade for Decanter -
travel over smooth, packed stone or ice Crystal 10 gp
(respectively). Pottery 6 cp
Skis: These are footwear consisting of wood planks for Silver 4 gp
travel on water over ice. Desk 15 gp
Submersible: This odd watercraft travels underwater Goblet -
rather than on the surface of the water. It can Crystal 4 gp
remain submerged for up to 1 hour before it must Pewter 4 sp
surface to refresh its air. Paddle powered Silver 2 gp
submersible watercraft. 8 x 4 squares. Crew 20; Hamper 7-15 sp
Capacity 10 tons. Kettle, iron 2d6 gp
Surfboard: This carved plank of wood is used to travel Loom 3-7 gp
along waves towards the shore. Unpowered Mat 15 sp
watercraft. 1x 1 square. Crew 1; Capacity 250 lbs. Mattress -
Wagon: This four-wheeled transport is used to carry Feather, double 4 gp
heavy loads. Land transport drawn by two large Feather, single 2 gp
Straw, double 3 gp
Page 233 of 521
4E Races and Classes
Straw, single 1 gp
Mirror (Sq foot) 10-15 gp
Pillow, feather 2 sp
Plate -
Pewter 2 sp
Pottery 3 cp
Silver 2 gp
Rug 1d2 gp
Sconce 5 cp
Sofa or couch 30 gp
Stool 30 sp
Table (per Sq ft.) 1 sp
Tub 1d4+1 gp
Wardrobe -
Plain 15 gp
Mirrored 25 gp+

Religious Paraphernalia

Page 234 of 521


4E Races and Classes
Robes of the Archmagi Level 14+
Magic Items These robes show your mastery of the mystical arts.
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Armor Armor: Cloth
Enhancement: AC
Bloodmagic Robes Level 14+ Property: Gain a +1 item bonus to all defenses.
These crimson robes are boon to sorcerers Level 19 or 24: Gain a +2 item bonus to all
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp defenses.
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp Level 29: Gain a +3 item bonus to all defenses.
Armor: Cloth Power (Daily): Immediate Reaction. You may end any
Enhancement: AC condition that can be ended by a save.
Property: Gain an item bonus to Arcana checks equal
to the armor’s enhancement bonus. Robe of Blending Level 13+
Power (Daily): Minor Action. You regain your Channel You seem to vanish into the background in these drab
Arcane Power ability for the day. robes.
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Dragonborn Armor Level 3+ Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
Crafted from the shed scales of dragons, this armor Armor: Cloth
imbues its wearers with draconic might. Enhancement: AC
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Property: Gain an item bonus to Stealth checks equal
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp to the armor’s enhancement bonus.
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Power (Encounter): Minor action. Gain concealment
Armor: Scale until the start of your next turn.
Enhancement: AC Level 23 or 28: Gain Blur until the start of your next
Property: Add +1 hit points equal to the armor’s turn.
enhancement bonus.
Power (Daily Acid, Lightning, Cold or Fire): Robe of Bones Level 15+
Standard Action. Make a close burst 5 attack (Con This armor of bone protects you and provides you with
vs. Reflex) to deal 1d10 + Constitution modifier skeletal minions
energy damage to all foes in burst. Energy type is Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
fixed during item creation. Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Level 13-18: 2d10 + Constitution modifier energy Armor: Cloth
damage. Enhancement: AC
Level 23-28: 3d10 + Constitution modifier energy Property: Resist 10 necrotic
damage. Level 25 or 30: Resist 15 necrotic
Power (Daily Conjuration): Standard. You conjure a
Druid’s Vestments Level 14+ skeleton minion in a square adjacent to you.
Fashioned from the hide of animal, this power grants the The skeleton has your AC and defenses. It has 1 hit
druid extra shapeshifting power. point, but does not take damage on a miss.
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp You can move the skeleton 5 squares as a
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp move action. It attacks one creature it is adjacent to
Armor: Hide at the end of its move using your Intelligence + 2 vs.
Enhancement: AC target’s AC. The target takes 1d10 + your
Property: Gain an item bonus to Nature checks equal Intelligence modifier on a hit.
to the armor’s enhancement bonus. Level 25 or 30: 2d10 + your Intelligence modifier.
Power (Daily): Minor Action. You regain your
shapechange ability for the day.

Page 235 of 521


4E Races and Classes
Robe of Useful Items Level 3+ Burning Heart Weapon Level 6+
This robe is covered with a variety of patches that can This weapon eats at a foes flesh as it turns them to ash
become useful items. Lvl 6 +1 1,800 gp Lvl 21 +4 225,000 gp
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 11 +2 9,000 gp Lvl 26 +5 1,125,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 16 +3 45,000 gp Lvl 31 +6 3,625,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Weapon: Any
Armor: Cloth Enhancement: Attack rolls and damage rolls
Enhancement: AC Critical: +1d6 acid and fire damage per plus
Power (Encounter): Minor Action. Use this power to Power (At-Will Acid and Fire): Free Action. All
pull a mundane item from the robe worth no more damage dealt by this weapon is acid and fire
than 5 gp. The item remains in existence for up to 1 damage. Another free action returns the damage to
hour. You may only have one item at a time active normal
from the robe. Power (Daily Acid and Fire): Free Action. Use this
Power (Daily): Minor Action. Use this power to pull a power when you hit with the weapon. The target
mundane or magical item no larger than medium takes an extra 1d6 fire and acid damage, and the
size from the robe, worth up to 100 gp. The item target takes ongoing 5 fire and acid damage (save
remains in existence for up to 5 minutes. ends).
Level 13 or 18: Item value up to 250 gp Level 16 or 21: 2d6 fire and acid damage and
Level 23 or 28: Item value up to 2,500 gp. ongoing 10 fire and acid damage.
Level 26 or 30: 3d6 fire and acid damage and
ongoing 15 fire and acid damage.
Weapons
Burning Death Weapon Level 6+ Blade of Songs Level 3+
This weapon eats at a foes flesh as it turns them to ash Every swing made with this weapon fills the air with
Lvl 6 +1 1,800 gp Lvl 21 +4 225,000 gp pleasing sounds.
Lvl 11 +2 9,000 gp Lvl 26 +5 1,125,000 gp Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 16 +3 45,000 gp Lvl 31 +6 3,625,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Weapon: Any Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp
Enhancement: Attack rolls and damage rolls Weapon: Light blade, heavy blade
Critical: +1d6 fire and necrotic damage per plus Enhancement: Attack rolls and damage rolls
Power (At-Will Fire and Necrotic): Free Action. All Critical: +1d6 damage per plus
damage dealt by this weapon is fire and necrotic Property: This weapon functions as a bard implement,
damage. Another free action returns the damage to adding its enhancement bonus to attack rolls and
normal damage rolls for bard powers that use implements
Power (Daily Fire and necrotic): Free Action. Use Power (Daily): Free Action. You regain the use of
this power when you hit with the weapon. The target another bardic music for this encounter.
takes an extra 1d6 fire and necrotic damage, and Special: You do not gain your weapon proficiency
the target takes ongoing 5 fire and acid damage bonus to the attack roll when using a blade of songs
(save ends). as an implement.
Level 16 or 21: 2d6 fire and necrotic damage and
ongoing 10 fire and acid damage.
Level 26 or 30: 3d6 fire and necrotic damage and
ongoing 15 fire and acid damage.

Page 236 of 521


4E Races and Classes
Dragonborn Flail Level 3+ Elvin Bow Level 3+
This powerful flail crushes your foes. This finely tuned bow rains destruction on foes
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp
Weapon: Flail Weapon: Bow
Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Critical: +1d6 damage per plus
Property: Brutal 1 Property: You do not provoke opportunity attacks when
Level 13 or 18: Brutal 2 firing the elvin bow.
Level 23 or 28: Brutal 3 Power (Daily): Free Action. Make a basic ranged
Power (Daily): Free Action. The target you just attack against any one enemy you just hit.
attacked takes a –2 penalty to all defenses until the Level 13 or 18: Make a basic ranged attack against
end of your next turn. any one enemy within 5 squares of the target you
Level 13 or 18: The target takes a –4 penalty to all just hit.
defenses until the end of your next turn. Level 23 or 28: Make a basic ranged attack against
Level 23 or 28: The target takes a –6 penalty to all any one enemy within 10 squares of the target you
defenses until the end of your next turn. just hit.

Dwarven Hammer Level 3+ Final Word Weapon Level 5+


This stone-headed hammer dealing stunning blows. This weapon assures a hit
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp Lvl 20 +4 125,000 gp
Weapon: Hammer Weapon: Any
Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Critical: +1d6 damage per plus
Property: The hammer can be thrown with a range of Property: If you exceed the opponent’s defense by 20
5/10. It returns to your hand after the attack. or more, treat the attack as a critical hit.
Power (Daily): Free Action. A target you hit with the Power (Daily): Special. At the start of a round, take a
hammer is dazed until the end of your next turn. penalty to initiative equal to the level of the weapon.
Level 13 or 18: target is stunned until the end of Add the penalty as a bonus to your next attack roll.
your next turn.
Level 23 or 28: target is stunned (save ends). Gnomish Pick Level 3+
This weapon leaves a gash that leaves an opponent
Eladrin Blade Level 5+ limping.
This elegant blade protects you as it carves up your Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
enemies. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Weapon: Pick
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Enhancement: Attack rolls and damage rolls
Weapon: Light or heavy blade Critical: +1d6 damage per plus
Enhancement: Attack rolls and damage rolls Property: Brutal 1.
Critical: +1d6 damage per plus Level 13 or 18: Brutal 2
Property: You gain a +1 item bonus to AC Level 23 or 28: Brutal 3
Power (Daily): Free Action. A target you hit with the Power (Daily): Free Action. The target you just hit with
weapon takes +1d6 damage. this weapon is slowed and cannot shift until the end
Level 13 or 18: +2d6 damage of your next turn.
Level 23 or 28: +3d6 damage Level 13 or 18: Target immobilized until the end of
your next turn.
Level 23 or 28: Target immobilized (save ends).

Page 237 of 521


4E Races and Classes
Halfling Sling Level 3+ Icy Death Weapon Level 4+
This leather sling packs a mighty wallop. This weapon delivers a cold fate to your opponents.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp Lvl 14 +3 21,000 gp Lvl 28 +6 2,125,000 gp
Weapon: Sling Weapon: Any
Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Critical: +1d6 cold and necrotic damage per plus
Property: High Crit. Power (At-Will Acid and Fire): Free Action. All
Power (Daily): Free Action. One target you just hit with damage dealt by this weapon is cold and necrotic
the halfling sling is dazed until the start of your next damage. Another free action returns the damage to
turn. normal
Level 13 or 18: Target is dazed (save ends) Power (Daily Acid and Fire): Free Action. Use this
Level 23 or 28: Target is stunned (save ends). power when you hit with the weapon. The target
takes an extra 1d8 cold and necrotic damage, and
Human Spear Level 3+ the target is slowed until the end of your next turn.
Level 16 or 21: 2d8 cold and necrotic damage.
This is a weapon of defense as well as offense
Level 26 or 30: 3d8 cold and necrotic damage.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp Resonant Cascade Weapon Level 6+
Weapon: Spear This weapon suffuses your foe with crackling lightning
Enhancement: Attack rolls and damage rolls and pealing thunder.
Critical: +1d6 damage per plus Lvl 6 +1 1,800 gp Lvl 21 +4 225,000 gp
Property: Threatening Reach 2 Lvl 11 +2 9,000 gp Lvl 26 +5 1,125,000 gp
Power (Daily): Free Action. The target you just hit with Lvl 16 +3 45,000 gp Lvl 31 +6 3,625,000 gp
the human spear is pushed 3 squares and slowed Weapon: Any
until the end of your next turn. Enhancement: Attack rolls and damage rolls
Level 13 or 18: Push 5 squares and slowed (save Critical: +1d6 acid and fire damage per plus
ends). Power (At-Will Lightning and Thunder): Free
Level 23 or 28: Push 7 squares and immobilized Action. All damage dealt by this weapon is lightning
(save ends). and thunder damage. Another free action returns
the damage to normal
Orcish Axe Level 5+ Power (Daily Lightning and Thunder): Free Action.
Use this power when you hit with the weapon. The
This deadly axe levels all it touches
target and each enemy within 2 squares of the target
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
takes an extra 1d6 lightning and thunder damage.
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Level 16 or 21: 2d6 lightning and thunder damage.
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Level 26 or 30: 3d6 lightning and thunder damage.
Weapon: Axe
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Tiefling Mace Level 3+
Property: Brutal 1. This ruinous weapon drains a foe’s life
Level 13 or 18: Brutal 2. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Level 23 or 28: Brutal 3. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Power (Daily): Free Action. One target you just hit with Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp
the orcish axe takes +1d6 damage. Weapon: Mace
Level 13 or 18: +2d6 damage. Enhancement: Attack rolls and damage rolls
Level 23 or 28: +3d6 damage. Critical: +1d6 damage per plus
Property: High Crit
Power (Daily): Free Action. Once a round, when you
drop an enemy to 0 hit points or less with the
tiefling’s mace, you gain 5 temporary hit points.
Level 13 or 18: 10 temporary hit points.
Level 23 or 28: 15 temporary hit points.

Page 238 of 521


4E Races and Classes
Musical Instruments Drums of War Level 5+
These kettle drums inspire your allies to fight.
Bronze Horn of Valhalla Level 13 Lvl 2 +1 520 gp Lvl 16 +4 45,000 gp
This hunting horn is made of bronze set with gemstones. Lvl 6 +2 1,800 gp Lvl 22 +5 325,000 gp
When blown, it summons immortal warriors. Lvl 12 +3 13,000 gp Lvl 26 +6 1,125,000 gp
Lvl 13 +3 17,000 gp Implement: Bardic instrument (percussion)
Implement: Bardic instrument (wind) Enhancement: Attack rolls and damage rolls
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus
Critical: +1d6 damage per plus Power (Daily): Minor Action. One ally within 10
Power (Daily Implement, Conjuration): Standard squares gains a +1 item bonus to hit and damage
action. You conjure two eirinhar warriors within 5 rolls until the end of your next turn.
squares of you. Each einherjar warrior takes up one Sustain Minor: The bonus persists until the end of your
square. You can spend a healing surge on each next turn.
warrior to give it extra hit points. As a move action, Level 15: Affect up to two allies
you can command both warriors to move and attack Level 20: Affect up to three allies
targets of your choice. The summoned warriors last Level 25: +2 item bonus; Affect up to four allies
until slain or 5 minutes pass. You can dismiss them Level 30: +2 item bonus; Affect up to five allies
as a minor action.

Summoned Bronze Level 11 Soldier


Einherjar Warrior
Medium Immortal Humanoid XP -
Initiative +10 Senses Perception +7
HP 21; Bloodied 10
AC 27; Fortitude 24, Reflex 23, Will 22
Speed 5
M Longsword (standard; at-will) Weapon
+18 vs. AC ; 2d6 + 5 damage and target is marked
m Reckless Strike (standard; encounter) Weapon
+16 vs. AC; Einherjar may move 3 squares; 4d6 + 5
damage
Berserk
When a bronze einherjar warrior is bloodied, it gains
+2d6 to damage.
Alignment Unaligned Languages Common
Skills Athletics +14
Str 19 (+9) Dex 17 (+8) Wis 14 (+7)
Con 13 (+6) Int 12 (+6) Cha 11 (+5)
Equipment spiritmail, shield, longsword

Drums of Panic Level 5+


These hide drums inspire fear in your enemies.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Implement: Bardic instrument (percussion)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: +3 item bonus to Intimidate skill checks.
Power (Daily Fear): Free action. Use this power
when you hit with an attack using this bardic
instrument. Move one target a number of squares
equal to your Intelligence modifier away from you.
This move provokes opportunity attacks.
Level 15 or 20: Move up to two targets
Level 25 or 30: Move up to three targets

Page 239 of 521


4E Races and Classes
Golden Horn of Valhalla Level 23 Harp of Charming Level 8+
This hunting horn is made of silver set with gemstones. This hand-held harp makes enemies into friends.
When blown, it summons immortal warriors. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Implement: Bardic instrument (wind) Lvl 18 +4 85,000 gp
Enhancement: Attack rolls and damage rolls Implement: Bardic instrument (strings)
Critical: +1d6 damage per plus Enhancement: Attack rolls and damage rolls
Power (Daily Implement, Conjuration): Standard Critical: +1d6 damage per plus
action. You conjure two gold eirinhar warriors within Power (Daily Charm, Implement): Standard action.
5 squares of you. Each einherjar warrior takes up You can use the Charm Humanoid power as a bard.
one square. You can spend a healing surge on Level 23 or 28: You can use the Charm Monster
each warrior to give it extra hit points. As a move power as a bard.
action, you can command both warriors to move and
attack targets of your choice. The summoned Horn of Blasting Level 8+
warriors last until slain or 5 minutes pass. You can
This curled horn batters opponents with a trumpeting
dismiss them as a minor action.
blast.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Summoned Gold Level 21 Soldier Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Einherjar Warrior Lvl 18 +4 85,000 gp
Medium Immortal Humanoid XP - Implement: Bardic instrument (wind)
Initiative +14 Senses Perception +13 Enhancement: Attack rolls and damage rolls
HP 22; Bloodied 11 Critical: +1d6 damage per plus
AC 37; Fortitude 35, Reflex 34, Will 32 Power (Daily Implement): Standard action. Close
Speed Fly 5 blast 5. Make a Charisma vs. Reflex attack against
M Longsword (standard; at-will) Weapon all creatures in area. On a hit, you deal 2d6 +
+28 vs. AC ; 3d6 + 8 damage and the target is Charisma modifier Thunder damage and the target
marked is knocked prone.
m Vorpal Tornado (standard; encounter) Weapon Level 13 or 18: 3d6 + Charisma modifier Thunder
+28 vs. AC; 3d6 + 8 damage and the target is damage.
pushed 1 square and knocked prone. Level 23 or 28: 4d6 + Charisma modifier Thunder
damage.
m Devastation’s Wake (standard; daily) Weapon
+28 vs. AC; 9d6 + 8 damage; Miss half damage.
Until the start of the einherjar’s next turn, any enemy Horn of Fog Level 3+
that moves adjacent provokes a secondary attack; This ivory horn conceals the battlefield with a blast
+28 vs. AC; 3d6 + 8 damage Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Berserk Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
When a silver einherjar warrior is bloodied, it gains Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
+3d6 to damage. Implement: Bardic instrument (wind)
Teleport (move; encounter) Enhancement: Attack rolls and damage rolls
Teleport 10 squares Critical: +1d6 damage per plus
Alignment Unaligned Languages Common Power (Daily Implement): Move action. Create a
Skills Athletics +21 burst 3 zone in 10 squares that provides
Str 22 (+16) Dex 20 (+15) Wis 15 (+13) concealment to those in the area or against ranged
Con 14 (+12) Int 13 (+11) Cha 12 (+11) attacks made through the zone. The zone lasts for 5
Equipment godplate, shield, longsword minutes or until dismissed as a minor action. You
can move the zone up to 5 squares as a move
action.
Level 13 or 18: Burst 3 zone in 15 squares
provides total concealment.
Level 23 or 28: Burst 4 zone in 20 squares
provides total concealment.

Page 240 of 521


4E Races and Classes
Horn of the Tritons Level 5+ Avenging Triton Level 15 minion
This conch shell summons watery aid when blown Medium natural humanoid (aquatic) XP -
Lvl 3 +1 680 gp Lvl 18 +4 65,000 gp Initiative +11 Senses low-light vision, perception +16
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp HP 1; A minion never takes damage on a miss
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp AC 31; Fortitude 28, Reflex 27, Will 27
Implement: Bardic instrument (pipes) Speed 5, Swim 7
Enhancement: Attack rolls and damage rolls M Trident (Standard; at-will)
Critical: +1d6 damage per plus +22 vs. AC; 2d8 + 6 damage
Property: The horn of the tritons functions normally Alignment Unaligned Languages Aquan, Common
underwater. Str 21 (+12) Dex 14 (+9) Wis 18 (+11)
Power (Daily Aquatic, Zone): Move action. You Con 16 (+10) Int 16 (+10) Cha 15 (+9)
make a burst 5 zone of water within 10 squares into Equipment Trident
difficult terrain that provides concealment. You can
move the zone up to 5 squares as a move action.
The zone persists for 5 minutes or can be dismissed Greater Avenging Triton Level 20 minion
as a minor action. Medium natural humanoid (aquatic) XP -
Power (Daily Aquatic, Conjuration): Standard Initiative +14 Senses low-light vision, perception +19
action. You conjure two avenging tritons (of the HP 1; A minion never takes damage on a miss
level of the horn) within 5 squares of you. Each AC 36; Fortitude 33, Reflex 32, Will 32
avenging triton takes up 1 square. As a move Speed 5, Swim 7
action, you can command both tritons to move and M Trident (Standard; at-will)
attack targets of your choice. The summoned tritons +27 vs. AC; 3d6 + 5 damage
last until slain or 5 minutes pass. You can dismiss Alignment Unaligned Languages Aquan, Common
them as a minor action. Str 22 (+16) Dex 14 (+12) Wis 19 (+14)
Con 16 (+13) Int 16 (+13) Cha 15 (+12)
Least Avenging Triton Level 5 minion Equipment Trident
Medium natural humanoid (aquatic) XP -
Initiative +5 Senses low-light vision, perception +7 Avenging Triton Lord Level 25 minion
HP 1; A minion never takes damage on a miss Medium natural humanoid (aquatic) XP -
AC 21; Fortitude 18, Reflex 17, Will 17 Initiative +16 Senses low-light vision, perception +22
Speed 5, Swim 7 HP 1; A minion never takes damage on a miss
M Trident (Standard; at-will) AC 41; Fortitude 38, Reflex 37, Will 37
+12 vs. AC; 1d10 + 4 damage Speed 5, Swim 7
Alignment Unaligned Languages Aquan, Common M Trident (Standard; at-will)
Str 18 (+6) Dex 13 (+3) Wis 15 (+4) +32 vs. AC; 3d8 + 9 damage
Con 15 (+5) Int 15 (+4) Cha 14 (+4) Alignment Unaligned Languages Aquan, Common
Equipment Trident Str 24 (+19) Dex 15 (+14) Wis 21 (+17)
Con 17 (+15) Int 17 (+15) Cha 16 (+15)
Lesser Avenging Triton Level 10 minion Equipment Trident
Medium natural humanoid (aquatic) XP -
Initiative +8 Senses low-light vision, perception +13 Greater Avenging Triton Lord Level 30 minion
HP 1; A minion never takes damage on a miss Medium natural humanoid (aquatic) XP -
AC 26; Fortitude 23, Reflex 22, Will 22 Initiative +16 Senses low-light vision, perception +22
Speed 5, Swim 7 HP 1; A minion never takes damage on a miss
M Trident (Standard; at-will) AC 46; Fortitude 43, Reflex 42, Will 42
+17 vs. AC; 2d6 + 5 damage Speed 5, Swim 7
Alignment Unaligned Languages Aquan, Common M Trident (Standard; at-will)
Str 19 (+9) Dex 13 (+6) Wis 16 (+8) +37 vs. AC; 3d8 + 10 damage
Con 15 (+7) Int 15 (+7) Cha 14 (+7) Alignment Unaligned Languages Aquan, Common
Equipment Trident Str 25 (+22) Dex 15 (+17) Wis 22 (+21)
Con 17 (+18) Int 17 (+18) Cha 16 (+18)
Equipment Trident

Page 241 of 521


4E Races and Classes
Silver Horn of Valhalla Level 18 Lyre of Building Level 22+
This hunting horn is made of silver set with gemstones. As you pluck the silver strings of this lyre, you can create
When blown, it summons immortal warriors. buildings, walls and other structures.
Lvl 18 +4 85,000 gp Lvl 22 +5 325,000 gp Lvl 27 +6 1,625,000 gp
Implement: Bardic instrument (pipes) Implement: Bardic instrument (strings)
Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Critical: +1d6 damage per plus
Power (Daily Implement, Conjuration): Standard Property: You gain an item bonus to any Craft
action. You conjure two silver eirinhar warriors expertise equal to the item’s enhancement
within 5 squares of you. Each einherjar warrior Power (Daily Conjuration): Standard action. You
takes up one square. You can spend a healing conjure a permanent solid wall of contiguous
surge on each warrior to give it extra hit points. As a squares filled with stone within a range of 10
move action, you can command both warriors to squares. The wall can be up to 12 squares long and
move and attack targets of your choice. The up to 6 squares high.
summoned warriors last until slain or 5 minutes The wall blocks line of sight and prevents
pass. You can dismiss them as a minor action. movement. No creature can enter a square
containing the wall.
Summoned Silver Level 16 Soldier Special: As a standard action, a creature can attack
Einherjar Warrior one square of the wall. Each square has 50 hit
Medium Immortal Humanoid XP - points and damage resistance 15.
Initiative +14 Senses Perception +10
HP 21; Bloodied 10 Magic Musical Instrument Level 1+
AC 32; Fortitude 30, Reflex 29, Will 27 A fashionable musical instrument, enchanted with
Speed 5, Fly 5 magical power.
M Longsword (standard; at-will) Weapon Lvl 1 +1 360 gp Lvl 15 +4 25,000 gp
+22 vs. AC ; 2d8 + 5 damage and target is marked Lvl 5 +2 1,000 gp Lvl 20 +5 125,000 gp
m Storm of Blows (standard; encounter) Weapon Lvl 10 +3 5,000 gp Lvl 25 +6 625,000 gp
+22 vs. AC; 2d8 + 5 damage; shift one square and Implement: Bardic instrument (any)
make a secondary attack; +23 vs. AC; 2d8 + 5 Enhancement: Attack rolls and damage rolls
damage; shift one square and make tertiary attack; Critical: +1d6 damage per plus
+22 vs. AC; 2d8 + 5 damage and einherjar shifts
one square Pipes of Haunting Level 3+
Berserk These pan pipes produce fear-inspiring tones.
When a silver einherjar warrior is bloodied, it gains Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
+2d6 to damage. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Alignment Unaligned Languages Common Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp
Skills Athletics +18 Implement: Bardic instrument (wind)
Str 20 (+13) Dex 18 (+12) Wis 14 (+10) Enhancement: Attack rolls and damage rolls
Con 13 (+9) Int 12 (+9) Cha 11 (+8) Critical: +1d6 damage per plus
Equipment elderscale armor, shield, longsword Power (Daily Fear, Implement): Move Action. Make
a Charisma vs. Will attack against a single enemy
within 10 squares. If you hit, the target moves his
speed + your Intelligence modifier away from you.
The fleeing target avoids unsafe squares and
difficult terrain if it can. This movement provokes
opportunity attacks.

Page 242 of 521


4E Races and Classes
Pipes of Pain Level 5+ Pipes of the Sewers Level 4+
This deafening trumpet unleashes a resonating echo in Playing these pan pipes summons hordes of rats.
your foes ears Lvl 4 +1 840 gp Lvl 8 +2 3,400 gp
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Implement: Bardic instrument (wind)
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Enhancement: Attack rolls and damage rolls
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Critical: +1d6 damage per plus
Implement: Bardic instrument (wind) Power (Daily): Standard Action. You can use the
Enhancement: Attack rolls and damage rolls animal messenger ritual, using a rat as the
Critical: +1d6 damage per plus messenger.
Power (Daily): Free action. Use this power when you Power (Daily Conjuration): Standard Action. You
hit with an attack using this bardic instrument. Deal summon a swarm of sewer rats. The swarm takes
an extra 1d10 damage. up 1 square within 10 squares. As a move action,
Level 15 or 20: 2d10 extra damage. you can command the swarm to move and attack.
Level 25 or 30: 3d10 extra damage. The swarm lasts for 5 minutes or until destroyed.
You can dismiss the swarm as a minor action.
Level 8: swarm of dire sewer rats

Sewer Rat Swarm Level 2 Minion


Medium natural beast (swarm) XP -
Initiative +6 Senses Perception +6; low-light vision
Swarm Attack aura 1; the rat swarm makes a basic
attack as a free action against each enemy that
begins its turn in the aura
HP 1; A minion never takes damage on a miss
AC 15; Fortitude 12, Reflex 14, Will 11
Speed 4, climb 2
M Swarm of Teeth (standard; at-will)
+6 vs. AC; 1d6 + 3 damage, and ongoing 3 damage
(save ends).
Alignment Unaligned Languages -
Str 12 (+2) Dex 17 (+4) Wis 10 (+1)
Con 12 (+2) Int 2 (-3) Cha 9 (+0)

Dire Sewer Rat Swarm Level 6 Minion


Medium natural beast (swarm) XP -
Initiative +7 Senses Perception +8; low-light vision
Swarm Attack aura 1; the rat swarm makes a basic
attack as a free action against each enemy that
begins its turn in the aura
HP 1; A minion never takes damage on a miss
AC 19; Fortitude 16, Reflex 18, Will 15
Speed 6, climb 3
M Swarm of Gnashing Teeth (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, and ongoing 5 damage
(save ends)
Alignment Unaligned Languages -
Str 13 (+4) Dex 18 (+7) Wis 10 (+3)
Con 13 (+4) Int 2 (-1) Cha 6 (+1)

Page 243 of 521


4E Races and Classes
Pipes of Sounding Level 2+ Censer of Command Level 13+
This double flute makes virtually any sound you desire This crystal censer focuses the thoughts of its wielder
Lvl 2 +1 520 gp Lvl 16 +4 45,000 gp into his summoned creations.
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
Implement: Bardic instrument (pipes) Implement: Censer
Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus Critical: +1d6 damage per plus
Property: You gain a +2 item bonus to the Perform Power (Daily): Free Action. You can command your
(Wind Instruments) expertise. summoned creatures as a minor action for the
Power (Encounter Illusion): Standard action. As duration of the encounter.
the wizard’s cantrip ghost sound.
Censer of Dismissing Level 7+
Trumpet of the Raging Mountain Level 13+ This onyx censer clears the way for your minions.
This deafening trumpet unleashes a resonating echo in Lvl 7 +1 2,600 gp Lvl 22 +4 325,000 gp
your foes ears Lvl 12 +2 13,000 gp Lvl 27 +5 1,625,000 gp
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp Lvl 17 +3 65,000 gp
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Implement: Censer
Implement: Bardic instrument (pipes) Enhancement: Attack rolls and damage rolls
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus
Critical: +1d6 damage per plus Power (Daily): Move Action. As per the conjurer dispel
Power (Daily Implement, Thunder): Standard magic power.
action. As the bard’s deafening blast power.
Censer of Mighty Minions Level 1+
Censers This basalt censer empowers your minion’s attacks.
If you are a member of a class that can use Lvl 1 +1 360 gp Lvl 15 +4 65,000 gp
censer as an implement, you can apply the Lvl 5 +2 2,600 gp Lvl 20 +5 325,000 gp
enhancement bonus of a censer to the attack rolls and Lvl 10 +3 13,000 gp Lvl 25 +6 1,625,000 gp
the damage rolls of any of your powers from that class Implement: Censer
that have the implement keyword, and you can use a Enhancement: Summoned creatures attack rolls and
censer’s properties and powers. Members of other damage rolls
classes gain no benefit from using or holding a censer. Critical: Summoned creatures gain +1d6 damage per
A censer is a small brazier, either open or plus
hooded, made of metal or other resilient materials that Power (Daily): Minor action. You gain the censer’s
dangles on a chain. It usually has a large loop at one of enhancement bonus to your attack rolls and damage
the chain so it may be held in hand. It is used to burn rolls and +1d6 damage per plus on a critical. This
incense or other herbs to create strong-smelling aromas power lasts until the start of your next turn.
meant to appeal or repel other creatures. As with most
other implements, you can’t make melee attacks with a Censer of Repulsion Level 3+
censer. This jade censer protects you from an enemy’s
onslaught, forcing them to deal with your minions.
Censer of Attraction Level 2+ Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
This ruby-studded censer glitters brightly when in use. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 2 +1 520 gp Lvl 16 +4 45,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp Implement: Censer
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp Enhancement: Attack rolls and damage rolls
Implement: Censer Critical: +1d6 damage per plus
Enhancement: Attack rolls and damage rolls Power (Daily Zone): Move Action. Burst 3. You
Critical: +1d6 damage per plus create a zone of very difficult terrain. Each square
Power (Encounter): Minor Action. One creature you of movement in the zone costs 4 squares. You and
just summoned gains the ability to mark foes it attacks. your summoned creatures movement are
unaffected. You can dismiss the zone as a minor
action. The zone remains for 5 minutes.

Page 244 of 521


4E Races and Classes
Censer of Summoning Level 5+ Book of Exalted Deeds Level 30
This platinum burner on a silver chain strengthens your This book assists good characters
summoned creatures. Magical Book 3,125,000 gp
Lvl 5 +1 360 gp Lvl 20 +4 65,000 gp Implement: Holy symbol +6
Lvl 10 +2 2,600 gp Lvl 25 +5 325,000 gp Enhancement: Attack rolls and damage rolls
Lvl 15 +3 13,000 gp Lvl 30 +6 1,625,000 gp Critical: +6d6
Implement: Censer Requirement: Good or Lawful Good alignment
Enhancement: Attack rolls and damage rolls Property: You gain the Exalted channel divinity power.
Critical: +1d6 damage per plus You can use this power even if you cannot normally
Power (Daily): Minor Action. While summoning one channel divine power.
creature, it gains (its Constitution score + 8) + (8 x Power (Daily Healing, Radiant): Standard action.
creature’s level) hit points, ½ that for bloodied hit Make a Wisdom vs. Fortitude attack against all
points. It loses the “a missed attack never damages enemies in a close burst 5. On a hit, you deal 4d10
a minion” ability. + Wisdom modifier radiant damage, half on a miss.
Also, all allies in the area regain hit points as if they
Magical Censer Level 1+ had spent two healing surges.
This bronze burner on a chain dispenses magical
aromas. Channel Divinity: Exalted Magic Item Power
Lvl 1 +1 360 gp Lvl 15 +4 65,000 gp Your swelling goodness eases wounds.
Lvl 5 +2 2,600 gp Lvl 20 +5 325,000 gp Encounter Divine, Healing
Lvl 10 +3 13,000 gp Lvl 25 +6 1,625,000 gp Immediate Reaction Ranged 5
Implement: Censer Trigger: You or an ally of non-evil alignment within
Enhancement: Attack rolls and damage rolls range is bloodied
Critical: +1d6 damage per plus Effect: You or the ally can spend a healing surge.
Special: You must possess the book of exalted deeds
to use this power.
Holy Symbols
Book of Infinite Spells Level 30
Anathema (Pact Daggers) This book holds powerful spells within it that even the
uninitiated can use.
Books Magical Book 3,125,000 gp
Property: Contains 1,000 pages for storing spells and
Boccob’s Blessed Book Level 10 rituals. Also, regardless of tier, it takes 5 minutes to
copy a ritual into a Book of Infinite Spells.
This book easily stores spells and rituals.
Power (Daily): Standard Action. You can use one spell
Magical Book 5,000 gp
or ritual written in the Book of Infinite Spells at no
Property: Contains 1,000 pages for storing spells and
cost even if you do not have access to the spell on
rituals. Also, regardless of tier, it takes 1 hour to
your power list, have already used it for the day,
copy a ritual into Boccob’s Blessed Book.
have not mastered the ritual or do not have the ritual
Power (Daily): Standard Action. You can use a ritual
caster feat.
written in Boccob’s Blessed Book at 1/5th the normal
cost.

Page 245 of 521


4E Races and Classes
Book of Vile Darkness Level 30 Manual of Golem Creation Level 9+
This book assists evil characters This mystical tome can be used to construct a golem.
Magical Book 3,125,000 gp Lvl 9 4,200 gp Lvl 19 105,000 gp
Implement: Holy symbol +6 Lvl 14 21,000 gp Lvl 24 525,000 gp
Enhancement: Attack rolls and damage rolls Magical Book
Critical: +6d6 Power (Consumable): 1 hour. You create a bloodclay
Requirement: Evil or Chaotic Evil alignment golem. You can command the bloodclay golem as a
Property: You gain the Vile channel divinity power. move action. It acts during your turn, using its own
You can use this power even if you cannot normally action. If given no command, the bloodclay golem
channel divine power. takes the full defense action.
Power (Daily Necrotic): Standard action. Make a The golem remains until destroyed. You can
Wisdom vs. Fortitude attack against all enemies in a use your healing surges between combats to heal
close burst 5. On a hit, you deal 4d10 + Wisdom damage the golem sustains.
modifier necrotic damage, half on a miss. Also, Level 14: You create a flesh golem.
enemies cannot spend healing surges or regenerate Level 19: You create a stone golem.
(save ends). Level 24: You create a pig iron golem.

Channel Divinity: Vile Magic Item Power Manual of Quickness in Action Level 6+
Your swelling evil inflicts wounds. This book increases a character’s reflexes
Encounter Divine, Necrotic Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Standard Action Ranged 5 Lvl 16 45,000 gp
Target: One creature Magical Book
Attack: Wisdom vs. Fortitude Power (Consumable): Minor Action. You gain a +1
Hit: 2d8 + Wisdom modifier necrotic damage and the item bonus to Reflex defense. You retain the bonus
target cannot spend healing surges (save ends). for 24 hours.
Special: You must possess the book of vile darkness to Level 16: You gain a +2 item bonus to Reflex
use this power. defense.
Level 26: You gain a +4 item bonus to Reflex
Manual of Bodily Health Level 6+ defense.
This book increases the reader’s durability.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp Silver Libram Level 30
Lvl 16 45,000 gp This book assists unaligned characters
Magical Book Magical Book 3,125,000 gp
Power (Consumable): Minor Action. You gain a Implement: Holy symbol +6
healing surge. You retain the healing surge until it is Enhancement: Attack rolls and damage rolls
used or 24 hours pass. Critical: +6d6
Level 16: You gain 2 healing surges Requirement: Unaligned alignment
Level 26: You gain 3 healing surges Property: You gain the Soothing channel divinity
power. You can use this power even if you cannot
Manual of Gainful Exercise Level 6+ normally channel divine power.
This book increases the damage a character inflicts Power (Daily Healing, Radiant): Standard action.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp Make a Wisdom vs. Fortitude attack against all
Lvl 16 45,000 gp enemies in a close burst 5. On a hit, you deal 4d10
Magical Book + Wisdom modifier radiant damage, half on a miss.
Power (Consumable): Minor Action. You gain a +1 Also, all allies in the area regain hit points as if they
item bonus to damage. You retain the bonus for 24 had spent two healing surges.
hours.
Level 16: You gain a +2 item bonus to damage. Channel Divinity: Soothing Magic Item Power
Level 26: You gain a +4 item bonus to damage. You ease the wounds of others.
Encounter Divine, Healing
Immediate Reaction Ranged 5
Trigger: You or an ally within range is bloodied
Effect: You or the ally can spend a healing surge.
Special: You must possess the silver libram to use this
power.

Page 246 of 521


4E Races and Classes
Tome of Clear Thought Level 6+ Orb of Humanity Level 3+
This book increases a character’s willpower This clear glass orb has a smoky white center.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 16 45,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Magical Book Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp
Power (Consumable): Minor Action. You gain a +1 Implement: Orb
item bonus to Will defense. You retain the bonus for Enhancement: Attack rolls and damage rolls
24 hours. Critical: +1d6 damage per plus
Level 16: You gain a +2 item bonus to Will defense. Power (Daily): Free action. Target a creature with a
Level 26: You gain a +4 item bonus to Will defense. status effect caused by one of your powers. On the
next successful save against the effect, the target
Tome of Fortitude instead fails the save.
This book increases a character’s fortitude
Lvl 6 1,800 gp Lvl 26 1,125,000 gp Rods
Lvl 16 45,000 gp
Magical Book Dragonborn Rod Level 3+
Power (Consumable): Minor Action. You gain a +1 A dragonheaded rod that is suffused with elemental
item bonus to Fortitude defense. You retain the power.
bonus for 24 hours. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Level 16: You gain a +2 item bonus to Fortitude Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
defense. Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp
Level 26: You gain a +4 item bonus to Fortitude Implement: Rod
defense. Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Tome of Understanding Level 6+ Power (Daily Fire): Free action. When you place
Lvl 6 1,800 gp Lvl 26 1,125,000 gp your Warlock’s Curse on a target, all creatures in a
Lvl 16 45,000 gp burst 1 take 1 point of poison damage.
Magical Book Level 13 or 18: 3 poison damage.
Power (Consumable): Minor Action. You gain training Level 23 or 28: 5 poison damage.
(+5) in one skill. You retain the training bonus for 24
hours.
Level 16: You gain training (+5) in 2 skills Tiefling Rod Level 3+
Level 26: You gain training (+5) in 3 skills This barbed rod lets you curse many foes.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Orbs Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp
Eladrin Orb Level 3+ Implement: Rod
Enhancement: Attack rolls and damage rolls
This sapphire globe seems to shimmer with an internal
Critical: +1d6 damage per plus
witchfire in dim light
Power (Daily Curse): Free action. When you use
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
your warlock curse ability, it has a burst of 1.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Level 13 or 18: burst 3.
Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp
Level 23 or 28: burst 5.
Implement: Orb
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily Fire): Free action. Target a creature
with a status effect caused by one of your powers.
On a successful save against the effect, the target
suffers 5 fire damage.
Level 13 or 18: 10 fire damage
Level 23 or 28: 15 fire damage.

Page 247 of 521


4E Races and Classes
Staves Wand of Light Level 2+
This crystal wand illuminates the darkness
Dwarven Staff Level 3+ Lvl 2 +1 520 gp Lvl 16 +4 45,000 gp
This stone staff is carved with glowing runes and motifs Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
of dwarven sages. Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Implement: Wand
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Enhancement: Attack rolls and damage rolls
Lvl 13 +3 17.000 gp Lvl 28 +6 2,125,000 gp Critical: +1d6 damage per plus
Implement: Staff Power (At-Will): Minor action. As the wizard’s light
Enhancement: Attack rolls and damage rolls cantrip.
Critical: +1d6 damage per plus
Power (Daily): Free action. You gain a +2 item bonus Arm Slot Items
to AC until the end of your next turn.
Level 13 or 18: +4 item bonus to AC Bracers of Deflection Level 5+
Level 23 or 28: +6 item bonus to AC
These bracers can deflect incoming projectiles.
Lvl 5 1,000 gp Lvl 25 625,000 gp
Wands Lvl 15 25,000 gp
Item Slot: Arm
Elvin Wand Level 2+ Power (Encounter): Immediate Interrupt. When hit by
This wand grants you the speed of the elves a ranged attack, the attacker must reroll the attack.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp The attacker takes a –2 penalty to the reroll.
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Level 15: -4 penalty to the reroll
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Level 25: -6 penalty to the reroll
Implement: Wand
Enhancement: Attack rolls and damage rolls Feet Slot Items
Critical: +1d6 damage per plus
Power (Daily): Move action. As the wizard expeditious Sidestep Boots Level 9
retreat power.
These enchanted boots let you easily shift around an
opponent.
Gnomish Wand Level 6+ Item Slot: Feet 4,200 gp
Lvl 6 +1 1,800 gp Lvl 21 +4 225,000 gp Power (Encounter): Immediate Interrupt. You can shift
Lvl 11 +2 9.000 gp Lvl 26 +5 1,125,000 gp 1 space.
Lvl 16 +3 45,000 gp Lvl 31 +6 3,625,000 gp
Implement: Wand Hand Slot Items
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Standard Action. As the wizard Claws of Death Level 4+
invisibility power. These hideous leather gloves end in hard ivory
fingernails.
Lvl 4 840 gp Lvl 24 525,000 gp
Wand of Flight Level 16+ Lvl 14 21,000 gp
This wand grants flight to those it touches Item Slot: Hand
Lvl 16 +4 45,000 gp Lvl 26 +6 1,125,000 gp Property: When you hit with an unarmed or natural
Lvl 21 +5 225,000 gp attack, you deal an extra +1d6 necrotic damage.
Implement: Wand Level 14: +2d6 necrotic damage.
Enhancement: Attack rolls and damage rolls Level 22: +3d6 necrotic damage.
Critical: +1d6 damage per plus
Power (Daily): Move action. As the wizard’s fly power.
Gauntlet of Rust Level 18
This rust-laden chain glove makes metal items
temporarily unusable.
Item Slot: Hand 85,000 gp
Power (Daily): Standard Action. Make a basic melee
attack vs. Reflex with the gauntlet of rust. If you hit,
you render one piece of equipment on the target
unusable until the end of the encounter or 5 minutes.
The affected equipment must be 50% or more metal.

Page 248 of 521


4E Races and Classes
Head Slot Items Neck Slot items
Circlet of Blasting Level 4+ Amulet of the Planes Level 18
This simple golden headband projects blasts of This black circular amulet swims with glints of color.
destructive radiance on command. Item Slot: Neck 85,000 gp
Lvl 4 840 gp Lvl 24 525,000 gp Power (Daily Teleportation): 10 minutes. As planar
Item Slot: Head portal ritual.
Property: Your spells deal +1 Radiant damage
Power (Daily Radiant): Standard Action. Make a Amulet of Non-detection Level 12
basic ranged attack vs. Reflex against a target within
This silver amulet is set with clear crystal.
10 spaces with the Circlet of Blasting. If you hit, you
Item Slot: Neck 13,000 gp
deal 1d6 + Charisma modifier radiant damage.
Property: You gain a +10 item bonus against attempts
Level 24: Range 15; 2d6 + Charisma modifier
to learn information about you through divination
radiant damage.
rituals.

Mask of the Skull Level 23


Cloak of the Bat Level 20
This skull-faced mask grants necrotic power and death
This leather cloak has soft, furry trim about the
to your enemies.
shoulders.
Item Slot: Head 425,000 gp
Item Slot: Neck 125,000 gp
Property: Friendly undead within 5 squares of you deal
Enhancement: +4 to Fortitude, Reflex, and Will
+1 necrotic damage.
Property: +5 item bonus to Stealth checks.
Power (Daily Necrotic): Standard Action. You can
Power (Daily): Move Action. As per the wizard fly
use finger of death as the necromancer power.
power

Skull Cap Level 6


This bone head covering empowers your spells with
necrotic energy.
Item Slot: Head 4,200 gp
Property: Your spells gain the Necrotic keyword
Power (Encounter Necrotic): Minor Action. Spells
you cast with the necrotic keyword deals +1d6
necrotic damage until the end of your turn.

Transmuter’s Hat Level 2+


This pointed blue hat is inlaid with silver stars, moons
and other celestial objects. Upon placing it on your
brow, you can breathe life into any inanimate object.
Lvl 1 360 gp Lvl 10 5,000 gp
Lvl 2 520 gp Lvl 16 45,000 gp
Lvl 6 1,800 gp Lvl 22 325,000 gp
Item Slot: Head
Power (Daily): Move Action. You can use Animate
Tiny Object as the transmuter power.
Level 2: Animate Small Object as transmuter power
Level 6: Animate Medium Object as transmuter
power
Level 10: Animate Large Object as transmuter
power
Level 16: Animate Huge Object as transmuter
power
Level 22: Animate Gargantuan Object as
transmuter power

Page 249 of 521


4E Races and Classes
Cloak of the Manta Ray Level 12 Ixitxachitl Servant Level 22 Minion
This blue cloak is speckled with white dots and the Medium natural magical beast (aquatic) XP –
inside is made of white cloth. Initiative +20 Senses Perception +22; darkvision
Lvl 12 +2 13,000 gp Lvl 22 +5 325,000 gp HP 1; A minion never takes damage on a miss
Lvl 17 +3 65,000 gp Lvl 27 +6 1,625,000 gp AC 38; Fortitude 33, Reflex 35, Will 34
Item Slot: Neck Speed Swim 6
Enhancement: Fortitude, Reflex, and Will M Bite (standard; at-will)
Property: You can breathe water as if it were air. +29 vs. AC; 3d6 + 8 damage
Power (Daily Polymorph): Standard Action. As per Gliding Strike
the transmuter alter self power, into aquatic If an ixitxachitl servant moves at least 3 squares
creatures only. before attacking, it deals +2d6 damage.
Level 17 or 22: As transmuter polymorph power, Alignment Evil Languages Aquan, Common
into aquatic creatures only ixitxachitl only. Str 13 (+12) Dex 25 (+18) Wis 22 (+17)
Level 27: As transmuter shapechange power, into Con 19 (+15) Int 15 (+13) Cha 13 (+12)
aquatic creatures only.
Power (Daily Conjuration): Move action. Summon Greater Ixitxachitl Servant Level 27 Minion
an ixitxachitl servant of appropriate level within 5 Medium natural magical beast (aquatic) XP –
squares. As a move action you can command the Initiative +20 Senses Perception +22; darkvision
ixitxachitl to move and attack. The ixitxachitl HP 1; A minion never takes damage on a miss
remains for up to 5 minutes or until destroyed. AC 43; Fortitude 38, Reflex 40, Will 39
Speed Swim 6
Least Ixitxachitl Servant Level 12 Minion M Bite (standard; at-will)
Small natural magical beast (aquatic) XP – +34 vs. AC; 3d8 + 9 damage
Initiative +14 Senses Perception +15; darkvision Gliding Strike
HP 1; A minion never takes damage on a miss If an ixitxachitl servant moves at least 3 squares
AC 28; Fortitude 24, Reflex 25, Will 24 before attacking, it deals +2d8 damage.
Speed Swim 6 Alignment Evil Languages Aquan, Common
M Bite (standard; at-will) Str 14 (+15) Dex 26 (+21) Wis 23 (+25)
+19 vs. AC; 2d6 + 5 damage Con 20 (+18) Int 16 (+16) Cha 14 (+15)
Gliding Strike
If a least ixitxachitl servant moves at least 3 squares
before attacking, it deals +1d6 damage.
Greater Cape of the Mountebank Level 9+
This rich red cape is lined with gold filigree.
Alignment Evil Languages Aquan, Common
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Str 13 (+7) Dex 22 (+12) Wis 19 (+10)
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Con 19 (+10) Int 15 (+8) Cha 13 (+7)
Lvl 19 +4 105,000 gp
Item Slot: Neck
Lesser Ixitxachitl Servant Level 17 Minion Enhancement: Fortitude, Reflex, and Will
Small natural magical beast (aquatic) XP – Power (Daily Teleportation): Move Action. As per
Initiative +17 Senses Perception +18; darkvision the wizard dimension door power.
HP 1; A minion never takes damage on a miss
AC 33; Fortitude 28, Reflex 30, Will 29
Speed Swim 6 Mantle of Faith Level 14+
M Bite (standard; at-will) This half-cloak is embroidered with religious symbols.
+24 vs. AC; 2d8 + 7 damage Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
Gliding Strike Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
If a lesser ixitxachitl servant moves at least 3 Item Slot: Neck
squares before attacking, it deals +1d8 damage. Enhancement: Fortitude, Reflex, and Will
Alignment Evil Languages Aquan, Common Property: You gain resist 5 to all damage from enemy
Str 13 (+9) Dex 24 (+15) Wis 21 (+13) attacks.
Con 19 (+12) Int 15 (+10) Cha 13 (+9) Level 24 or 29: Resist 10 to all damage from
enemy attacks.
Power (Daily): Minor Action. Spend a healing surge to
regain hit points.

Page 250 of 521


4E Races and Classes
Medallion of Thoughts Level 12+ Rings
This medallion is a disk of mother-of-pearl suspended on
a silver chain. Greater Ring of Wizardry Level 30
Lvl 12 +2 13,000 gp Lvl 22 +5 325,000 gp This gold band is engraved with powerful arcane
Lvl 17 +3 65,000 gp Lvl 27 +6 1,625,000 gp symbols.
Item Slot: Neck Item Slot: Ring 3,125,000 gp
Enhancement: Fortitude, Reflex, and Will Property: Gain a +3 item bonus to Arcana checks
Property: You gain an item bonus to Insight equal to Power (Daily): Minor Action. Regain the use of an
the item’s enhancement bonus. arcane utility power that you’ve already used (as if
Power (Daily Divination): Standard Action. You can you hadn’t used it this encounter), or swap out an
read the surface thoughts of a creature with an unused prepared arcane utility power for an
Intelligence of 3 or better. This ability lasts until the encounter utility power of the same level from your
end of your next turn. You can sustain it as a minor spellbook.
action for up to 5 minutes. If you’ve reached at least one milestone today,
you can instead regain the use of an arcane daily or
Necklace of Adaptation encounter attack power.
This necklace is made of heavy chain with a platinum
medallion. Ring of Animal Friendship Level 3
Lvl 12 +2 13,000 gp Lvl 22 +5 325,000 gp This silver ring is engraved with images of rabbits,
Lvl 17 +3 65,000 gp Lvl 27 +6 1,625,000 gp squirrels and other small woodland animals.
Item Slot: Neck Item Slot: Ring 680 gp
Enhancement: Fortitude, Reflex, and Will Property: Gain a +3 item bonus to Nature checks.
Property: You can breathe water as if it were air. Power (Daily Charm): 10 minutes. As per the animal
Power (Daily): Minor Action. Gain resist 10 to Poison messenger ritual.
until the end of the encounter.
Level 17: Resist 15 Poison
Level 22: Resist 20 Poison Ring of Acid Resistance Level 13+
Level 27: Immune to Poison. This tarnished brass ring provides protection from acid.
Lvl 13 17,000 gp Lvl 23 425,000 gp
Item Slot: Ring
Necklace of Fireballs Level 8+ Power (Daily): Minor Action. Gain resist 15 Acid until
This string of golden spheres on a golden chain provide the end of the encounter or 5 minutes.
an explosive surprise for enemies. Level 23: Immune to Acid
Lvl 8 3,400 gp Lvl 23 425,000 gp
Lvl 13 17,000 gp Lvl 28 2,125,000 gp
Lvl 18 85,000 gp Ring of Advice Level 23
Item Slot: Neck This ring grants you supernatural insight.
Power (Daily Fire): Standard Action. Make a Item Slot: Ring 425,000 gp
Dexterity vs. Reflex attack; burst 3 in 20 squares; On Property: Gain a +5 item bonus to Insight
a hit deal 3d6 + Dexterity modifier fire damage, half Power (Daily Divination): Minor Action. Each time
on a miss. you make an Insight check during this encounter, roll
Level 13: 4d6 + Dexterity modifier fire damage twice and take the higher result.
Level 18: 5d6 + Dexterity modifier fire damage
Level 23: 6d6 + Dexterity modifier fire damage
Level 28: 7d6 + Dexterity modifier fire damage

Page 251 of 521


4E Races and Classes
Ring of Air Elemental Command Level 18 Ring of Cold Resistance Level 13
This silver ring is set with twin diamonds. This pearl ring provides protection from cold.
Item Slot: Ring Lvl 13 17,000 gp Lvl 33 425,000 gp
Power (Daily): Free Action. Triggered when you fall. Item Slot: Ring
You take no damage from the fall, regardless of the Power (Daily): Minor Action. Gain resist 15 Cold until
distance, and do not fall prone at the end of the fall. the end of the encounter or 5 minutes.
Power (Daily Charm): Standard Action. As enchanter Level 23: Immune to Cold.
charm monster power, air elementals only.
Special: These other powers must be discovered Ring of Counterspells Level 15
individually with a successful DC 20 Arcana check. This silver band is set with a single diamond.
Power (Daily): Minor Action. Gain resist 15 Item Slot: Ring 25,000 gp
Electricity until the end of the encounter. Property: Gain a +3 item bonus to Arcana.
Power (Daily): Standard Action. As evoker gust of Power (Daily): Free Action. Triggered when hit by an
wind power. Arcane power. Make an Arcana skill check vs.
Power (Daily): Move Action. As wizard fly power. attacker’s level (DMG p42, Moderate DC). If successful,
Power (Daily Lightning): Standard Action. the Arcane power fails, having no effect.
Ranged 20; Primary Target one creature; Attack
Intelligence vs. Reflex; Hit 3d6 + Intelligence
modifier lightning damage; Secondary Targets two Ring of Disrupted Breath Level 15
creatures within 5 squares of the primary target; This iron ring is covered in rust with a single bloodstone.
Secondary Attack Intelligence vs. Reflex; Hit 2d6 + Item Slot: Ring 25,000 gp
Intelligence modifier lightning damage; Tertiary Property: Gain a +3 item bonus to Acrobatic checks.
Targets: All other enemies within 10 squares of you; Power (Daily): Free Action. Triggered when the target
Attack: Intelligence vs. Reflex; Hit 1d6 + Intelligence of a ki power. Make a Acrobatics skill check vs. the
modifier lightning damage attacker’s level (DMG p42, Moderate DC). If
successful, the ki power fails, having no effect.
Ring of Blinking Level 13
This amethyst band allows you skip through the Ring of Divine Refusal Level 15
dimensions from place to place. This basalt band is set with a single ruby.
Item Slot: Ring 17,000 gp Item Slot: Ring 25,000 gp
Power (Daily Teleportation): Move action. You Property: Gain a +3 item bonus to Religion.
ignore difficult terrain and obstacles when you move, Power (Daily): Free Action. Triggered when hit by a
and can even pass through enemy creatures when Divine power. Make a Religion skill check vs. attacker’s
you move. You likewise do not provoke attacks level (DMG p42, Moderate DC). If successful, the Divine
when you move. You cannot end your movement in power fails, having no effect.
an obstacle or another creature’s space. This power
lasts for 5 minutes.

Ring of Chameleon Power Level 5


This moonstone ring grants the ability to blend into the
background when still.
Item Slot: Ring 1,000 gp
Property: Gain a +5 item bonus to Stealth skill checks
when not moving.

Ring of Climbing Level 5


This jade ring is carved like vines of ivy and aids in
climbing.
Item Slot: Ring 1,000 gp
Property: Gain a +5 item bonus to Athletics skill checks
to climb.

Page 252 of 521


4E Races and Classes
Ring of the Djinni Level 23 Ring of Earth Elemental Command Level 18
This bronze ring is affixed with the face of a djinni and This granite ring is set with twin diamonds.
covered in mystical symbols of binding. Item Slot: Ring 85,000 gp
Item Slot: Ring 425,000 gp Power (Daily): Move Action. You shift one square into a
Power (Daily Conjuration): Move Action. Summon solid obstacle made of stone. You do not have line
a bound djinni to a square within 5 squares. You of sight out of your square. While merged, you have
can spend up to 2 healing surges to give the djinni resist 20 all damage. You can remain merged up to
extra hit points. The djinni can be commanded to 5 minutes. When you exit you return to the square
move and attack with a move action. If given no where you entered the obstacle. If your exit square
command, the djinni performs a full defense action. is occupied, you shift into an adjacent open square.
The djinni remains for 5 minutes, until slain or Power (Daily Charm): Standard Action. As enchanter
dismissed as a free action. charm monster power, earth elementals only.
Special: These other powers must be discovered
Bound Djinni Level 23 Artillery individually with a successful DC 20 Arcana check.
Large elemental humanoid (air) XP - Power (Daily): Minor Action. Gain resist 15 Acid
Initiative +19 Senses Perception +15 until the end of the encounter.
Wind Dance aura 2; any creature in the aura is checked Power (Daily): Standard Action. As druid soften
HP 31; Bloodied 15 earth power.
AC 35; Fortitude 35, Reflex 36, Will 34 Power (Daily): Move Action. As transmuter
Resist 20 lightning, 20 thunder passwall power.
Speed Fly 10 (hover) Power (Daily Conjuration): Standard Action.
M Wind Scimitar (standard; at-will) Area wall 12 within 10 squares; You conjure a sold
Reach 2; +28 vs. AC ; 2d6 + 8 damage wall of contiguous squares filled with earth. The wall
can be up to 12 squares long and up to 6 squares
R Eldritch Bolt (standard; at-will) high.
Ranged 20; +26 vs. Reflex; 3d6 +8 damage As a standard action, a creature can attack one
m Tornado (standard; encounter) square of the wall. Each square has 50 hit points
Requires scimitar; The djinni moves up to its speed and resist 10 all damage. If the wall is not
plus 2 and can move through enemies’ spaces, destroyed, it recedes into the ground after 1 hour.
provoking opportunity attacks as normal. When it
enters a creature’s space (ally or enemy), the bound
djinni makes a scimitar attack against that creature. Ring of Evasion Level 12
The creature remains in its space, and the djinni This ring is made of interwoven gold and silver thread.
must leave the space after it attacks. The djinni Item Slot: Ring 13,000 gp
must end its tornado in an unoccupied square. Property: +2 item bonus to Reflex defense
Master’s Wish (standard; encounter) Power (Daily): Free Action. Triggered by an attack that
The bound djinni can create any non-magical item of just hit you. The target rerolls the attack, with a –2
up to 2,000 gp. The item lasts for up to one hour. penalty to hit.
Alignment Unaligned Languages Primordial
Str 24 (+18) Dex 27 (+19) Wis 18 (+15) Ring of Feather Fall Level 4
Con 25 (+18) Int 16 (+14) Cha 22 (+17) This silver rings slows your descent safely.
Equipment scimitar Item Slot: Ring 840 gp
Power (Daily): Free Action. You take no damage from
a fall, regardless of the distance, and do not fall
prone at the end of the fall.

Page 253 of 521


4E Races and Classes
Ring of Fire Elemental Command Level 18 Ring of Martial Parrying Level 15
This ruby ring is set with twin diamonds. This lapis ring is set with a single tourmaline.
Item Slot: Ring 85,000 gp Item Slot: Ring 25,000 gp
Power (Daily): Minor Action. Gain resist 15 Fire until Property: Gain a +3 item bonus to Athletic checks.
the end of the encounter. Power (Daily): Free Action. Triggered when the target
Power (Daily Charm): Standard Action. As enchanter of a martial power. Make an Athletics skill check vs.
charm monster power, fire elementals only. the attacker’s level (DMG p42, Moderate DC). If
Special: These other powers must be discovered successful, the martial power fails, having no effect.
individually with a successful DC 20 Arcana check.
Power (Daily Fire): Standard Action. As wizard Ring of Mind Shielding Level 13+
flaming sphere power. This lead band protects against mental attacks.
Power (Daily Fire): Standard Action. As wizard Lvl 13 17,000 gp Lvl 23 425,000 gp
wall of fire power. Item Slot: Ring
Power (Daily Fire): Standard Action. As wizard Power (Daily): Minor Action. Gain resist 15 Psychic
fireball power. until the end of the encounter or 5 minutes.
Level 23: Immune to Psychic
Ring of Fire Resistance Level 13+
This ruby band provides protection from fire. Ring of Piercing Vision Level 12
Lvl 13 17,000 gp Lvl 23 425,000 gp This quartz ring is emblazoned with golden orbs.
Item Slot: Ring Item Slot: Ring 13,000 gp
Power (Daily): Minor Action. Gain resist 15 Fire until Power (Daily Divination): Minor Action. You can
the end of the encounter or 5 minutes. trace line of sight through any sort of cover,
Level 23: Immune to Fire concealment and up to through one square of a solid
obstacle. This power lasts for up to 5 minutes.
Ring of Freedom Level 5
This simple golden ring allows easy escape. Ring of Poison Resistance Level 13+
Item Slot: Ring 1,000 gp This serpentine band provides protection from poison.
Property: Gain a +3 item bonus to attempts to escape Lvl 13 17,000 gp Lvl 23 425,000 gp
a Grab. Item Slot: Ring
Power (Daily): Minor Action. You remove an Power (Daily): Minor Action. Gain resist 15 Poison until
immobilized or restrained status effect on you. the end of the encounter or 5 minutes.
Level 23: Immune to poison.
Ring of Jumping Level 5
This simple bronze loop aids in jumping. Ring of Power Level 15
Item Slot: Ring 1,000 gp This steel band is inscribed with the dwarven word for
Property: Gain a +5 item bonus to Athletic skill checks Strength.
to Jump. Item Slot: Ring 25,000 gp
Property: Gain a +1 item bonus to attacks, AC,
Ring of Lightning Resistance Level 13+ Fortitude, Reflex and Will defense.
This glittering sapphire ring provides protection from Power (Daily): Free Action. Regain one used
lightning. encounter attack or utility power.
Lvl 13 17,000 gp Lvl 23 425,000 gp
Item Slot: Ring Ring of Primal Taming Level 15
Power (Daily): Minor Action. Gain resist 15 Lightning This jade ring is set with a single emerald.
until the end of the encounter or 5 minutes. Item Slot: Ring 25,000 gp
Level 23: Immune to Lightning Property: Gain a +3 item bonus to Nature checks.
Power (Daily): Free Action. Triggered when the target
Ring of Life Protection Level 13+ of a primal power. Make a Nature skill check vs. the
This onyx ring provides protection from necrotic damage attacker’s level (DMG p42, Moderate DC). If
Lvl 13 17,000 gp Lvl 23 425,000 gp successful, the primal power fails, having no effect.
Item Slot: Ring
Power (Daily): Minor Action. Gain resist 15 Necrotic
until the end of the encounter or 5 minutes.
Level 23: Resist 10 Necrotic.

Page 254 of 521


4E Races and Classes
Ring of the Ram Level 7 Ring of Thunder Resistance Level 13+
This iron ring is engraved with a ram’s head, set with This frosted quartz band provides protection from
twin carbuncle gemstones for the eyes. thunder.
Item Slot: Ring 2,600 gp Lvl 13 17,000 gp Lvl 23 425,000 gp
Power (Daily Force): Standard Action. Range 20; Item Slot: Ring
Target one creature; Attack Dexterity vs. Reflex; 2d6 Power (Daily): Minor Action. Gain resist 15 Thunder
+ Dexterity modifier force damage and the target is until the end of the encounter or 5 minutes.
pushed 3 squares. Level 23: Immune to Thunder

Ring of Reversal Level 15 Ring of Water Elemental Command Level 18


This black iron band is set with a single bloodstone. This aquamarine ring is set with twin diamonds.
When twisted, it inflicts pain on an attacker. Item Slot: Ring 85,000 gp
Item Slot: Ring 25,000 gp Power (Daily): Minor Action. You can move on water as
Power (Daily): Free Action. Triggered when you are hit if it were solid ground. Rapids or choppy seas are
by an attack that deals damage. The attacker takes considered difficult terrain. You can end this power
the same damage of the same type he dealt to you. as a free action. You can immerse yourself in water
or swim underwater without ending the power.
Ring of Sustenance Level 5 Power (Daily Charm): Standard Action. As enchanter
This ring is made of a thin wire of metal with a single charm monster power, water elementals only.
garnet. Special: These other powers must be discovered
Item Slot: Ring 1,000 gp individually with a successful DC 20 Arcana check.
Property: Gain a +5 item bonus to Endurance skill Power (Daily): Minor Action. Gain resist 15 Cold
checks to endure thirst or hunger. until the end of the encounter.
Power (Daily): Standard Action. You are treated as Power (Daily): Standard Action. You can breathe
having consumed and drank a sustaining amount of water as easily as you breath air for up to 4 hours.
food and water for one meal. Likewise, all of your gear remains dry even when
fully immersed in water. You can end this power as
a free action.
Ring of Swimming Level 5 Power (Daily): Move Action. You can reshape
This aquamarine band aids in swimming. areas of water, rearranging up to 25 squares of
Item Slot: Ring 1,000 gp water as you desire (such as to create dry path or
Property: Gain a +5 item bonus to Athletics skill checks tunnel through a lake bottom). This power has no
when swimming. effect on water-based creatures. This power lasts
for 5 minutes or can be ended as a minor action.
Ring of Telekinesis Level 15 Power (Daily Conjuration): Standard Action. As
This silver band is set with a single sapphire and ruby. per wizard wall of ice power.
Item Slot: Ring 25,000 gp
Power (Daily): Standard Action. Ranged 20; Target Ring of Warmth Level 5
one creature; Intelligence, Wisdom or Charisma vs. This bronze ring is set with a small, glittering sunstone.
Reflex; 4d8 + Intelligence, Wisdom or Charisma Item Slot: Ring 1,000 gp
modifier force damage and the opponent is pushed Property: Gain a +5 item bonus to Endurance skill
3 squares and knocked prone. checks to endure extreme weather.
Instead of attacking a creature, you can use the Power (Daily): Minor Action. You suffer no ill effects
ring to move up to 500 lbs. up to 3 squares a round. from ambient temperatures between –50 and 140
Sustain minor to maintain power until the end of your degrees Fahrenheit, as is your equipment. This
next round. power lasts for 24 hours.

Ring of Teleportation Level 11


This simple platinum hoop is inscribed with the
destination.
Item Slot: Ring 9,000 gp
Power (Daily): As per the linked portal ritual. The ring
is keyed to one teleportation circle at creation. It
takes 24 hours and a DC 20 Arcana check to
permanently change the destination to another
teleportation circle.

Page 255 of 521


4E Races and Classes
Ring of Wishes Level 26 Minor Arcane Attack Scroll Level 1+
This golden band is set with two pearls and a small This parchment reveals powerful information to you in a
diamond. mystic fashion.
Item Slot: Ring 1,125,000 gp Lvl 1 40 gp Lvl 17 6,500 gp
Property: +1 bonus to all defenses and AC Lvl 3 75 gp Lvl 23 42,500 gp
Power (Daily): Immediate reaction. Triggered when hit Lvl 7 275 gp Lvl 27 162,500 gp
by an attack. The target must reroll the attack at a – Lvl 13 1,700 gp
2 penalty to hit. Power (Consumable): Minor Action. You gain the use
Power (Consumable): As per the wish ritual. This of an Encounter Arcane Attack power from a single
power may be used twice, but no more than once class list. The power available by the scroll is keyed
per day. at the scroll’s creation. You retain the power until
Power (Consumable): As per the true wish ritual. used or the end of your next turn.

Scrolls Minor Arcane Utility Scroll Level 2+


A scroll is a sort of magical instruction manual This parchment reveals powerful information to you in a
that provides mystical insight to performing rare and mystic fashion.
wondrous abilities. Lvl 2 50 gp Lvl 16 4,500 gp
You must be a member of the class or prestige Lvl 6 200 gp Lvl 22 32,500 gp
class the scroll is intended for to use it. To be able to Lvl 10 500 gp
use a scroll, you must study it for one hour to attune to Power (Consumable): Minor Action. You gain the use
the mystical information it contains. Thereafter, you of an Encounter Arcane Utility power from a single
need only keep the scroll on you. By speaking the name class list. The power available by the scroll is keyed
of the power contained on the scroll, you instantly bring at the scroll’s creation. You retain the power until
the knowledge to activate the power to your mind. Once used or the end of your next turn.
activated, the scroll harmlessly burns itself into a
irrecoverable pile of ash. Major Divine Attack Scroll Level 1+
This parchment reveals powerful information to you in a
Major Arcane Attack Scroll Level 1+ mystic fashion.
This parchment reveals powerful information to you in a Lvl 1 75 gp Lvl 19 21,000 gp
mystic fashion. Lvl 5 200 gp Lvl 25 125,000 gp
Lvl 1 75 gp Lvl 19 21,000 gp Lvl 9 850 gp Lvl 29 525,000 gp
Lvl 5 200 gp Lvl 25 125,000 gp Lvl 15 5,000 gp
Lvl 9 850 gp Lvl 29 525,000 gp Power (Consumable): Minor Action. You gain the use
Lvl 15 5,000 gp of a Daily Divine Attack power from a single class
Power (Consumable): Minor Action. You gain the use list. The power available by the scroll is keyed at the
of a Daily Arcane Attack power from a single class scroll’s creation. You retain the power until used or
list. The power available by the scroll is keyed at the the end of your next turn.
scroll’s creation. You retain the power until used or
the end of your next turn.
Major Divine Utility Scroll Level 2+
This parchment reveals powerful information to you in a
Major Arcane Utility Scroll Level 2+ mystic fashion.
This parchment reveals powerful information to you in a Lvl 2 125 gp Lvl 16 9,000 gp
mystic fashion. Lvl 6 400 gp Lvl 22 65,000 gp
Lvl 2 125 gp Lvl 16 9,000 gp Lvl 10 1,000 gp
Lvl 6 400 gp Lvl 22 65,000 gp Power (Consumable): Minor Action. You gain the use
Lvl 10 1,000 gp of a Daily Divine Utility power from a single class list.
Power (Consumable): Minor Action. You gain the use The power available by the scroll is keyed at the
of a Daily Arcane Utility power from a single class scroll’s creation. You retain the power until used or
list. The power available by the scroll is keyed at the the end of your next turn.
scroll’s creation. You retain the power until used or
the end of your next turn.

Page 256 of 521


4E Races and Classes
Minor Divine Attack Scroll Level 1+ Minor Ki Attack Scroll Level 1+
This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 1 40 gp Lvl 17 6,500 gp Lvl 1 40 gp Lvl 17 6,500 gp
Lvl 3 75 gp Lvl 23 42,500 gp Lvl 3 75 gp Lvl 23 42,500 gp
Lvl 7 275 gp Lvl 27 162,500 gp Lvl 7 275 gp Lvl 27 162,500 gp
Lvl 13 1,700 gp Lvl 13 1,700 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of an Encounter Arcane Attack power from a single of an Encounter Ki Attack power from a single class
class list. The power available by the scroll is keyed list. The power available by the scroll is keyed at the
at the scroll’s creation. You retain the power until scroll’s creation. You retain the power until used or
used or the end of your next turn. the end of your next turn.

Minor Divine Utility Scroll Level 2+ Minor Ki Utility Scroll Level 2+


This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 2 50 gp Lvl 16 4,500 gp Lvl 2 50 gp Lvl 16 4,500 gp
Lvl 6 200 gp Lvl 22 32,500 gp Lvl 6 200 gp Lvl 22 32,500 gp
Lvl 10 500 gp Lvl 10 500 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of an Encounter Divine Utility power from a single of an Encounter Ki Utility power from a single class list.
class list. The power available by the scroll is keyed The power available by the scroll is keyed at the scroll’s
at the scroll’s creation. You retain the power until creation. You retain the power until used or the end of
used or the end of your next turn. your next turn.

Major Ki Attack Scroll Level 1+ Major Martial Attack Scroll Level 1+


This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 1 75 gp Lvl 19 21,000 gp Lvl 1 75 gp Lvl 19 21,000 gp
Lvl 5 200 gp Lvl 25 125,000 gp Lvl 5 200 gp Lvl 25 125,000 gp
Lvl 9 850 gp Lvl 29 525,000 gp Lvl 9 850 gp Lvl 29 525,000 gp
Lvl 15 5,000 gp Lvl 15 5,000 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of a Daily Ki Attack power from a single class list. of a Daily Martial Attack power from a single class
The power available by the scroll is keyed at the list. The power available by the scroll is keyed at the
scroll’s creation. You retain the power until used or scroll’s creation. You retain the power until used or
the end of your next turn. the end of your next turn.

Major Ki Utility Scroll Level 2+ Major Martial Utility Scroll Level 2+


This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 2 125 gp Lvl 16 9,000 gp Lvl 2 125 gp Lvl 16 9,000 gp
Lvl 6 400 gp Lvl 22 65,000 gp Lvl 6 400 gp Lvl 22 65,000 gp
Lvl 10 1,000 gp Lvl 10 1,000 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of a Daily Ki Utility power from a single class list. of a Daily Martial Utility power from a single class
The power available by the scroll is keyed at the list. The power available by the scroll is keyed at the
scroll’s creation. You retain the power until used or scroll’s creation. You retain the power until used or
the end of your next turn. the end of your next turn.

Page 257 of 521


4E Races and Classes
Minor Martial Attack Scroll Level 1+ Minor Primal Attack Scroll Level 1+
This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 1 40 gp Lvl 17 6,500 gp Lvl 1 40 gp Lvl 17 6,500 gp
Lvl 3 75 gp Lvl 23 42,500 gp Lvl 3 75 gp Lvl 23 42,500 gp
Lvl 7 275 gp Lvl 27 162,500 gp Lvl 7 275 gp Lvl 27 162,500 gp
Lvl 13 1,700 gp Lvl 13 1,700 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of an Encounter Martial Attack power from a single of an Encounter Primal Attack power from a single
class list. The power available by the scroll is keyed class list. The power available by the scroll is keyed
at the scroll’s creation. You retain the power until at the scroll’s creation. You retain the power until
used or the end of your next turn. used or the end of your next turn.

Minor Martial Utility Scroll Level 2+ Minor Primal Utility Scroll Level 2+
This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 2 50 gp Lvl 16 4,500 gp Lvl 2 50 gp Lvl 16 4,500 gp
Lvl 6 200 gp Lvl 22 32,500 gp Lvl 6 200 gp Lvl 22 32,500 gp
Lvl 10 500 gp Lvl 10 500 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of an Encounter Martial Utility power from a single of an Encounter Primal Utility power from a single class
class list. The power available by the scroll is keyed list. The power available by the scroll is keyed at the
at the scroll’s creation. You retain the power until scroll’s creation. You retain the power until used or the
used or the end of your next turn. end of your next turn.

Major Primal Attack Scroll Level 1+ Major Shadow Attack Scroll Level 1+
This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 1 75 gp Lvl 19 21,000 gp Lvl 1 75 gp Lvl 19 21,000 gp
Lvl 5 200 gp Lvl 25 125,000 gp Lvl 5 200 gp Lvl 25 125,000 gp
Lvl 9 850 gp Lvl 29 525,000 gp Lvl 9 850 gp Lvl 29 525,000 gp
Lvl 15 5,000 gp Lvl 15 5,000 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of a Daily Primal Attack power from a single class of a Daily Shadow Attack power from a single class
list. The power available by the scroll is keyed at the list. The power available by the scroll is keyed at the
scroll’s creation. You retain the power until used or scroll’s creation. You retain the power until used or
the end of your next turn. the end of your next turn.

Major Primal Utility Scroll Level 2+ Major Shadow Utility Scroll Level 2+
This parchment reveals powerful information to you in a This parchment reveals powerful information to you in a
mystic fashion. mystic fashion.
Lvl 2 125 gp Lvl 16 9,000 gp Lvl 2 125 gp Lvl 16 9,000 gp
Lvl 6 400 gp Lvl 22 65,000 gp Lvl 6 400 gp Lvl 22 65,000 gp
Lvl 10 1,000 gp Lvl 10 1,000 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You gain the use
of a Daily Arcane Utility power from a single class of a Daily Shadow Utility power from a single class
list. The power available by the scroll is keyed at the list. The power available by the scroll is keyed at the
scroll’s creation. You retain the power until used or scroll’s creation. You retain the power until used or
the end of your next turn. the end of your next turn.

Page 258 of 521


4E Races and Classes
Minor Shadow Attack Scroll Level 1+ Waist Slot Items
This parchment reveals powerful information to you in a
mystic fashion. Monk’s Belt
Lvl 1 40 gp Lvl 17 6,500 gp This colored cloth belt is covered with designs of animals
Lvl 3 75 gp Lvl 23 42,500 gp in various stances.
Lvl 7 275 gp Lvl 27 162,500 gp Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 13 1,700 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Power (Consumable): Minor Action. You gain the use Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
of an Encounter Shadow Attack power from a single Item Slot: Waist
class list. The power available by the scroll is keyed Enhancement: Attack, AC
at the scroll’s creation. You retain the power until Property: Gain an item bonus to Acrobatics skill checks
used or the end of your next turn. equal to the belt’s enhancement.
Power (Daily): Minor Action. Make a secondary
Minor Shadow Utility Scroll Level 2+ unarmed basic attack against an opponent you just
This parchment reveals powerful information to you in a hit.
mystic fashion.
Lvl 2 50 gp Lvl 16 4,500 gp Wondrous Items
Lvl 6 200 gp Lvl 22 32,500 gp
Lvl 10 500 gp
Power (Consumable): Minor Action. You gain the use Bead of Force Level 18
of an Encounter Shadow Utility power from a single This colored bead explodes with tremendous force when
class list. The power available by the scroll is keyed at thrown at an enemy.
the scroll’s creation. You retain the power until used or Wondrous Item 17,000 gp
the end of your next turn. Power (Consumable Force): Standard Action.
Range 5/10; Attack Dexterity vs. Reflex; 2d6 +
Dexterity modifier force damage and the target is
Major Prestige Attack Scroll Level 20 encased in a sphere of force that fills the target’s
This parchment reveals powerful information to you in a entire space until the end of your next turn. The
mystic fashion. target is immobilized and can’t attack anything
Scroll 25,000 gp outside its own space. Creatures outside the sphere
Power (Consumable): Minor Action. You gain the use can’t attack the target, and the sphere blocks objects
of a Daily Prestige Class Attack power from a single and creatures attempting to pass through it.
prestige class. The power available by the scroll is The sphere, though impenetrable, is not
keyed at the scroll’s creation. You retain the power impervious to damage. Attacks against the sphere
until used or the end of your next turn. automatically hit, and it has 100 hit points. It can be
sustained as a minor action.
Major Prestige Utility Scroll Level 12
This parchment reveals powerful information to you in a Bottle of Air Level 5
mystic fashion. This blue glass bottle holds a deep, refreshing breath.
Scroll 2,600 gp Wondrous Item 250 gp
Power (Consumable): Minor Action. You gain the use Power (Consumable): Minor Action. You can hold
of a Prestige Class Utility power from a single your breath for 5 minutes before making Endurance
prestige class. The power available by the scroll is checks.
keyed at the scroll’s creation. You retain the power
until used or the end of your next turn.

Minor Prestige Attack Scroll Level 11


This parchment reveals powerful information to you in a
mystic fashion.
Scroll 900 gp
Power (Consumable): Minor Action. You gain the use
of an Encounter Prestige Attack power from a single
prestige class. The power available by the scroll is
keyed at the scroll’s creation. You retain the power
until used or the end of your next turn.

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4E Races and Classes
Chaos Diamond Level 15 Cube of Force Level 25
This uncut ruby is the size of a human fist and provides This intricate cube is made of faces of ivory, bone and
unpredictable abilities. iron. When a face is depressed, the cube provides
Wondrous Item 25,000 gp protection.
Power (Daily Charm, Psychic): Standard Action. Wondrous Item 625,000 gp
Ranged 10; Target one creature; Attack Power (Daily Zone): Burst 1. You and all allies in
Intelligence, Wisdom or Charisma vs. Will; 4d8 + range gain immune to fire until the end of your next
Intelligence, Wisdom or Charisma modifier psychic turn.
damage and the target is dazed (save ends). Power (Daily Zone): Burst 1. You and all allies in
Power (Daily): Minor Action. Gain a +3 enhancement range gain immune to cold until the end of your next
bonus to AC, Fortitude, Reflex and Will Defenses for turn.
up to 5 minutes. Power (Daily Zone): Burst 1. You and all allies in
Power (Daily): Move Action. Teleport 10 squares. range gain immune to poison until the end of your
Special: You may only use one daily power from a next turn.
chaos diamond per day, regardless of your level. Power (Daily Zone): Burst 1. You and all allies in
range gain immune to necrotic until the end of your
Chime of Interruption Level 15 next turn.
Power (Daily Zone): Burst 1. You and all allies in
This tubular brass chime emits a low, thrumming tone
range gain immune to lightning until the end of your
that disrupts concentration.
next turn.
Wondrous Item 25,000 gp
Power (Daily Zone): Burst 1. You and all allies in
Power (Daily): Standard Action. Close burst 20.
range gain resist 15 all damage until the end of your
Target all creatures in area. On a hit, the target
next turn.
suffers a –5 penalty to hit, AC, all defenses and skill
checks (save ends).
Daern’s Instant Fortress Level 15
Chime of Opening Level 6 This metal cube expands into a small iron tower.
Wondrous Item 25,000 gp
These key-shaped brass tubes open locks when struck
Power (Daily Conjuration): Move Action. You create
together.
an iron tower within 5 squares that fills a 4 x 4
Wondrous Item 1,800 gp
square area. The tower is 6 squares high with a top
Property: You gain a +2 equipment bonus to Thievery
floor that is 2 x 2 squares with crenellated
skill checks to open locks.
battlements (provides cover). An interior ladder
Power (Daily): You can open a single locked door,
leads from the ground floor to the tower top.
chest, gate or other object, including those sealed
The tower has a single front entrance and both
with the Arcane Lock ritual or doors secured with
the front entrance and ladder can be secured shut or
bolts or bars that are on the far side, out of reach.
open at your command as a minor action.
Make a Thievery check with a +5 bonus to open
The tower walls are one foot thick and run along the
each lock or closure. To undo bolts or bars you
outside edge of the tower’s area. Each 5 foot
couldn’t normally reach, you must succeed on a DC
section of the wall has 50 hit points and has Resist
20 Thievery check.
15 all damage. If two or more adjacent side wall
faces are breached (a minimum of 8 squares), the
Coin Vault Level 15 tower collapses. Those inside a collapsing tower
At your command, this small coin reveals an take 6d6 damage. Anyone on the top of the tower
extradimensional storage vault falls for 3d10 damage, plus 3d6 damage from the
Wondrous Item 25,000 gp collapse.
Property: This coin can hold up to 10 cubic feet of The tower remains until destroyed, for 1 hour or
material of up to large size, regardless of weight. until dismissed as a minor action by the owner. If
The user must be able to lift the object to place it in dismissed or the duration expires, those inside or
the coin vault. Inserting or drawing an item into the atop the tower are harmlessly displaced outside the
coin vault is a minor action. While in the vault the tower at ground level.
item’s weight does not count towards encumbrance.
Deck of Illusions Level 19
This unusual deck provides illusions when you throw
down a card.
Wondrous Item 105,000 gp
Power (Daily): Minor Action. As per illusionist major
image power.

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4E Races and Classes
Elemental Gem Level 12 Bronze Griffon Level 7
When this fist-sized gemstone is crushed, it releases a This bronze statue depicts a bronze griffon sitting on its
powerful elemental. haunches.
Wondrous Item 2,600 gp Wondrous Item 2,600 gp
Power (Consumable): Move Action. You summon a Power (Daily Conjuration): Standard Action. Use
greater air, earth, fire or water elemental to a square this figurine to conjure a bronze griffon (see below
within 5 squares of you. The type of elemental for statistics). As a free action, you can spend a
summoned is set at the creation of the elemental gem healing surge when activating this item to give the
and cannot be changed. As a move action, you can creature temporary hit points equal to your healing
command the elemental to move and attack. The surge value.
elemental serves until slain or 5 minutes pass. You can
dismiss the elemental as a minor action. Bronze Griffon Level 7 Brute
Large natural beast (mount) XP -
Epic Charm Level 25 Initiative as conjurer Senses Perception +9
This rune-laden stone affixes to your skin, making you HP 12 ; Bloodied 6
more heroic. AC 18 ; Fortitude 19, Reflex 15, Will 14
Wondrous Item 625,000 gp Immune fear (while bloodied only)
Power (Daily): Minor Action. You gain an action point. Speed 6, fly 10, overland flight 15
This item is only usable in the epic tier. M Claws (standard; at-will)
+10 vs. AC; 2d6 + 7 damage.
Figurine of Wondrous Power m Rabid Charger (while mounted by a friendly rider of
These tiny animal statuettes are fashioned from 7th level or higher; at-will) Mount
a variety of materials and can be used to conjure the When it charges, the griffon makes two claw attacks
creatures they depict. in addition to its rider’s charge attack
When you activate a figurine, the conjured Blood Frenzy (only while bloodied)
creature appears in a space adjacent to you, provided The griffon can take an extra move action each turn.
the space is large enough to contain the creature without It also gains a +2 bonus to attack rolls and takes a –
squeezing. The creature obeys only you, responding to 2 penalty to all defenses.
commands spoken in any language. The creature Thunder Charge (standard; only while flying; at-will)
remains for up to 8 hours or until you use a minor action When the griffon charges, it gains a +4 bonus to its
to dismiss it. The conjured creature acts on the same attack roll instead of the normal +1 bonus.
initiative count as you. Every action it takes costs you a Alignment Unaligned Languages -
minor action (which you use to issue commands), and a Str 20 (+8) Dex 16 (+6) Wis 12 (+4)
conjured creature cannot exceed its normal allotment of Con 18 (+7) Int 2 (-1) Cha 6 (+1)
actions (a standard, a move, and a minor action) during
its turn. If you spend no minor actions on your turn to Serpentine Owl Level 3
command the creature, it remains where it is without This serpentine figure depicts a swooping owl.
taking any actions on its turn. Wondrous Item 680 gp
A conjured creature has hit points, defenses, Power (Daily Conjuration): Standard Action. Use
and attacks as indicated in its statistics block. It has no this figurine to conjure a serpentine owl or a giant
healing surges and cannot be healed, though it can still serpentine owl (see below for statistics). As a free
benefit from temporary hit points. When reduced to 0 hit action, you can spend a healing surge when
points or fewer, the conjured creature disappears and activating this item to give the creature temporary hit
cannot be conjured again until after you’ve taken an points equal to your healing surge value.
extended rest. Conjured creatures lack basic attacks
and therefore cannot make opportunity attacks. Serpentine Owl Level 3 Skirmisher
Mount: If the conjured creature has the mount keyword,
Tiny natural beast XP -
you can ride the creature and are considered to have the
Initiative as conjurer Senses Perception +8; low-light
Mounted Combat feat while mounted on it. While
vision
mounted, you can command the creature using free
HP 6; Bloodied 3
actions, though the mount is still limited to its normal
AC 17; Fortitude 13, Reflex 16, Will 15
allotment of actions. You can choose to be mounted on
Speed 2, fly 6
the creature when it appears.
M Claws (standard; at-will)
+8 vs. AC; 1 damage
Skills Stealth +10
Alignment Unaligned Languages Telepathy 15
Str 3 (-3) Dex 19 (+5) Wis 15 (+3)
Con 12 (+2) Int 2 (-3) Cha 8 (+0)
Page 261 of 521
4E Races and Classes
Gem of Brightness Level 1
Giant Serpentine Owl Level 3 Skirmisher This palm-sized sunstone can light the darkness.
Large natural beast (mount) Wondrous Item 360 gp
Initiative as conjurer Senses Perception +8; Low-light Power (Encounter): Minor Action. Illuminate a burst 4
vision area, centered on the gem. The light lasts for 5
HP 6; Bloodied 3 minutes. Putting out the light is a free action.
AC 14; Fortitude 15, Reflex 16, Will 15 Power (Daily): Standard Action. Close burst 4. Target
Speed 2, fly 10, overland flight 12 all creatures in burst; Intelligence, Wisdom or
M Claws (standard; at-will) Charisma vs. Reflex. On a hit, target is blinded until
+8 vs. AC; 1d10 + 3 damage the end of your next turn.
Silent Glide (while mounted by a friendly rider of 3rd
level or higher) Mount Gem of Seeing Level 10
A giant serpentine owl’s rider gains a +3 bonus to This clear quartz gem sees through illusions.
stealth while the owl is flying. Wondrous Item 5,000 gp
Alignment Unaligned Languages - Property: Gain a +5 item bonus to Insight checks to see
Str 15 (+3) Dex 17 (+4) Wis 15 (+3) through illusions.
Con 12 (+2) Int 2 (-3) Cha 8 (+0) Power (Daily Divination): Move Action. You gain a
+10 item bonus to Perception checks to see hidden or
Silver Raven Level 1 invisible creatures or objects. This power lasts until the
This silver figure depicts a noble raven.. end of your next turn. Sustain minor to sustain the
Wondrous Item 320 gp power until the end of your next turn.
Power (Daily Conjuration): Standard Action. Use
this figurine to conjure a silver raven (see below for Greater Pearl of Power Level 1+
statistics). As a free action, you can spend a healing This parchment reveals powerful information to you in a
surge when activating this item to give the creature mystic fashion.
temporary hit points equal to your healing surge Lvl 1 680 gp Lvl 19 105,000 gp
value. Lvl 5 1,000 gp Lvl 25 625,000 gp
Lvl 9 4,200 gp Lvl 29 2,625,000 gp
Silver Raven Level 1 Skirmisher Lvl 15 25,000 gp
Tiny natural beast XP - Wondrous Item
Initiative as conjurer Senses Perception +8; low-light Power (Daily): Minor Action. You regain the use of a
vision Daily Attack power you previously used of the item’s
HP 5; Bloodied 2 level or lower.
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 2, fly 6, overland flight 10
Herostone Level 5
M Claws (standard; at-will) This small rune-scribed stone makes you more heroic
+6 vs. AC; 1 damage Wondrous Item 1,000 gp
Alignment Unaligned Languages Common Power (Daily): Minor Action. You gain an action point.
Str 3 (-4) Dex 19 (+4) Wis 15 (+2) This item is only usable in the heroic tier.
Con 12 (+1) Int 8 (-1) Cha 10 (-1)
Lesser Pearl of Power Level 1+
Folding Boat Level 1 This pearl helps you to recall a previously used power.
This palm-sized wooden box unfolds into a rowboat. Lvl 1 360 gp Lvl 17 65,000 gp
Wondrous Item 360 gp Lvl 3 680 gp Lvl 23 425,000 gp
Power (Daily): Standard Action. Create a 1 square Lvl 7 2,600 gp Lvl 27 1,625,000 gp
wide, 2 square long rowboat. The boat comfortably Lvl 13 17.000 gp
seats two medium-sized creatures. The boat lasts Power (Daily): Minor Action. You regain an Encounter
for 8 hours. It can be dismissed as minor action. Attack power you previously used of the item’s level or
lower.

Luckstone Level 3
This small colorful rock brings good luck.
Wondrous Item 680 gp
Power (Daily): Immediate Interrupt. When hit by an
attack, the attacker must reroll the attack.

Page 262 of 521


4E Races and Classes
Mirror of Life Trapping Level 28 Paragon Seal Level 15
This four-foot square silver mirror traps the life force of This intricately carved stone makes you more heroic.
your opponents. Wondrous Item 25,000 gp
Wondrous Item 2,125,000 gp Power (Daily): Minor Action. You gain an action point.
Power (Daily Gaze): Standard Action. Ranged 5. This item is only usable in the paragon tier.
Target one creature. Make an Intelligence, Wisdom
or Charisma vs. Will attack. On a hit, the target Pearl of Power Level 2+
takes 3d12 + your Intelligence, Wisdom or Charisma
This pearl restores some of your prowess.
modifier damage.
Lvl 2 520 gp Lvl 16 45,000 gp
You trap the target in an extradimensional
Lvl 6 1,800 gp Lvl 22 325,000 gp
prison. While caught in the prison, the target cannot
Lvl 10 5,000 gp
see, move, or affect the world outside in any way.
Wondrous Item
The imprisoned target can be seen in the mirror, but
Power (Daily): Minor Action. You regain the use of a
cannot be attacked or harmed. On its turn each
Utility power you have previously used of the item’s level
round, the target can attempt an Intelligence check
or lower.
against your Will defense to escape as a standard
action. The target gains a cumulative +5 bonus to
this check each time it fails. Pearl of the Sirines Level 12
Upon leaving the prison, the creature returns to This golden pearl makes you one with the sea.
the space adjacent to the mirror (or, if occupied, the Wondrous Item 13,000 gp
nearest available unoccupied space of its choice), Property: Gain swim speed 10.
and the power ends. Power (Daily): You can breathe water for 4 hours.
Your clothes and items do not get wet even when
immersed.
Mirror of Mental Prowess Level 27
This five-foot by two-foot wide mirror is rimmed by
golden latticework. Those who look into it can see and Rope of Climbing Level 6
travel to places far away. This golden rope ascends by itself, allowing an easy
Wondrous Item 1,625,000 gp climb.
Power (Daily Gaze): As per the Detect Thoughts Wondrous Item 1,800 gp
ritual. Property: Gain a +5 item bonus to Climb checks
Power (Daily Gaze): As per the Observe Creature Power (Daily): The rope rises vertically at the rate of 5
ritual. squares per round, carrying the owner and up to four
Power (Daily Gaze): As per the Consult Oracle other willing individuals without need of a climb
ritual. check. The rope rises for 2 rounds (50 feet) before
Power (Daily Gaze): As per the Linked Portal ritual. stopping. The rope remains in place for up to five
minutes or can be instantly returned to a coil in the
owner’s hand as a minor action. Anyone still on the
Mirror of Opposition Level 32
rope when it is recoiled instantly falls to the ground.
This black mirror stands 4 feet tall and 3 feet wide. It
creates a murderous duplicate of all who look into it.
Wondrous Item 4,125,000 gp Rope of Entanglement Level 5
Power (Daily Conjuration, Gaze, Illusion): Standard This rope snakes out to entangle foes.
Action. Ranged 5; Target one creature; Make an Wondrous Item 1,000 gp
Intelligence, Wisdom or Charisma vs. Fortitude Power (Daily): Standard Action. Ranged 10. Target one
attack. On a hit, you conjure a reverse-mirror image creature. Make a Dexterity vs. Reflex attack. On a
of the target within range. The image takes up the hit, the target takes 1d10 + Dexterity modifier
same number of squares as the original and the damage and is grabbed (until escape). If the target
same stats as the original with a Minion template attempts to escape, use your Fortitude or Reflex
applied (see the Monster section). As a move defense with a +2 bonus. If you start a round with a
action, you can move the image its speed and make target grabbed, you can spend a move action to deal
an attack with the image. The image persists for five 5 damage to the target. Sustain minor to sustain the
minutes or until destroyed. grab.

Page 263 of 521


4E Races and Classes
Scabbard of Keen Edges Level 10 Potions
This scabbard makes a sheathed weapon deadly.
Wondrous Item 5,000 gp Acidblood Potion Level 10
Power (Daily): Make one axe, light blade or heavy This potion provides minor protection against acid
blade that has been sheathed within the scabbard attacks.
today deal an extra 1d6 damage on a critical. This Potion 500 gp
power lasts for the duration of the encounter. Power (Consumable): Minor Action. Drink this potion
to gain Acid Resistance 5 until the end of your next
Sovereign Glue Level 10 turn.
This super-sticky glue does not easily come undone.
Wondrous Item 5,000 gp Acidheart Potion Level 25
Power (Consumable): Standard Action. You create an This potion provides near-immunity to acid attacks.
unbreakable bond between two objects. The items Potion 25,000 gp
cannot be separated short of the destruction of one or Power (Consumable): Minor Action. Drink this potion
the other. to gain Acid Resistance 15 until the end of your next
Or, Ranged 5/10. Target one creature. Make a turn.
Dexterity vs. Reflex attack. On a hit, the target is
restrained (save ends). On a successful save the target
is immobilized (save ends). Acidtouched Potion Level 15
This potion provides continuing protection against acid
attacks.
Stone of Alarm Level 5 Potion 1,000 gp
This simple stone alerts its owner to the presence of Power (Consumable): Minor Action. Drink this potion
danger. to gain Acid Resistance 10 until the end of your next
Wondrous Item 1,000 gp turn.
Power (Daily): Standard Action. Close burst 10
squares. If an intruder enters the area, make a
Perception skill check, with a +5 modifier. If the Dragonhide Potion Level 15
intruder is spotted, an alurum of the owner’s choice This potion provides continuing protection against
is sounded. The stone never considers you an attacks.
intruder, and you can designate any number of other Potion 1,000 gp
individuals as non-intruders. Power (Consumable): Minor Action. Drink this potion
to gain Resist 10 damage until the end of your next turn.
Well of Many Worlds Level 21
This black piece of cloth is embroidered with sigils of Dragonscale Potion Level 25
gold and silver. When laid flat, it provides a doorway to This potion protects you from most attacks.
other worlds. Potion 25,000 gp
Wondrous Item 225,000 gp Power (Consumable): Minor Action. Drink this potion
Power (Daily Teleportation): Move Action. You to gain Resist 15 damage until the end of your next
create a doorway that leads to another dimension. The turn.
well is linked to a single destination, keyed at the item’s
creation. With hour of preparation and a DC 25 Arcana Dragonskin Potion Level 10
skill check, you can change the keyed destination to This potion provides minor protection against attacks.
another planar teleportation circle that you have Potion 500 gp
memorized. The portal remains open 3 rounds when Power (Consumable): Minor Action. Drink this potion
activated. to gain Resist 5 damage until the end of your next
turn.
Wind Fan Level 6
This ornate cloth and wood fan depicts clouds with faces Elixir of Hiding Level 5
blowing fierce zephyrs. This potion increases your ability to hide.
Wondrous Item 1,800 gp Potion 50 gp
Power (Daily): Standard Action. Close blast 5. Target Power (Consumable): Minor Action. Drink this potion
all creatures in blast. Make an Intelligence, Wisdom to gain a +2 item bonus to Stealth when you do not
or Charisma vs. Reflex attack. If hit, the target takes move in the round. This potion lasts until the end of the
2d6 + Intelligence, Wisdom or Charisma modifier encounter or 5 minutes.
damage and is checked until the end of your next
turn.

Page 264 of 521


4E Races and Classes
Elixir of Love Level 5 Firetouched Potion Level 15
This potion allows you to easily seduce others. This potion provides continuing protection against fire
Potion 50 gp attacks.
Power (Consumable): Minor Action. Drink this potion Potion 1,000 gp
to gain a +2 item bonus to Diplomacy when seducing Power (Consumable): Minor Action. Drink this potion
another individual. This potion lasts until the end of the to gain Fire Resistance 10 until the end of your next turn.
encounter or 5 minutes.
Iceblood Potion Level 10
Elixir of Sneaking Level 5 This potion provides minor protection against cold
This potion increases your ability to hide. attacks.
Potion 50 gp Potion 500 gp
Power (Consumable): Minor Action. Drink this potion Power (Consumable): Minor Action. Drink this potion
to gain a +2 item bonus to Stealth while moving at least to gain Cold Resistance 5 until the end of your next
2 squares in a round. This potion lasts until the end of turn.
the encounter or 5 minutes.
Iceheart Potion Level 25
Elixir of Swimming Level 5 This potion provides near-immunity to cold attacks.
This potion increases your ability to swim. Potion 25,000 gp
Potion 50 gp Power (Consumable): Minor Action. Drink this potion
Power (Consumable): Minor Action. Drink this potion to gain Cold Resistance 15 until the end of your next
to gain a +2 item bonus to Athletics while swimming until turn.
the end of the encounter or 5 minutes.
Icetouched Potion Level 15
Elixir of Truth Level 5 This potion provides continuing protection against cold
You more easily detect lies. attacks
Potion 50 gp Potion 1,000 gp
Power (Consumable): Minor Action. Drink this potion Power (Consumable): Minor Action. Drink this potion
to gain a +2 item bonus to Insight when attempting to to gain Cold Resistance 10 until the end of your next
detect lies until the end of the encounter or 5 minutes. turn.

Elixir of Vision Level 5 Quickblood Potion Level 10


You easily spot hidden things. This potion provides minor protection against electrical
Potion 50 gp attacks.
Power (Consumable): Minor Action. Drink this potion Potion 500 gp
to gain a +2 item bonus to Perception when attempting Power (Consumable): Minor Action. Drink this potion
to search until the end of the encounter or 5 minutes. to gain Lightning Resistance 5 until the end of your next
turn.
Fireblood Potion Level 10
This potion provides minor protection against fire Quickheart Potion Level 25
attacks. This potion provides near-immunity to lightning attacks
Potion 500 gp Potion 25,000 gp
Power (Consumable): Minor Action. Drink this potion Power (Consumable): Minor Action. Drink this potion
to gain Fire Resistance 5 until the end of your next to gain Lightning Resistance 15 until the end of your next
turn. turn.

Fireheart Potion Level 25 Quicktouched Potion Level 15


This potion provides near-immunity to fire attacks. This potion provides continuing protection against
Potion 25,000 gp lightning attacks
Power (Consumable): Minor Action. Drink this potion Potion 1,000 gp
to gain Fire Resistance 15 until the end of your next turn. Power (Consumable): Minor Action. Drink this potion
to gain Lightning Resistance 10 until the end of your next
turn.

Page 265 of 521


4E Races and Classes
Shadowblood Potion Level 10 Unguent of Timelessness Level 20
This potion provides minor protection against necrotic People or items rubbed with this lotion stop aging
attacks. Potion 15,000 gp
Potion 500 gp Power (Consumable): The target ceases to age.
Power (Consumable): Minor Action. Drink this potion
to gain Necrotic Resistance 5 until the end of your next Wyrmheart Potion Level 30
turn.
This potion provides near-immunity to attacks
Potion 625,000 gp
Shadowtouched Potion Level 15 Power (Consumable): Minor Action. Drink this potion
This potion provides continuing protection against to gain Resist Damage 15 until the end of the encounter
necrotic attacks or 5 minutes.
Potion 1,000 gp
Power (Consumable): Minor Action. Drink this potion Wyrmhide Potion Level 25
to gain Necrotic Resistance 10 until the end of your next
This potion provides continuing protection against
turn.
attacks
Potion 125,000 gp
Silversheen Potion Level 5 Power (Consumable): Minor Action. Drink this potion
This potion turns your weapons into silvered weapons to gain Resist Damage 10 until the end of the encounter
Potion 50 gp or 5 minutes.
Power (Consumable): Move Action. Apply this potion
to your weapon to treat them as silvered until the end of Wyrmtouched Potion Level 15
the encounter.
This potion provides continuing protection against
attacks
Snakeblood Potion Level 10 Potion 5,000 gp
This potion provides minor protection against poison Power (Consumable): Minor Action. Drink this potion
attacks. to gain Resist Damage 5 until the end of the encounter
Potion 500 gp or 5 minutes.
Power (Consumable): Minor Action. Drink this potion
to gain Poison Resistance 5 until the end of your
next turn.

Snakeheart Potion Level 25


This potion provides near-immunity to poison attacks
Potion 25,000 gp
Power (Consumable): Minor Action. Drink this potion
to gain Poison Resistance 15 until the end of your next
turn.

Snaketouched Potion Level 15


This potion provides continuing protection against poison
attacks
Potion 1,000 gp
Power (Consumable): Minor Action. Drink this potion
to gain Poison Resistance 10 until the end of your next
turn.

Stone Salve Level 10


Rubbing this salve on a individual undoes petrifaction.
Potion 500 gp
Power (Consumable): Minor Action. Use this potion
on an adjacent creature to remove a petrifaction status.

Page 266 of 521


4E Races and Classes
Pinned
Combat Rules ♦ You grant combat advantage to enemies making
melee attacks against you.
Attack Results ♦ You get a +2 bonus to all defenses against
ranged attacks from nonadjacent enemies
♦ You’re lying on the ground. (If you’re flying, you
Conditions fall.)
♦ You cannot attack.
Capsized ♦ You can’t move from your space, although you
Only aquatic inanimate objects can be capsized. can teleport.
♦ Any creature using the object as a surface is ♦ On your turn each round, you make an attempt
knocked prone and shifted off the object to the to escape as if the opponent who pinned you
nearest adjacent square. had grabbed you.
♦ Each round, the object must make a death
saving throw until it is righted. After three Swallowed
failures, the object begins to sink (or break up). A creature can only swallow other creatures two
♦ Adjacent creatures can attempt to right the or more size categories smaller than itself.
capsized object with a successful Strength ♦ You grant combat advantage.
check against the object’s capsize DC. If an ♦ You’re immobilized.
object does not have a capsize DC, use the ♦ You can’t be forced to move by a pull, a push, or
Moderate DC value from the table on p. 42 of a slide. If the creature that swallowed you
the DMG, modified by size as below. moves, you move with the creature.
♦ You take a –2 penalty to attack rolls.
Size Modifier ♦ You can only make melee basic attacks with
Tiny -5 one-handed or natural weapons against the
Small -3 creature that swallowed you.
Medium +0 ♦ If the creature that swallowed you dies, you can
Large +3 escape the gullet as a move action, placing you
Huge +5 prone in a square formerly occupied by the
Gargantuan +10 creature.

Sundered
Checked ♦ Weapons that are sundered can only be used to
A creature cannot be checked by another make a basic attack until it can be repaired at
creature smaller than it. the end of an encounter, after short rest. You
♦ You cannot move closer to the creature that cannot use any special powers of a magic
caused the condition. weapon until it has been repaired.
♦ If flying, you are immediately shifted 5 squares ♦ Armor that is sundered only applies ½ its armor
towards the ground. On your turn, you must bonus and no other abilities until it can be
spend a move action to descend towards the repaired at the end of an encounter. You cannot
ground. use any special powers of magic armor until it
has been repaired.
Imprisoned ♦ Implements that are sundered cannot be used
♦ You cannot see, move or affect your to augment abilities until it can be repaired at the
surroundings in any way. end of an encounter, after a short rest.
♦ Allies and opponents cannot see or attack you.
♦ If you are removed to a remote location, you
leave a marker in the square that is detectable
Movement and Position
with an Arcana check in the place you
disappeared from. The DC to detect the marker Tactical Movement
is 15 + level of the individual that imprisoned
you. Very Difficult Terrain
♦ On your turn each round, you make a save to Deep bogs, clogging rubble, powerful winds and all sorts
end the condition. If you end the condition, you of impediments are very difficult terrain that hampers
return to the square containing your marker, or movement.
the closest adjacent square if the marker square
is occupied.
Page 267 of 521
4E Races and Classes
♦ Costs 3 Extra Squares: Each square of very
difficult terrain you enter costs 3 extra squares of
movement.
♦ Large, Huge, and Gargantuan Creatures: If such
a creature enters two or more squares with different
types of terrain, count that square of movement
according to the most difficult terrain. Count only
squares it is entering for the first time, not squares it
already occupies.
♦ Ending Movement: If you don’t have enough
movement to enter a square of difficult terrain, you
can’t enter it.
♦ Flying: Flying creatures must have an altitude of at
least 2 to avoid very difficult terrain. A flying
creature at altitude 1 pays 1 extra square for each
square of very difficult terrain it passes through,
instead of 3.
♦ Terrain Walk: Some creatures have a special
ability to ignore difficult or very difficult terrain in
specific kinds of environments. A creature that
ignores the appropriate difficult terrain pays only 1
extra square for each square of very difficult terrain it
moves through.

Because very difficult terrain costs 3 extra squares of


movement to enter, you can’t normally shift into a square
of very difficult terrain. On the other hand, if a power lets
you shift 4, you can shift into a square of difficult terrain.

Page 268 of 521


4E Races and Classes
Atonement Level 10 Ritual
Rituals You allow a creature to make things right with its god.
Category: Warding Component Cost: 400 gp
Time: 1 day Market Price: 1,000 gp
Prices Duration: Instant Key Skill: Religion
The market price and component price of a ritual Effect: The willing target is pardoned of crimes against
depends on its level, as shown on the table below. Note your religion. Others of the target’s faith will no
that component price may fluctuate wildly, depending on longer see the target as an enemy of the religion,
the ritual. though future transgressions may still negatively
Binding: Most binding rituals cost at least twice the reflect on the target.
normal component cost. Unlike most rituals, the target pays the
Divination: Most divination rituals cost at least twice the component cost of the ritual, instead of the caster. If
normal component cost. the target willingly performed the misdeeds without
Restoration: Most restoration rituals cost at least twice magical coercion, the target must give up 5 healing
the normal component cost. Raising the dead usually surges for the ritual to take effect. If the target was
cost at least 5x the normal cost. duped or magically coerced to perform the
Scrying: Most scrying rituals require a focus equal to misdeeds, the target must only expend 1 healing
50% of the component cost. surge to effect the ritual.

Ritual Market Price Base Banishment Level 18 Ritual


Level Component You send a supernatural creature back to the plane that
Cost spawned it.
1 50 gp 10 gp Category: Binding Component Cost: 6,800 gp + 2
2 100 gp 20 gp healing surges
3 125 gp 25 gp Time: 1 minute Market Price: 17,000 gp
4 175 gp 35 gp Duration: Instant Key Skill: Arcana
5 250 gp 50 gp Effect: You make an Arcana vs. target’s level check
6 360 gp 72 gp +10 to send an extraplanar creature back to its
7 520 gp 104 gp home plane.
8 680 gp 136 gp
9 840 gp 168 gp
10 1,000 gp 200 gp Control Weather Level 12 Ritual
11 1,800 gp 360 gp At your command, the sky darkens and boils
12 2,600 gp 520 gp Category: Summoning Component Cost: 520 gp
13 3,400 gp 680 gp Time: 10 minutes Market Price: 2,600 gp
14 4,200 gp 840 gp Duration: 24 hours Key Skill: Nature
15 5,000 gp 1,000 gp Effect: You can change the current weather two steps
16 9,000 gp 1,800 gp in the direction you want. The effect extends for a 2-mile
17 13,000 gp 2,600 gp radius.
18 17,000 gp 3,400 gp
19 21,000 gp 4,200 gp Weather Possible Wind Movement Sight
20 25,000 gp 5,000 gp Type Weather
Severe Tornado, Checked As if very Total
21 45,000 gp 9,000 gp Storm Blizzard (Huge) difficult Concealment
22 65,000 gp 13,000 gp terrain
23 85,000 gp 17,000 gp Moderate Thunderstorm Checked As if Concealment
24 105,000 gp 21,000 gp Storm (Medium) difficult
terrain
25 125,000 gp 25,000 gp Light Downpour, Checked - Concealment
26 225,000 gp 45,000 gp Storm Snowstorm (Tiny)
27 325,000 gp 65,000 gp Overcast Heavy Fog - Concealment
28 425,000 gp 85,000 gp Cloudy Light Fog - -2
Perception
29 525,000 gp 105,000 gp Clear - -
30 625,000 gp 125,000 gp Absolute Heatwave - -
Clear

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4E Races and Classes
Craft Construct Level 5 Ritual Create Greater Undead Level 10 Ritual
Precious hours spent assembling your latest creation You warp and animate the dead, filling it with dread hate
pay off as it twitches with life. against the living.
Category: Creation Component Cost: see below Category: Creation Component Cost: 400 gp
Time: 1 hour Market Price: 250 gp Time: 1 hour Market Price: 1,000 gp
Duration: Permanent Key Skill: Craft Expertise Duration: Permanent Key Skill: Religion
Effect: You touch an inanimate crafted object and turn it Effect: You target one or more fresh corpses, causing
into an animate construct of your level or lower. The them to rise as undead minions. You can create
ritual’s component cost is determined by the level of undead with a total level worth equal to twice your
the construct you create, and is equal in cost to a level. No single undead can have a level higher
magic item of the same level. An elite construct than your own level –2. Minions count as ½ their
costs twice the cost of a magic item of the same level towards the total undead created or controlled,
level, and a solo construct costs four times the cost while elite count twice their level towards the total
of a magic item of the same level. that can be created or controlled and solo undead
The created animated creature obeys you and count as four times their level towards the total you
will serve you until destroyed. You can give a can create or control at one time.
construct an order in combat as a minor action, and The undead follow your commands and serve
it will obey to the best of its ability. Each minor until destroyed. Each minor action you expend
action you expend gives the construct one action gives the undead one action (standard, move or
(standard, move or minor). A construct cannot minor). An undead cannot exceed its normal
exceed its normal allotment of actions in a given allotment of actions in a given round.
round. If given no order, the animated creature You cannot exceed controlling more than 4
performs the full defense action only. times your level in level of undead at any one time.
If you create additional undead that exceeds this
Create Mindless Undead Level 8 Ritual limit, the extra undead become uncontrolled.
You create a horde of the living dead, composed of
skeletons and zombies. Destroy Zone Level 10 Ritual
Category: Creation Component Cost: 250 gp You finish the magic inscription, and the magical zone
Time: 1 hour Market Price: 680 gp dies with it.
Duration: Permanent Key Skill: Religion Category: Warding Component Cost: 400 gp, plus
Effect: You target one or more fresh corpses, causing 1 healing surge
them to rise as skeletons or zombies. You can Time: 10 minutes Market Price: 1,000 gp
create skeletons or zombies (or a mix of the two), Duration: Instant Key Skill: Arcana
with a total level worth equal to twice your level. Effect: You destroy the target zone. All its effects end,
The undead follow your commands and serve including those that normally last until a target
until destroyed. You can command undead saves.
individually or as a group with a single minor action.
Each minor action you expend gives the undead one
Detect Thoughts Level 6 Ritual
action (standard, move or minor). An undead
You read the surface thoughts of another creature
cannot exceed its normal allotment of actions in a
Category: Divination Component Cost:
given round.
Time: Market Price:
You cannot exceed controlling more than 4
Duration: Key Skill: Arcana
times your level in level of undead at any one time.
Effect: You detect the number of thinking creatures in a
If you create additional undead that exceeds this
10 square burst. You can concentrate on a single
limit, the extra undead become uncontrolled.
individual in range to read the surface thoughts of a
creature. It also gives you a bonus to Insight checks
equal to your Arcana skill modifier.
This ritual is blocked by 1 foot of stone, 1 inch of
common metal, a thin sheet of lead or 3 feet or wood
or dirt.

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4E Races and Classes
Dimensional Lock Level 22 Ritual Familiar Bond Level 1 Ritual
You ward an area, preventing creatures from appearing You create a supernatural bond between you and a
or disappearing via magical or supernatural means. creature.
Category: Binding Component Cost: 13,000 gp Category: Binding Component Cost: 25 gp and 2
Time: 10 minutes Market Price: 65,000 gp healing surges
Duration: See below Key Skill: Arcana Time: 1 hour Market Price: 100 gp
Effect: You create a shimmering emerald barrier that Duration: Permanent Key Skill: Diplomacy
completely blocks extradimensional travel, negates Effect: You create a supernatural bond between you
insubstantial resistance and prevents teleportation. and a Tiny creature. This creature counts as a
Once dimensional lock is in place, extradimensional minion for the purposes of using powers and feats
travel into or out of the area is not possible. with it.
The duration of the dimensional lock is based on When you cast this ritual, you give up two
your Arcana skill check. healing surges, which become part of the familiar’s
hit points. You permanently lose the healing surges
Arcana Check Duration while the familiar lives. If the familiar dies, you
10 or less 1 day regain the healing surges, though they are
11-15 1 week considered spent for the day. As your healing surge
16-30 2 weeks value increases after leveling, the familiar’s hit points
31-35 3 weeks increase to match the new healing surge total.
36+ 1 month If the familiar dies, you can use this ritual to
revive it. This use of the ritual has no component
cost, but still takes 1 hour.
You can command the familiar in combat as a
minor action. Each minor action you expend gives
the familiar one action (standard, move or minor). A
familiar cannot exceed its normal allotment of
actions in a given round. If you give the familiar no
commands, it performs a full defense action.

Familiar Level (X) Minion


Tiny natural magical beast XP -
Initiative +3* Senses Perception +6*;low-light
HP 10 + 2 healing surges; Bloodied 5 + 1 healing surge
AC 14*; Fort 11*, Reflex 14*, Will 12*
Speed 5
M Claws or bite (standard; at-will)
+5* vs. AC; 1d3 + 1 damage*
Evade (immediate reaction; at-will)
If struck by an attack make a save; if save
successful, familiar takes half damage.
Superior Save (immediate reaction; encounter)
When struck by an attack that allows a save can
make an immediate save to end effect.
Alignment Unaligned Languages –, empathy 20
Skills Stealth +8*
Str 13 (+1*) Dex 16 (+3*) Wis 13 (+1*)
Con 10 (+0*) Int 8 (-1*) Cha 5 (-3*)
* Add ½ familiar’s level to stat

Page 271 of 521


4E Races and Classes
Fire Trap Level 9 Ritual Hallow Level 19 Ritual
You trap a closable item with a fiery magical blast. You concentrate an area to a god.
Category: Warding Component Cost: 168 gp Category: Warding Components: 10,000 gp + a
Time: 1 hour Market Price: 840 gp holy symbol worth 8,000 gp
Duration: Until discharged Key Skill: Arcana Time: 1 day Market Price: 21,000 gp
Effect: You touch a closable item, such as a chest or Duration: Permanent Key Skill: Religion
door and speak a command word. From that point Effect: You create a zone 20 x 20 squares dedicated to
forward, if the item is not opened without first a specific deity. This provides several benefits, as
speaking the password, make an Arcana skill check follows, as long as the holy symbol used in the ritual
against all creatures in a blast 1 area. On a hit, the remains in the center of the zone..
target takes 4d8 + 5 fire damage. The ritual is The area is protected as if under the influence of
discharged after the fiery blast resolves. a Magic Circle Against Evil.
When using Divine Channeling, creatures
Geas Level 23 Ritual faithful to the deity the zone is hallowed to gain a +2
power bonus to attacks and deal +1d6 Radiant
You place a magical compulsion on a creature it dares
damage with Divine Channeling powers.
not disobey.
Any dead body interred in a Hallowed site
Category: Binding Component Cost: 34,000 gp +
cannot be turned into an undead creature.
1 healing surge
Any being of a faith opposing the deity the zone
Time: 10 minutes Market Price: 85,000 gp
is hallowed to suffers a –2 penalty to AC, defenses
Duration: Key Skill: Arcana
and is weakened while in the zone.
Effect: At the end of the casting you touch the target to
activate the ritual. You place a magic compulsion on
a creature to make it take or refrain from a certain Illusory Wall Level 16 Ritual
action. Each time the target disobeys the You create a fake wall to hide what lies beyond it.
compulsion, it takes a –2 penalty to attacks, Category: Warding Components: 1,800 gp
damage, AC, defenses and skill checks for 5 Time: 10 minutes Market Price: 9,000 gp
minutes. This penalty accumulates each time the Duration: Permanent Key Skill: Arcana
compulsion is disobeyed. This is considered a Effect: You create an illusionary wall of contiguous
charm. squares. The wall can be up to 12 squares long and
The duration of the compulsion depends on the up to 6 squares high.
result of your Religion check. The wall blocks line of sight and prevents
movement. It does not prevent attacks from being
Religion Check Duration made through it. You make an Intelligence vs. Will
20 or less 12 hours attack against any creature attempting to move or
21-25 3 days attack through the wall. If the attack is successful,
26-30 1 week the creature cannot pass through or make the
31-35 2 weeks attack, believing the wall to be real.
36+ 3 weeks

Page 272 of 521


4E Races and Classes
Inscribe Magic Sigil Level 19 Ritual Magic Circle Against Good Level 5 Ritual
You create a powerful magical symbol that affects all Blood-red symbols flare to life, keeping the annoying do-
who read it. gooders at bay.
Category: Warding Component Cost: 4,200 gp Category: Binding Component Cost: 100 gp
Time: 1 hour Market Price: 21,000 gp Time: 1 hour Market Price: 250 gp
Duration: Until discharged Key Skill: Arcana or Duration: Until broken Key Skill: Religion
Religion Effect: You inscribe a circle on the ground that is
Effect: You inscribe a magic symbol in a single square inscribed with mystical symbols of evil. If drawn
with proscribed trigger, usually based on alignment, correctly, these symbols make it difficult for
creature type or description. If an appropriate creatures of Good or Lawful Good alignment to enter
creature enters the square, make an Arcana or or pass. The circle requires 1 minute to inscribe per
Religion check vs. the target’s will against all eligible square inside the circle (and it must be a circle).
targets within burst 5. On a hit, the target takes one An affected creature whose level is lower than
of the following effects your Religion check result minus 10 cannot pass
through the circle, affect creatures through the
Effect (choose one) circle’s boundary, or affect the boundary in any way.
7d6+ 7 fire damage Other creatures of Good or Lawful Good alignment
7d6+ 7 cold damage take necrotic damage equal to your Religion check
7d6+ 7 lightning damage result when passing through the boundary, but doing
6d6+ 7 necrotic damage and target is immobilized (save so breaks the circle. Unaffected creatures can take
ends) a standard action to obscure the inscription and
6d6+ 7 radiant damage and target is blinded (save ends) break the circle.
6d6+ 7 psychic damage and target is dazed (save ends)
5d6+ 7 psychic damage and target is stunned (save Mark of Justice Level 19 Ritual
ends) You inscribe a lawbreaker’s crimes on his forehead; if he
5d6+ 7 psychic damage and the target is dominated repeats the offense, he will be struck down.
(save ends) Category: Binding Component Cost: 8,400 gp
Time: 10 minutes Market Price: 21,000 gp
Magic Circle Against Evil Level 5 Ritual Duration: Until discharged Key Skill: Religion
Golden symbols flare to life, keeping the foul taint of evil Effect: You pick a proscribed action that will activate
from harming you and your allies. the power of the ritual. If the target performs the
Category: Binding Component Cost: 100 gp proscribed action, the victim takes 4d12 + 7
Time: 1 hour Market Price: 250 gp damage and is stunned until the start of its next turn.
Duration: Until broken Key Skill: Religion
Effect: You inscribe a circle on the ground that is Nightmare Level 15 Ritual
inscribed with mystical symbols of good. If drawn You send vicious dreams to your enemy, preventing
correctly, these symbols make it difficult for them from resting.
creatures of Evil or Chaotic Evil alignment to enter or Category: Binding Component Cost: 1,000 gp
pass. The circle requires 1 minute to inscribe per Time: 1 hour Market Price: 5,000 gp
square inside the circle (and it must be a circle). Duration: 1 day Key Skill: Arcana or Religion
An affected creature whose level is lower than Effect: You plague a target with restless sleep. In
your Religion check result minus 10 cannot pass addition to the component cost, you must have a
through the circle, affect creatures through the personal possession or bit of hair, flesh or blood
circle’s boundary, or affect the boundary in any way. from the target.
Other creatures of Evil or Chaotic evil alignment take The target gains no benefit from an extended
radiant damage equal to your Religion check result rest, thereby unable to recharge daily powers, regain
when passing through the boundary, but doing so healing surges and resetting Action Points to 0
breaks the circle. Unaffected creatures can take a instead of 1.
standard action to obscure the inscription and break
the circle.

Page 273 of 521


4E Races and Classes
Possess Creature Level 18 Ritual Programmed Image Level 10 Ritual
As you complete the ritual, you merge with the target, You create an illusion that performs on command.
using his body and your mind. Category: Deception Component Cost: 200 gp
Category: Binding Component Cost: 5,200 gp Time: 1 hour Market Price: 1,000 gp
Time: 1 minute Market Price: 17,000 gp Duration: Permanent Key Skill: Arcana
Duration: See below Key Skill: Arcana Effect: You create an illusion that fills up to 2 X 2
Effect: Make an Arcana skill check against the target’s squares. The illusion follows a preprogrammed
Will defense. The target must be within 5 squares script defined by you. When it reaches the end of
when the ritual is complete. The amount you the script, the illusion repeats itself. A successful
exceed the target’s Will defense determines the Insight vs. your Arcana check reveals the illusion for
duration of the possession, as shown below. what it is. Each time the illusion loops, onlookers
When possessing a creature, you body merges gain a +1 bonus (or more, based on the amount of
into the target. You use the target’s physical scores “jump” between the loops) to their check.
(Strength, Constitution and Dexterity), but your own
mental scores. You use the target’s AC, but your Project Image Level 16 Ritual
own Fortitude, Reflex and Will scores. You retain
You create an illusionary image that can be seen and
your own hit point total and healing surges (unused
heard far from your current position.
and used). You can use the creature’s aura ability
Category: Deception Component Cost: 1,800 gp
and gain its immunities, resistances and
Time: 10 minutes Market Price: 9,000 gp
vulnerabilities. You have access to your feats and
Duration: Minor Sustain Key Skill: Arcana
powers and can use the basic attacks of the
Effect: You create an image of yourself in a square
creature you possess. You do not gain the target’s
within 15 squares that you can see. As a minor
bonus to saves (if any) and you retain your Action
action you can move the image up to 5 squares as
points and do not gain the target’s action points. If
long as it remains in range. If you make an attack,
you wish to use a special attack or ability of the
you may use the image as the origin square.
creature, you must expend a healing surge to use
The image remains as long as you sustain it and
the ability (You need only spend one healing surge
it remains in sight.
to access the power, regardless of the recharge
rate). You are limited to the creature’s recharge rate
when using any of its special abilities. You cannot Quest Level 11 Ritual
regain abilities that recharge on a die roll. You compel a creature to complete a task for you.
If you are reduced to 0 or less hit points, you Category: Binding Component Cost: 360 gp
shunted from the creature you possess. The Time: 10 minutes Market Price: 1,800 gp
creature regains its own hit points at the time of Duration: Until Completed Key Skill: Religion
possession, minus the damage you took while Effect: At the end of the casting you affect all willing
possessing the creature. This may kill the target. targets in a burst 3 to activate the ritual. You place a
You can dismiss this ritual prematurely with a minor magic compulsion on a willing target to undertake a
action. In such a case, you are shunted out of the particular quest. While the creature pursues actions
target creature into an adjacent empty square. that lead to the direct fulfillment of the quest, it gains
a +1 power bonus to attacks, damage, AC, defenses
Result of Arcana Duration and skill checks. If the target sidetracks from the
vs. Will check quest, it takes a –2 penalty to attacks, damage, AC,
-1 or less Ritual fails defenses and skill checks for 5 minutes. This
0 Save ends penalty accumulates each time the quest is
+1 to +5 5 minutes abandoned. This is considered a charm.
+6 to +10 1 hour
+11 to +15 4 hours
+16 to +20 8 hours
+21 or more 1 day

Page 274 of 521


4E Races and Classes
Sepia Snake Sigil Level 9 Ritual Simulacrum Level 15 Ritual
You trap a document with a magical snake of ink. You create an imperfect copy of a creature or person.
Category: Warding Component Cost: Category: Creation Component Cost: 2,000 gp + 1
Time: 1 hour Market Price: healing surge
Duration: Until triggered Key Skill: Arcana Time: 1 hour Market Price: 5,000 gp
Effect: You speak a command word and trap one body Duration: Until destroyed Key Skill: Arcana
of text (a scroll, book or single sheet of paper) with a Effect: You create a minion copy of a creature from
magical trap. Any individual who attempts to read the which you have a sample of its body – a bit of hair, some
text without first speaking the command word conjures a blood, some scales or other physical matter. The
sepia snake, which attacks the target. original creature that you copy cannot be higher level
The Sepia Snake remains until slain or the than the creator.
creature who activated it is slain. If the Sepia Snake is The simulacrum obeys the creator unfailingly,
not destroyed, it returns to the body of text to await even if given suicidal orders. The simulacrum acts on
another reader. the same initiative count as its creator. Every action it
takes costs you a minor action, and a simulacrum cannot
Sepia Snake Level 9 Lurker exceed its normal allotment of actions (a standard, a
Medium natural animate (construct) XP - move, and a minor action) during its turn. If you spend
Initiative +11 Senses Perception +11, darkvision no minor actions on your turn to command the
HP 80; Bloodied 40 simulacrum, it takes the full defense action.
AC 23; Fortitude 22, Reflex 21, Will 20 Though the simulacrum parrots the mannerisms
Speed 7 of the creature it is made in the image of and speaks the
Bite (standard; at-will) Poison language of the creature it copies, it does not retain the
+14 vs. AC; 2d6 + 5 poison damage and target is memories of the creature it was fashioned from, and
immobilized. relies on the knowledge of its creator for how it responds
Seeping Poison (standard; recharge 3+) to attempts to discern it from the real article.
+14 vs. AC; 2d6 + 5 poison damage and the target
is dazed and immobilized (save ends both).
Sudden Strike (minor; recharge 4+)
The sepia snake gains reach 3 until the end of its
turn.
Alignment Unaligned Languages -
Str 17 (+7) Dex 16 (+7) Wis 14 (+6)
Con 20 (+9) Int 5 (+1) Cha 12 (+5)

Shapechange Level 22 Ritual


You become another creature for a short time.
Category: Exploration Component Cost: 26,000 gp
Time: 10 minutes Market Price: 65,000 gp
Duration: 1 hour Key Skill: Arcana
Effect: The willing target you touch at the end of the
ritual take the outward appearance of any creature
of your level or lower, including elite or solo
creatures, but not unique creatures (such as the
Tarrasque or Asmodeus). You gain the creature’s
size and the movement type and speed of the
creature you assume. You can also use the
creature’s basic attack forms. You can gain the use
of the creature’s special attacks, resistances,
immunities or abilities at the cost of 1 healing surge
per attack or special ability.

Page 275 of 521


4E Races and Classes
Summoning Gate Level 18 Ritual True Wish Level 30 Ritual
You tear open the fabric of reality, and supernatural ally What you desire, is yours.
steps through to aid you. Category: Summoning Component Cost: see below
Category: Summoning Component Cost: See Below Time: 10 minutes Market Price: 625,000 gp
Time: 10 minutes/1 hour Market Price: 17,000 gp Duration: See below Key Skill: Arcane
Duration: Instant Key Skill: Arcana or Religion Effect: You can choose one of many effects with a true
Effect: You create a portal through which steps an wish, as below.
extraplanar creature. ♦ You can gain the immediate use of any one
You must successfully negotiate with the Daily power from your class list. This power
extraplanar entity for assistance. This is a skill must be used within 24 hours or it is lost. This
challenge using Bluff, Diplomacy, Intimidate or use has a component cost equal to the level of
Insight. the power.
If you summon a minion creature that is lower ♦ You can gain the immediate use of any one
level than you, it is an easy skill challenge. If you Encounter power from your class list. You retain
summon a normal or elite creature that is lower level the use of this power for 24 hours. This use has
than you or a minion that is up to 5 levels higher a component cost equal to the level of the
than your level, it is average skill challenge. If you power.
summon a solo creature that is lower level than you ♦ You can gain the immediate use of any one
or a normal creature that is up to 3 levels higher Daily power of 21st level or lower from any other
than your level, it is a hard skill challenge. You class list. This power must be used within 24
cannot attempt to summon an elite or solo creature hours or is lost. This use has a component cost
that is higher level than you. To seal the bargain, equal to the level of the power, doubled.
you must expend a component cost as shown ♦ You can gain the immediate use of any one
below. Encounter power of 21st level or lower from any
If you are successful in the skill challenge, the other class list. You retain the use of this power
extraplanar creature will perform one task for you or for 24 hours. This use has a component cost
assist you for up to one day, or until destroyed or equal to the level of the power, doubled.
dismissed (as a minor action). ♦ You can duplicate the effects of any one ritual of
29th level or lower. You must pay the ritual’s
Creature Component Cost component cost, doubled.
Type ♦ You can bring one deceased creature back to
Minion Creature’s level X1 life at full health. You do not need the creature’s
Standard Creature’s level X2 remains. This use cost 1 healing surge and a
Elite Creature’s level X4 component cost equal to the level of the revived
Solo Creature’s level X8 creature, multiplied by 5.
♦ You can bring into being one object, mundane or
magical of 250,000 gp or less. The object is
permanent. The component cost is equal to the
cost of the item.
♦ You remove any and all conditions from one
creature. This effect is instantaneous. The
component cost is 125,000 gp and has a cast
time of 1 minor action.
♦ You can transport yourself and up to four
additional creatures any distance, including to
other planes as per True Portal. This use costs
50,000 gp.
The DM may allow other uses of True Wish as
he sees fit.

Page 276 of 521


4E Races and Classes
Wish Level 22 Ritual
You speak your heart’s desire, and it comes true.
Category: Summoning Component Cost: See below
Time: 10 minutes Market Price: 65,000 gp
Duration: See below Key Skill: Arcane
Effect: You can choose one of many effects with a true
wish, as below.
♦ You can gain the immediate use of any one
Daily power of 21st level or lower from your class
list. This power must be used within 24 hours or
it is lost. This use has a component cost equal
to the level of the power.
♦ You can gain the immediate use of any one
Encounter power of 21st level or lower from your
class list. You retain the use of this power for 24
hours. This use has a component cost equal to
the level of the power.
♦ You can gain the immediate use of any one
Daily power of 11st level or lower from any other
class list. This power must be used within 24
hours or is lost. This use has a component cost
equal to the level of the power, doubled.
♦ You can gain the immediate use of any one
Encounter power of 11st level or lower from any
other class list. You retain the use of this power
for 24 hours. This use has a component cost
equal to the level of the power, doubled.
♦ You can duplicate the effects of any one ritual of
21st level or lower. You must pay the ritual’s
component cost, doubled.
♦ You can bring one deceased creature back to
life at full health, though this expends all its
healing surges and sets its Action Points to 0.
This use costs 1 healing surge and a component
cost equal to the level of the revived creature,
multiplied by 5.
♦ You can bring into being one object, mundane or
magical of 26,000 gp or less. The object is
permanent. The component cost is equal to the
cost of the item.
♦ You remove all conditions from one creature that
can be ended by a save. This effect is
instantaneous. The component cost is 13,000
gp. This use of wish has a cast time of 1
standard action.
♦ You can transport yourself and up to four
additional creatures any distance on the same
plane as per Linked Portal. This use costs only
135 gp.
The DM may allow other uses of Wish as he
sees fit.

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4E Races and Classes

Monsters

Level 0 Monsters
Level 0 monsters are non-combatic
monsters/NPCs. They have little to no combat skill of
their own, though they may get drawn into a combat (as
innocent bystanders). You may need their stats to
determine if they can perform a particular function, but
generally will do extremely poorly in combat – they’re
unlikely to be able to even kill anything but each other.

Making A Level 0 Monster


Level 0 monsters follow the same process as
building other monsters. The only changes come in
calculating hit points and attacks.
1. Hit Points: A level 0 monster has hit points based on
it’s role. It does not add its Constitution score to the hit
point total; you instead add its constitution modifier.
2. Attacks: Normally, a level 0 monster’s attack deal so
little damage that it is not sufficient to cause hit point
damage. At best, a level 0 monster causes 1 point of
damage with an attack. A level 0 monster can have
attacks that inflict status effects until the end of its next
turn (generally as encounter abilities), but never deal
ongoing damage effects.

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4E Races and Classes
Aarakocra
Aarakocra are reclusive birdfolk who live in the
peaks of mountains.

Aarakocra Diver Level 3 Skirmisher


Medium natural humanoid (avian) XP 150
Initiative +7 Senses Perception +8, low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 15, Reflex 17, Will 15
Speed 3, fly 18
M Claws (standard; at-will)
+8 vs. AC; 1d6 + 3 damage.
M Feathered Spear (standard; at-will)
+8 vs. AC; 1d8 + 3 damage.
R Feathered Spear (standard; at-will)
Ranged 5/10; +8 vs. AC; 1d8 + 3 damage
Flyby Attack
An aarakocra can make a melee attack at any one
point during movement. After the attack, it
completes it movement.
Mobility
An aarakocra that moves at least 10 squares while Aarakocra Shaman Level 6 Controller
flying gains a +4 bonus to its AC against opportunity Medium natural humanoid (avian) XP 250
attacks. Initiative +6 Senses Perception +12, low-light vision
Power Dive HP 70; Bloodied 35
If an aarakocra makes a charge attack while flying, it AC 18; Fortitude 18, Reflex 18, Will 18
gains a +4 bonus to hit instead of +1. Speed 3, fly 18
Alignment Unaligned Languages Aarak, common M Claws (standard; at-will)
Skills Acrobatics +10 +11 vs. AC; 1d6 + 4 damage
Str 10 (+1) Dex 18 (+5) Wis 15 (+3) R Lightning Screech (standard; at-will) Lightning
Con 14 (+3) Int 11 (+1) Cha 12 (+2) Ranged 10; +10 vs. Reflex; 1d10 + 4 lightning damage
Equipment 6 spears c Thunder gust (standard; encounter) Thunder
Close blast 4; 3d6 + 4 thunder damage and target is
Aarakocra Diver Tactics checked
An aarakocra hurls spears from above r Summon Minor Air Elemental (standard; daily)
opponents until it has one spear left, then it uses its flyby Conjuration
attack and power dive to charge opponents and move Ranged 10; summons a minor air elemental into one
out of melee range, depending on its mobility to keep it square in range. As a move action, the aarakocra can
safe from counterattacks move the air elemental its speed and make it attack.
The summoned air elemental remains until destroyed or
up to 5 minutes.
Alignment Unaligned Languages Aarak, common
Skills Arcana +8, Religion +12
Str 10 (+3) Dex 16 (+6) Wis 19 (+7)
Con 14 (+5) Int 11 (+3) Cha 12 (+4)

Aarakocra Shaman Tactics


An aarakocra keeps distant from melee combat,
usually by flying above a foe. It summons the minor air
elemental to attack for it, and blasts foes with its
lightning screech. It uses it thunder gust to repel any
opponent that flies after it. An aarakocra shaman uses
its claw attacks only as last resort defense.

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4E Races and Classes
Aarakocra Lore
A character who makes a successful Nature
check knows the following information.
DC 15: Aarakocra are winged birdfolk who dwell in the
peaks of the highest mountains. They fight with
feathered spears they throw at opponents, or by diving
and goring opponents with the same spears.
DC 20: Aarakocra have a special affinity for air
elementals, and their shamans can summon the
powerful air creatures to aid them in combat or for other
tasks.

Encounter Groups
Aarakocra prefer their own company, but
sometimes can be found working with giant eagles or
other bird-like creatures.

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4E Races and Classes
Aasimar Evangelist Level 7 Artillery (Leader)
Aasimar Medium natural humanoid XP 300
Initiative +3 Senses Perception +7, low-light vision
Aasimar are the descendants of celestial beings HP 69 ; Bloodied 34
and humans. They wander the world seeking to right AC 19; Fortitude 17, Reflex 16, Will 19
wrongs they encounter – though sometimes being too Resist 15 radiant
aggressive in their fight against evil can lead them into Speed 5
conflict against adventurers.
M Lance of Faith (standard; at-will) Radiant
+10 vs. Reflex, Ranged 5; 1d8 + 7 radiant damage,
Aasimar Ascetic Level 5 Skirmisher and one ally of the aasimar evangelist gains a +2
Medium natural humanoid XP 200 power bonus to his or her next attack roll against the
Initiative +6 Senses Perception +4, low-light vision target.
HP 38; Bloodied 19
r Break the Spirit (standard; encounter) Charm,
AC 17; Fortitude 18, Reflex 19, Will 18
Radiant
Resist 10 radiant
+10 vs. Will, Ranged 10; 2d8 + 7 radiant damage
Speed 6
and the target takes a –3 penalty to attack rolls until
MSplit Kick (standard; at-will) the end of the aasimar evangelist’s next turn.
+6 vs. AC, make 2 attacks; 1d6 + 3 damage
r Spiritual Weapon (standard; sustain minor; daily)
m Entangling Strike (standard; encounter) Conjuration
+6 vs. AC; 2d6 + 3 damage and target is grabbed +10 vs. AC, Ranged 10; 1d10 + 7 damage. The
(until escape) and the ascetic can shift one space aasimar evangelist’s allies gain combat advantage
m Weakening Strike (standard; daily) against the target. The evangelist can move the
+6 vs. Fort; 2d6 + 3 damage and target is weakened weapon up to 10 squares to another enemy’s square
(save ends); on a miss, half damage. as a move action. The weapon lasts until the end of
Deflect Projectiles (immediate reaction; encounter) the evangelist’s next turn. The evangelist makes a
Trigger when hit by a ranged weapon. The attacker new attack roll when it sustains the weapon.
must reroll the attack at a –2 penalty to the attack Bastion of Health (minor; encounter) Healing
roll. Ranged 10; Target can spend a healing surge. Add
Flurry of Blows +3 to the hit points regained.
When attacking a single opponent, the aasimar c Lasting Light of the Heavens (minor; encounter)
ascetic can take a -2 to hit to gain +1d6 to damage. Radiant
c Lasting Light of the Heavens (minor; encounter) Close burst 1;+9 vs. Reflex; 1d6 + 6 radiant damage
Radiant and the target is blinded until the end of your next
Close burst 1;+5 vs. Reflex; 1d6 + 5 radiant damage turn.
and the target is blinded until the end of your next Alignment Good Languages Common
turn. Str 11 (+3) Dex 10 (+3) Wis 19 (+7)
Alignment Good Languages Common Con 13 (+4) Int 12 (+4) Cha 17 (+6)
Skills Acrobatics +9, Endurance +8 Equipment Chain mail, holy symbol
Str 14 (+4) Dex 17 (+5) Wis 13 (+3)
Con 13 (+3) Int 10 (+2) Cha 15 (+4) Aasimar Evangelist Tactics
The evangelist will hang back from melee
Aasimar Ascetic Tactics combat, picking the most potent enemy to blast with
An aasimar ascetic opens up with a Weakening Break the Spirit and then hound with Spiritual Weapon.
Strike to take the sting out of his opponents, then uses It will save Bastion of Faith to heal allies, preferring to
its Light of the Heavens and a Flurried Entangling Strike use it to save whatever ally is blocking melee opponents
to grab and maul an opponent. While grabbing an from engaging the evangelist. The evangelist keeps
opponent, the ascetic uses its Split Kick to hit the target Lasting Light of the Heavens in reserve to break off from
is holding and any other enemy that is nearby. opponents that attempt to engage it melee.

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Aasimar Blackheart Level 9 Soldier Aasimar Paladin Level 6 Soldier
Medium natural humanoid XP 400 Medium natural humanoid XP 250
Initiative +4 Senses Perception +7, low-light vision Initiative +4 Senses Perception +4, low-light vision
HP 83; Bloodied 41 HP 54; Bloodied 27
AC 23; Fortitude 20, Reflex 19, Will 23 AC 19; Fortitude 17, Reflex 16, Will 19
Resist 15 radiant Resist 10 radiant
Speed 5 Speed 5
M Enfeebling strike (standard; at-will) M Bolstering Strike (standard; at-will)
+15 vs. AC; 1d10 + 8 damage. If the target is +11 vs. AC; 2d6 + 5 damage and the evangelist
marked, it takes a –2 penalty to attack rolls until the gains 4 temporary hit points.
end of the aasimar blackheart’s next turn. r Sign of Vulnerability (standard; daily) Radiant
c Crown of Infamy (standard; daily) Necrotic +8 vs. Fort, Ranged 5; 3d8 + 5 radiant damage and
Close burst 1; +12 vs. Will; 2d8 + 8 necrotic the target gains vulnerability 5 to radiant damage
damage. Adjacent enemies are slowed until the end until the end of the encounter. On a miss, half
of the aasimar blackheart’s next turn. damage and no vulnerability.
r Beckon Foe (standard; encounter) m Invigorating Smite (standard; encounter)
Ranged 5;+12 vs. Will; 2d10 + 8 damage and pull +8 vs. Will; 4d6 + 5 damage; if the aasimar
the target 3 squares. evangelist is bloodied, he regains 6 hit points.
c Wrath of the Gods (minor; daily) Bloodied allies within 5 squares of the paladin also
Close burst 1; Aasimar blackheart and allies in burst regain 6 hit points.
gain +5 to damage rolls until the end of the c Wrath of the Gods (minor; encounter)
encounter. The aasimar paladin and all allies in a burst 1 add
c Lasting Infernal Darkness (minor; encounter) +4 to damage rolls until the end of the encounter.
Necrotic c Lasting Light of the Heavens (minor; encounter)
Close burst 1;+8 vs. Reflex; 1d6 + 4 necrotic Radiant
damage and the target is blinded until the end of Close burst 1;+8 vs. Reflex; 1d6 + 4 radiant damage
your next turn. and the target is blinded until the end of your next
m Submit (standard; at-will; use when target is bloodied) turn.
+4 vs. Will; target is stunned (save ends). If the c Divine Challenge
target is attacked, the stun ends. Close burst 5, one creature; target is marked and
c Divine Challenge takes 7 radiant damage the first time it makes an
Close burst 5, one creature; target is marked and attack that doesn’t include the aasimar evangelist.
takes 8 radiant damage the first time it makes an m Lay on Hands (minor; encounter) Healing
attack that doesn’t include the aasimar blackheart. Exhaust healing surge; touched target regains hit
m Lay on Hands (minor; encounter) Healing points as if it had spent a healing surge
Exhaust healing surge; touched target regains hit Alignment Good Languages Common
points as if it had spent a healing surge Skills Diplomacy +12, Religion +9
Alignment Evil Languages Common Str 15 (+5) Dex 11 (+3) Wis 12 (+4)
Skills Intimidate +14, Religion +12 Con 12 (+4) Int 13 (+4) Cha 19 (+7)
Str 14 (+6) Dex 10 (+4) Wis 16 (+7) Equipment Plate mail, greatsword
Con 11 (+4) Int 13 (+5) Cha 20 (+9)
Equipment Plate armor, heavy shield, bastard sword Aasimar Paladin Tactics
An aasimar paladin opens up combat by using
Aasimar Blackheart Tactics Wrath of the Gods, immediately followed by Sign of
An aasimar blackheart first bolsters itself and it’s Vulnerability and Light of the Heavens before wading in
allies, then attempts to lure opponents close with Beckon with Bolstering Strikes until he fells the enemy.
Foe. Once engaged in melee, it blast them with Lasting
Infernal Darkness and Crown of Infamy, then cuts them Aasimar Lore
down with Enfeebling Strikes. It will use its Submit A character knows the following information
power against lone enemies with no nearby allies to about aasimar with a successful History check.
make them “surrender”. DC 15: Humans and celestial angels banded together to
form the now-defunct Sign of the Silver Hand to save
humanity from corruption. From this organization was
born the incorruptible aasimar.
DC 20: The Sign of the Silver Hand was destroyed by
ancient nobles of the human empire of Bael Turath, who
were in league with devils. The destruction of the Sign

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4E Races and Classes
forced aasimar into hiding during the days of the Bael
Turath empire.
DC 25: The nobles of Bael Turath not only destroyed
the Sign of the Silver Hand, they corrupted several
aasimar to become fallen knights who served the wicked
nobles.

Encounter Groups
Aasimar often ally with humans or celestial
creatures, while aasimar blackguards often work with
infernal forces or tieflings.

Level 4 Encounter (950 XP)


♦ Aasimar evangelist (level 7 artillery)
♦ Aasimar paladin (level 6 soldier)
♦ 2 aasimar ascetics (level 5 skirmisher)

Level 7 Encounter (1,600 XP)


♦ Chain devil (level 11 skirmisher)
♦ Aasimar blackheart (level 9 soldier)
♦ 2 tiefling darkblade (level 7 lurker)

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4E Races and Classes
White Ape Level 10 Brute
Ape Medium natural beast XP 500
Initiative +6 Senses Perception +7, darkvision
HP 125; Bloodied 62
Gorilla Bull Level 4 Brute AC 22; Fortitude 23, Reflex 19, Will 20
Medium natural beast XP 175 Speed 6, climb 6
Initiative +3 Senses Perception +3, low-light vision M Slam (standard; at-will)
HP 63; Bloodied 31 +13 vs. AC; 3d6 + 5 damage
AC 16; Fortitude 17, Reflex 15, Will 15
m Rend (standard; recharge 4, 5, 6)
Speed 6, Climb 6
+13 vs. AC; 4d10 + 5 damage
M Slam (standard; at-will) Alignment Unaligned Languages –
+7 vs. AC; 2d8 + 4 damage Skills Athletics +15, Stealth +11
Alignment Unaligned Languages – Str 21 (+10) Dex 12 (+6) Wis 13 (+7)
Skills Athletics +11 Con 15 (+7) Int 5 (+2) Cha 9 (+4)
Str 18 (+6) Dex 12 (+3) Wis 13 (+3)
Con 13 (+3) Int 3 (-2) Cha 8 (+1)
White Ape Tactics
A white ape prefers to wait in ambush above its
Gorilla Bull prey, dropping down to surprise its foe. They generally
A gorilla bull usually puts on a display to attempt attempt overpower a single individual and drag them
to scare off an opponent before actually attacking. It away to maim and feed on, sometimes leading others
usually fights by rushing into melee and pounding its into an ambush by its packmates.
opponent with its fists. If bloodied, it usually retreats,
howling loudly to dissuade opponents from following.
Legendary Gorilla Level 20 Solo Brute
Colossal natural beast XP 14,000
Silverback Gorilla Level 6 Brute Initiative +11 Senses Perception +12, low-light vision
Medium natural beast XP 250 HP 915; Bloodied 457
Initiative +4 Senses Perception +4, low-light vision AC 34; Fortitude 35, Reflex 29, Will 28
HP 85; Bloodied 42 Saving Throws +5
AC 18; Fortitude 19, Reflex 16, Will 17 Speed 9, Climb 9; see also powerful bound
Speed 6, Climb 6 Action Points 2
M Slam (standard; at-will) M Sweeping Slam (standard; at-will)
+9 vs. AC; 2d8 + 4 damage Close blast 3; +23 vs. AC; 4d6 + 8 damage
Threatening Display (minor; recharge 4+)
m Flinging Swipe (standard; at-will)
The silverback gorilla gains a +2 bonus to hit and
Reach 3; +21 vs. Reflex; 4d6 + 8 damage and the
deals +2d6 damage with its next attack
target is shifted 8 squares through the air and lands
Alignment Unaligned Languages –
prone
Skills Athletics +12, Intimidate +7
Threatening Display (minor; encounter)
Str 19 (+7) Dex 12 (+4) Wis 13 (+4)
Legendary Gorilla expends a healing surge and
Con 15 (+5) Int 3 (-1) Cha 9 (+2)
regains 228 hit points. It also gains a +2 bonus to
attack rolls and deals +4d6 damage until the end of
Silverback Gorilla Tactics the turn.
A silverback gorilla usually only fights if c Raging Sweep (immediate; when first bloodied)
threatened, and presages any hostilities with beating its Close burst 3; +21 vs. Reflex; 4d12 + 7 damage and
chest before rushing to attack opponents. the target is pushed 3 squares and knocked prone
Powerful Bound (move; recharge 4, 5, 6)
The legendary gorilla shifts 12 squares
Alignment Unaligned Languages –
Skills Athletics +23
Str 26 (+18) Dex 12 (+11) Wis 15 (+12)
Con 15 (+12) Int 8 (+9) Cha 13 (+11)

Legendary Gorilla Tactics


A legendary gorilla usually charges foes and
pounds them its sweeping slam, using its flinging swipe
to toss aside troublesome foes. If an opponent attempts
to flee or put a barrier between itself and the legendary
gorilla, the gorilla uses its powerful bound to cut off or
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4E Races and Classes
circumvent the barrier. It saves its chest pound until late
in the combat, usually after it has downed a foe.
When faced with flying foes, legendary gorillas
have been known to pick up trees or rocks to fling at
such opponents, or simply climb a nearby vertical
surface and leap to grab at the flying target.

Ape Lore
A character knows the following information with
a successful Nature check.
DC 15: Gorillas are generally reclusive and inoffensive
creatures of the jungle, but the most powerful gorilla in a
group – known as a silverback – can be very aggressive.
DC 20: Rare white apes stalk the lightless depths of the
underdark, feeding on lone travelers that the carnivorous
beasts ambush.
DC 25: Legends tell of a mythical legendary gorilla of
titanic proportions that live deep in the most primeval of
jungles. Some primitive tribes worship the beasts as
gods.

Encounter Groups
Other gorilla bulls often accompany silverback
apes. White apes often hunt in ambush packs and are
sometimes made into pets by other denizens of the
underdark.

Level 5 Encounter (1,125 XP)


♦ Silverback gorilla (level 6 brute)
♦ 5 gorilla bulls (level 4 brute)

Level 7 Encounter (1,500 XP)


♦ 3 white apes (level 10 brute)

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4E Races and Classes
Achaierai Achaierai Lore
A character knows the following information with a
Achaierai are bird-like creatures with four legs successful Arcana check.
native to Acheron of the Astral Sea. They are intelligent DC 20: Achaierai are bizarre extraplanar creatures from
and wicked hunters and sometimes bargain to act as the realm of Acheron in the Astral Sea. They dart into
mounts in evil humanoid armies. and out of combat, grabbing opponents in their claws as
they pass in their claws and pecking them to death.
Acheron Achaierai Level 11 Elite Skirmisher DC 25: The poisonous black cloud that accompanies an
Large immortal magical beast (mount) XP 1,200 achaierai can drive opponents to madness, making them
Initiative +7 Senses Perception +12, low-light vision fall upon one another in a killing frenzy.
Black cloud aura 2; target that starts turn in cloud takes
ongoing 10 poison damage (save ends) Achaierai Encounters
HP 220; Bloodied 110 Achaierai hunt in packs of their own kind or
AC 25; Fortitude 24, Reflex 21, Will 22 sometimes can be found in hobgoblin armies as elite
Immune poison cavalry units.
Saving Throws +2
Speed 10 Level 8 Encounter (1,752 XP)
Action Points 1 ♦ Hobgoblin Commander (Level 5 soldier) riding
M Claws (standard; at-will) Acheron achaierai (Level 11 elite skirmisher)
Reach 2; +16 vs. AC ; 2d6 + 5 damage and target is ♦ 4 hobgoblin warriors (Level 8 minion)
grabbed (until escape). An achaierai can only grab
one opponent at a time. See also beak.
m Whirlwind Charge (while mounted by a friendly rider
of 11th level or higher; at will) Mount
When it charges, an achaierai makes two claw
attacks in addition to its rider’s charge attack.
Rider’s Resistance (while mounted by a friendly rider)
Mount
The rider is immune to the achaierai’s black cloud
m Beak (minor; at-will)
Against an opponent the achaierai has grabbed,
deal 1d8 + 5 damage
r Cloud Mind (standard; recharge 5, 6)
Ranged 10;+14 vs. Will; targets poisoned enemy;
2d6 + 5 psychic damage and the target is dominated
(save ends)
c Thrash (immediate; when first bloodied)
Close burst 3; +14 vs. Reflex; 4d10 + 5 damage
Mobility
An achaierai gains a +4 bonus to its defenses
against opportunity attacks if it moves at least 5
squares.
Alignment Evil Languages Infernal
Skills Acrobatics +11, Athletics +15, Diplomacy +13,
Insight +12, Stealth +11
Str 21 (+10) Dex 13 (+6) Wis 14 (+7)
Con 14 (+7) Int 11 (+5) Cha 16 (+8)

Achaierai Tactics
Achaierai prefer to hit and run on targets,
charging to strike with claws (and grabbing a single foe)
and then retreating (with said foe) before it can be hit. If
facing multiple opponents, it will attempt to move close
enough to use its black cloud, then sprint away and use
cloud mind to turn them against one another.

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4E Races and Classes
Babbling Allip Tactics
Allip A babbling allip strikes from ambush, attempting
to catch as many foes in its babble and using fascinating
Insane remnants of the living, allips seek babble on them. If it perceives a foe that reminds it of
revenge by snuffing out the life of the living. It appears the individual that tortured it in life – by race or dress, it
as a roiling darkness in a vague humanoid shape. focuses its draining touch attack on the foe to the
exclusion of all others.
Babbling Allip Level 4 Lurker
Medium shadow humanoid (undead) XP 175 Allip Sycophant Level 3 Minion
Initiative +7 Senses Perception +9, darkvision Medium shadow humanoid (undead) XP 38
Babble aura 5; targets in aura are slowed Initiative +6 Senses Perception +6, darkvision
HP 43; Bloodied 21 Babble aura 1; targets in aura are slowed
AC 18; Fortitude 15, Reflex 15, Will 17 HP 1; Bloodied A minion never takes damage on a miss
Immune disease, poison; Resist 10 necrotic, AC 17; Fortitude 15, Reflex 14, Will 16
insubstantial; Vulnerable 5 radiant Immune disease, poison; Resist insubstantial
Speed fly 6 (hover); phasing Speed fly 6 (hover); phasing
M Draining Touch (standard; at-will) Psychic Action Points
+7 vs. Will; 1d10 + 4 psychic damage and the target M Draining Touch (standard; at-will) Psychic
takes a –2 penalty to Will defense until the end of +6 vs. Will; 8 psychic damage and the target takes a –2
the allip’s next turn. The allip also gains 5 temporary penalty to Will defense until the end of the allip’s next
hit points on a hit. turn.
c Maddening Drain (standard; encounter) Psychic r Fascinating Babble (minor; at-will) Psychic
Close burst 3; +5 vs. Will; 2d8 + 4 psychic damage Ranged 3; +6 vs. Will; 4 psychic damage and the target
and the target is dominated (save ends). is dazed until the end of the allip’s next turn.
r Fascinating Babble (minor; at-will) Psychic Alignment Evil Languages –
Ranged 5; +7 vs. Will; targets slowed enemy; 1d6 + Skills Stealth +7
4 psychic damage and the target is stunned until the Str 10 (+1) Dex 12 (+2) Wis 11 (+1)
end of the allip’s next turn. Con 13 (+2) Int 11 (+1) Cha 16 (+4)
Alignment Evil Languages –
Skills Intimidate +11, Stealth +8 Allip Sycophant Tactics
Str 10 (+2) Dex 12 (+3) Wis 11 (+2) An allip sycophant mindless rushes foes, using
Con 13 (+3) Int 11 (+2) Cha 18 (+6) its fascinating babble to disrupt enemies as it focuses its
draining touch on a single individual. If encountered with
a babbling allip, the sycophant often attacks the same
foes that the babbling allip pursues.

Allip Lore
A character knows the following information with
a successful Religion check.
DC 15: An allip is the remains of a tormented souls of
those driven to madness and suicide, and now seek their
revenge against the living. They often choose their
targets based on a likeness or relation to their tormenter
in life.
DC 20: Those slain by an allip are often doomed to rise
from the grave and accompany the original creature,
seeking revenge against the same individuals as its
creator.

Allip Encounters
Allips sometimes appear in groups, usually a
single babbling allip surrounded by allip sycophants.
Sometimes they can be found in the company of other
undead.

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4E Races and Classes
Astral Deva Level 21 Elite Soldier
Angel Medium immortal humanoid (angel) XP 6,400
Initiative +16 Senses Perception +19
Angels are the servants and protectors of the Ring of Defense aura 4; allies gain +2 to AC and
celestial realms of the Astral Sea. Many serve deities in defense
a variety of vocations; the angels listed here are of the HP 388; Bloodied 194
warrior ranks of the divine realms. AC 37; Fortitude 33, Reflex 31, Will 32
Most angels are of good alignment, but over the Immune fear, petrifaction; Resist 15 radiant
ages, some angels have fallen to their own desires or Saving Throws +2
have been lured into the service of unaligned or even Speed 8, fly 12 (hover)
evil deities. Action Points 1
Likewise, some angels have become infatuated
with the mortal realms, abandoning their posts in the M Mace of Disruption (standard; at-will) Radiant,
astral realms to dwell among mortals. Such cavorting Weapon
with mortals led to the creation of disbanded +28 vs. AC; 3d8 + 7 radiant damage
organizations such as the Sign of the Silver Hand and m Stunning Strike (standard; at-will) Radiant, Weapon
were responsible in the birth of the race of aasimar – a +26 vs. Reflex; make two attacks; 2d6 + 7 damage
blending of immortal blood and mortal flesh. and the target is dazed until the end of the astral
deva’s next turn. If both attacks hit same target, the
target is stunned (save ends).
c Holy Smite (standard; recharge 5, 6) Radiant
+24 vs. Fortitude; 4d8 + 7 radiant damage and the
target is dazed (save ends).
a Barrier of Blades (standard; encounter)
Conjuration
Ranged 10; create a wall 12 squares long and 4
squares high. Those entering or starting their turn in
the wall take 2d6 + 7 damage. The wall is treated as
very difficult terrain. As a move action, the wall can
be moved 3 squares or reorientated in any direction.
Sustain minor: the wall persists.
Divine Aid (minor; at-will) Healing
Touched target gains 5 temporary hit points.
Invisibility (move; recharge 6)
The astral deva becomes invisible. If the deva
attacks it becomes visible.
Alignment Good Languages Supernal
Skills Religion +19, Diplomacy +20, Insight +19,
Intimidate +20, Stealth +19
Str 22 (+16) Dex 18 (+14) Wis 18 (+14)
Con 18 (+14) Int 18 (+14) Cha 20 (+15)
Equipment mace
Astral Deva Tactics
An astral deva follows opponents invisibly and Encounter Groups
when ready to strike uses its barrier of blades to cut off Astral devas often work alone or in small groups.
an opponent’s escape or trap them. It will holy smite In some cases they may work with or guard a mortal
opponents then barrage them with stunning smites. being of good alignment.

Astral Deva Lore


A character knows the following information with
a successful Religion check.
DC 20: Unlike lesser angels, astral devas serve only
good-aligned powers as soldiers in the war against evil.
DC 25: Normally, only a god or powerful servitor of a
god can send forth an astral deva on a mission against
evil. Sometimes, a simple plea for assistance against
evil can draw their attention to the mortal realm to battle
evil.

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4E Races and Classes
Venusian Planetar Level 24 Elite Soldier
Large immortal humanoid (angel) XP 12,100
Initiative +19 Senses Perception +23
Ring of Defense aura 4; allies gain +2 to AC and
defense
HP 450; Bloodied 225
Regeneration 10
AC 40 ; Fortitude 36, Reflex 35, Will 35
Immune fear, illusions; Resist 17 radiant
Saving Throws +2
Speed 8, fly 12 (hover)
Action Points 1
M Greatsword (standard; at-will) Weapon, Radiant
Reach 2;+31 vs. AC; 4d6 + 8 radiant damage.
c Sweeping Strike (standard; at-will) Weapon,
Radiant
Close blast 3; +29 vs. AC; 4d6 + 8 radiant damage.
a Flame Strike (standard; recharge 5, 6) Fire
area burst 3 in 10 squares; +27 vs. Reflex; 7d6 + 8
Venusian Planetar Lore
fire damage and ongoing 15 fire damage (save
A character knows the following information with
ends).
a successful Religion check.
a Stunning Word (standard; encounter) Charm DC 25: Venusian planetars are protectors of the upper
area burst 3 in 20 squares; +27 vs. Reflex; 4d8 + 8 realms of the afterlife and are rarely seen beyond those
psychic damage and target is stunned (save ends). realms. Their appearance usually presages the death of
a Barrier of Blades (standard, encounter) a great hero or the rescue of a soul taken from its reward
Conjuration in the afterlife.
Ranged 10; create a wall 12 squares long and 4
squares high. Those entering or starting their turn in Encounter Groups
the wall take 2d6 + 7 damage. The wall is treated as Venusian planetars usually work alone or in
very difficult terrain. As a move action, the wall can pairs. In rare cases, they may be part of a celestial army
be moved 3 squares or reorientated in any direction. or may ally themselves with mortal heroes in the pursuit
Sustain minor: the wall persists. of a common goal.
Invisibility (move; recharge 6)
The venusian planetar becomes invisible. If the
planetar attacks, it becomes visible.
Alignment Good Languages Supernal
Skills Diplomacy +23, Insight +26, Intimidate +23,
Religion +23
Str 25 (+19) Dex 19 (+16) Wis 23 (+18)
Con 20 (+17) Int 22 (+18) Cha 22 (+18)
Equipment Greatsword

Venusian Planetar Tactics


A venusian planetar follows opponents invisibly
and when ready to strike uses it barrier of blades to
isolate opponents to deal with them one at a time.
Before closing, it unleashes a stunning word on foes,
then drops a flame strike on as many targets (preferring
to include stunned foes) before moving in to strike with
sweeping strikes against multiple foes or lashing out at a
single opponent with a simple greatsword strike.
A venusian planetar has access to the wish
ritual (once a day), which it can use for its own benefit or
others – the latter if individuals prove themselves worthy
to the venusian planetar’s cause.

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4E Races and Classes
Solar Level 28 Elite Soldier A solar has access to the true wish ritual (once a
Large immortal humanoid (angel) XP 26,000 day), which it may use for its own or other’s benefits –
Initiative +21 Senses Perception +26 the latter if such prove worthy to the Solar’s cause.
Purging Aura aura 4; allies gain +2 to AC and defense,
Evil and Chaotic evil creatures take 12 radiant damage Solar Lore
HP 504; Bloodied 252 A character knows the following information with
Regeneration 15 a successful Religion check.
AC 44; Fortitude 40, Reflex 38, Will 39 DC 25: Solars are the most rare angels to be found in
Immune fear, petrifaction Resist 19 radiant the celestial realms. They are the right hand of the deity
Saving Throws +2 they serve, bringing destruction to the foulest of evils
Speed 8, fly 12 (hover) that threaten the spheres of their master’s influence.
Action Points 1
M Greatsword (standard; at-will) Radiant, Weapon
+35 vs. AC; 4d8 + 10 damage
r Dancing Blade (standard; encounter) Radiant,
Weapon
+35 vs. AC; 4d8 + 10 damage; as a move action
sword can move up to 8 squares to opponent’s
square and attack; Sustain minor: the sword
continues to attack of its own accord
R Longbow (standard; at-will) Weapon
Ranged 20/30; 4d8 + damage
r Slaying Arrow (standard; recharge 4, 5, 6)
Weapon
Ranged 20/30; 5d12 + 9 damage
r Word of Slaying (standard; encounter)
Ranged 20; 9d6 + 9 damage and target takes 15
ongoing damage (save ends). On a successful
save, target takes 10 ongoing damage (save ends).
a Barrier of Blades (standard, encounter)
Conjuration
Ranged 10; create a wall 12 squares long and 4 Encounter Groups
squares high. Those entering or starting their turn in Solars usually work alone or in pairs. In some
the wall take 2d6 + 7 damage. The wall is treated as cases, they act as general to celestial armies of angels
very difficult terrain. As a move action, the wall can or other beings.
be moved 3 squares or reorientated in any direction.
Sustain minor: the wall persists.
Invisibility (move; recharge 6)
The solar becomes invisible. If the solar attacks, it
becomes visible.
Alignment Good Languages Supernal
Skills Acrobatics +24, Arcana +25, Diplomacy +26,
Insight +26, Intimidate +26, Religion +26, Stealth
+24
Str 28 (+23) Dex 20 (+19) Wis 25 (+21)
Con 20 (+19) Int 23 (+20) Cha 25 (+21)
Equipment Greatsword, longbow

Solar Tactics
Solars follow enemies invisibly, remaining aloft
to prepare its attack. It tends to open combat with a
word of slaying and using its longbow and slaying arrows
to pepper foes, while releasing its dancing blade to harry
targets. If forced to melee, it uses it barrier of blades to
block escape or to corner opponents.

Page 290 of 521


4E Races and Classes
Large Animated Object Level 10 Soldier
Animated Object Large natural animate (construct) XP 500
Initiative +7 Senses Perception +9
HP 107; Bloodied 53
Animated objects can range in size and shape AC 26; Fortitude 24, Reflex 20, Will 22
from as small a book, chest or chair or as large as house Immune disease, poison, sleep
(such as the legendary Baba Yaga’s dancing hut). Speed 5
M Slam (standard; at-will)
Small Animated Object Level 2 Skirmisher Reach 2; +17 vs. AC; 2d6 + 5 damage
Small natural animate (construct) XP 125
m Pin (standard; encounter)
Initiative +5 Senses Perception +3
Reach 2;+15 vs. Reflex; 2d6 + 5 damage and the
HP 26; Bloodied 13
target is grabbed (until escape)
AC 16; Fortitude 16, Reflex 15, Will 15
Alignment Unaligned Languages –
Immune disease, poison, sleep
Str 21 (+10) Dex 10 (+5) Wis 18 (+9)
Speed 5
Con 19 (+9) Int 3 (+1) Cha 3 (+1)
M Slam (standard; at-will)
+14 vs. AC; 1d10 + 3 damage
Darting Strike Large Animated Object Lore
If a small animated object moves at least 3 spaces A large animated object blunders towards its foe
before attacking, it deals +1d6 damage. and then uses it massive bulk to pin an opponent and
Alignment Unaligned Languages – pummel it before moving to the next target.
Str 17 (+4) Dex 14 (+3) Wis 14 (+3)
Con 15 (+3) Int 1 (-4) Cha 3 (-3) Huge Animated Object Level 16 Brute
Huge natural animate (construct) XP 1,400
Small Animated Object Tactics Initiative +7 Senses Perception +13
A small animated object charges an opponent HP 158; Bloodied 74
and then swiftly withdraws to make another pass. AC 26; Fortitude 30, Reflex 24, Will 28
Immune disease, poison, sleep
Speed 6
Medium Animated Object Level 6 Soldier
M Slam (standard; at-will)
Medium natural animate (construct) XP 250
Reach 3;+19 vs. AC; 3d8 + 7 damage
Initiative +8 Senses Perception +6
HP 71; Bloodied 35 m Awesome Blow (standard; encounter)
AC 22; Fortitude 18, Reflex 18, Will 18 Reach 3; +17 vs. Reflex; 4d12 + 7 damage and the
Immune disease, poison, sleep target is pushed 6 squares and knocked prone
Speed 5 Alignment Unaligned Languages –
Str 24 (+15) Dex 8 (+7) Wis 21 (+13)
M Slam (standard; at-will)
Con 22 (+14) Int 3 (+4) Cha 3 (+4)
+13 vs. AC; 1d10 + 4 damage
Press the Attack (immediate reaction; at-will)
If a medium animated object hits with its slam Huge Animated Object
+12 vs. AC; 1d10 + 4 damage A huge animated object uses its superior reach
Alignment Unaligned Languages – to swat aside foes and pummel them with its fists.
Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
Con 15 (+5) Int 3 (-1) Cha 3 (-1)

Medium Animated Object Tactics


A medium animated object quickly closes with
its opponent and uses its significant bulk to threaten and
overwhelm an opponent, never retreating regardless of
the punishment it takes.

Page 291 of 521


4E Races and Classes
Gargantuan Animated Object Level 22 Brute
Gargantuan natural animate (construct) XP 4,150
Initiative +10 Senses Perception +13
HP 209; Bloodied 104
AC 34; Fortitude 36, Reflex 30, Will 34
Immune disease, poison, sleep
Speed 7
M Slam (standard; at-will)
Reach 4;+25 vs. AC; 4d6 + 8 damage
m Titanic Blow (standard; encounter)
Reach 4;+23 vs. Reflex; 5d10 + 8 damage and the
target is pushed 7 squares and knocked prone
m Trample (move; recharge 6)
+23 vs. Fortitude vs. each target moved over; 4d12
+ 8 damage and knocked prone
Alignment Unaligned Languages –
Str 27 (+19) Dex 8 (+10) Wis 24 (+18)
Con 25 (+18) Int 3 (+7) Cha 3 (+7)

Gargantuan Animated Object Tactics


A gargantuan animated object plows through
enemy ranks with its trample ability, sweeping aside all
opposition with it titanic blows or simply slamming

Animated Object Lore


A character knows the following information with
a successful Arcana or Nature check.
DC 15: Animated objects are household items given life
with an animating spark of magic. They have little
intelligence of their own and depend on their creator for
purpose and direction.
DC 20: The fabled dancing hut of the witch Baba Yaga
is one of the largest and most potent known animated
objects. Essentially a peasant’s hut set atop an
enormous set of chicken legs, the hut holds many secret
rooms and is far more intelligent than most animated
objects.

Encounter Groups
Animated objects are often encountered in the
presence of their creator – usually a powerful wizard or
cleric.

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4E Races and Classes
Scissorclaw Ankheg Level 7 Lurker
Ankheg Large natural beast XP 300
Initiative +7 Senses Perception +4, tremorsense 12
HP 65; Bloodied 32
Ankheg Brood Queen Level 9 Controller AC 21; Fortitude 22, Reflex 16, Will 18
Large natural beast XP 400 Speed 6, burrow 4
Initiative +4 Senses Perception +5, tremorsense 15 M Claws (standard; at-will)
Scuttling brood aura 1; targets in aura take 3 damage; Reach 2; +12 vs. AC; make two attacks; 1d10 + 5
a flying ankheg loses its aura for the remainder of the damage and target is grabbed (until escape). An
encounter ankheg cannot make additional claw attacks while
HP 97; Bloodied 48 grabbing a creature, but it can use vise grip.
AC 23; Fortitude 23, Reflex 18, Will 19
m Vice Grip (standard; at will)
Speed 5, burrow 4, fly 3 (clumsy)
If an ankheg begins its turn with a target grabbed in
M Poison bite (standard; at-will) Poison its claw, it makes an attack against the grabbed
Reach 2; +14 vs. AC; 2d8 + 5 damage and the creature; +12 vs. AC; 1d10 + 5 damage. Miss: half
target is slowed and takes ongoing 5 poison damage damage.
(save ends both)
r Spit Acid (standard; recharge 6) Acid
r Spit Poison (standard; at-will) Poison Ranged 5; +10 vs. Reflex; 3d10 + 5 acid damage
Ranged 5; +13 vs. Reflex; 2d8 + 5 and the target is and ongoing 5 acid damage.
slowed and takes ongoing 5 poison damage (save Ground Eruption
ends both) The squares into which an ankheg surfaces become
a Swarm (standard; move) difficult terrain.
Area burst 1 in 5; +13 vs. Reflex; 1d8 + 5 damage Alignment Unaligned Languages –
and ankheg loses aura until the start of its next turn. Skills Athletics +14
Brood Gluttony Str 22 (+9) Dex 10 (+3) Wis 13 (+4)
A swarm that attacks a slowed target deals + 1d8 Con 17 (+6) Int 1 (-2) Cha 6 (+1)
damage.
Ground Eruption Scissorclaw Ankheg
The squares into which an ankheg surfaces become A scissorclaw ankheg usually lies underground
difficult terrain. waiting for prey to pass overhead before attacking. It
Alignment Unaligned Languages - uses it twin claws to grab prey and drag them
Str 21 (+9) Dex 10 (+4) Wis 13 (+5) underground to devour. It reserves its spit acid to attack
Con 17 (+7) Int 1 (-1) Cha 6 (+2) foes that attempt to escape or keep their distance.

Ankheg Brood Queen Tactics Scissorclaw Ankheg Lore


Unlike other ankheg, a brood queen only A character knows the following information with a
burrows when seeking to avoid opponents. A brood successful Nature check.
queen usually moves into range to spit poison at DC 15: Ankhegs are giant vermin that destroy crops
opponents, allowing its scuttling brood to lash out at and livestock. They burrow underground and rise up to
nearby opponents. If attacked, it strikes with its poison attack nearby creatures with a spitting acid attack or by
bite and backs away from the foes, recalling its scuttling dragging prey underground to devour.
brood to protect itself. If seriously outmatched, the
ankheg brood queen attempts to fly away, leaving its
brood to scatter and fend for itself.

Ankheg Brood Queen Lore


A character knows the following information with a
successful Nature check.
DC 15: Ankhegs are giant vermin that destroy crops
and livestock. They burrow underground and rise up to
attack nearby creatures with a spitting acid attack or by
dragging prey underground to devour.
DC 15: Ankheg Brood Queens are dangerous vermin
surrounded by a host of freshly hatched baby ankheg.
Their ability to spit acid has been replaced with a
numbing poison that slows enemies so they become
easy prey for its brood.

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4E Races and Classes
Spitting Ankheg Level 5 Lurker
Large natural beast XP 200
Initiative +6 Senses Perception +3, tremorsense 12
HP 53; Bloodied 26
AC 19; Fortitude 20, Reflex 15, Will 16
Speed
M Bite (standard; at-will)
Reach 2; +10 vs. AC; 2d8 + 4 damage and the
target is grabbed (until escape). An ankheg cannot
make bite attacks while grabbing a creature, but it
can use slicing jaws.
m Slicing Jaws (standard; at will)
If an ankheg begins its turn with a target grabbed in
its jaws, it makes an attack against the grabbed
creature; +10 vs. AC; 2d8 + 7 damage. Miss: half
damage.
r Spit Acid (standard; recharge 56) Acid
Ranged 5; +8 vs. Reflex; 3d8 + 4 acid damage and
ongoing 5 acid damage
Ground Eruption
The squares into which an ankheg surfaces become
difficult terrain.
Alignment Unaligned Languages –
Skills Athletics +12
Str 21 (+7) Dex 10 (+2) Wis 13 (+3)
Con 17 (+5) Int 1 (-3) Cha 6 (+0)

Spitting Ankheg Tactics


Spitting ankheg lie underground, rising up when
opponents near to spit acid at them. If approached, it
will attempt to burrow back underground and resurface a
short distance away after its spit acid attack has
recharged, but if engaged in melee, it bites at foes,
attempting to grab and drag them underground to
devour.

Spitting Ankheg Lore


A character knows the following information with a
successful Nature check.
DC 15: Ankhegs are giant vermin that destroy crops
and livestock. They burrow underground and rise up to
attack nearby creatures with a spitting acid attack or by
dragging prey underground to devour.

Encounter Groups
Ankhegs will even eat others of their kind, and
thus rarely work together or with other creatures. During
mating season however, ankhegs will sometimes swarm
together, attacking anything that crosses their path.

Level 7 Encounter (1,500 XP)


♦ ankheg brood queen (level 9 controller)
♦ scissorclaw ankheg (level 7 lurker)
♦ 4 spitting ankheg (level 5 lurker)

Page 294 of 521


4E Races and Classes
Aranea Spy Level 6 Lurker
Aranea Medium fey magical beast XP 250
Initiative +9 Senses Perception +9, low-light vision
HP 56; Bloodied 28
Aranea Seducer Level 8 Lurker AC 20; Fortitude 17, Reflex 18, Will 17
Medium fey magical beast XP 350 Speed 8, climb 5
Initiative +10 Senses Perception +10, low-light vision M Poison bite (standard; at-will) Poison
Euphoric Pheromones aura 5; target takes a –2 +11 vs. AC; 1d6 + 4 damage and ongoing 5 poison
penalty to Will defense damage (save ends)
HP 68; Bloodied 34
R Sorcerous Bolt (standard; at-will) Poison
AC 22; Fortitude 19, Reflex 19, Will 20
+9 vs. Reflex; 1d6 + 4 poison damage and ongoing
Speed 6, climb 5
2 poison damage (save ends).
M Poison bite (standard; at-will) Poison r Dazzling Display (standard; encounter) Radiant
+13 vs. AC; 1d6 + 5 damage and ongoing 5 poison
+9 vs. Will; 1d6 + 4 radiant damage and the target is
damage (save ends)
blinded until the end of the aranea’s next turn.
R Sorcerous Bolt (standard; at-will) Poison a Aranea’s Silk (standard; daily) Poison, Zone
+11 vs. Reflex; 1d6 + 5 poison damage and ongoing
Area burst 2 in 20; +9 vs. Reflex; 3d6 + 4 poison
2 poison damage (save ends).
damage and the target is immobilized. Creates a
r Storm Arrow (standard; encounter) Lightning zone of difficult terrain. Any creature ending its
+11 vs. Reflex; 2d6 + 5 lightning damage. move in the zone takes 5 poison damage. Lasts 5
a Aranea’s Silk (standard; daily) Poison, Zone minutes.
Area burst 2 in 20; +11 vs. Reflex; 3d6 + 5 poison Walk Unseen (standard; encounter) Illusion
damage and the target is immobilized. Creates a The aranea becomes invisible until the end of its
zone of difficult terrain. Any creature ending its next turn. If the aranea attacks, it becomes visible.
move in the zone takes 5 poison damage. Lasts 5 Sustain standard: The aranea remains invisible.
minutes. Deceptive Appearance (standard; at-will) Illusion
Walk Unseen (standard; encounter) Illusion An aranea can appear as any humanoid of medium
The aranea becomes invisible until the end of its or large size. The change lasts for up to 8 hours
next turn. If the aranea attacks, it becomes visible. and can be dismissed as a minor action.
Sustain standard: The aranea remains invisible. Alignment Unaligned Languages Elven
Deceptive Appearance (standard; at-will) Illusion Skills Athletics +8
An aranea can appear as any humanoid of medium Str 11 (+3) Dex 15 (+5) Wis 13 (+4)
or small size. The change lasts for up to 8 hours Con 14 (+5) Int 14 (+5) Cha 14 (+5)
and can be dismissed as a minor action.
Fey Beguiling (standard; recharges when no creature is Aranea Spy Tactics
affected by the power) Charm Aranea spies prefer hit-and-run ambushes,
Ranged 5; +11 vs. Will; the target cannot attack the using their ability to change their appearance or
aranea, and the target must make opportunity invisibility to blend into crowds and avoid detection or
attacks with a +2 bonus against any creature within
reach that attacks the aranea (save ends).
Alignment Unaligned Languages Elvin
Skills Athletics +9, Bluff +12, Diplomacy +12
Str 11 (+4) Dex 15 (+6) Wis 13 (+5)
Con 14 (+6) Int 14 (+6) Cha 16 (+7)

Aranea Seducer Tactics


Aranea seducers often surround themselves
with beguiled adorers who willingly protect them from
harm. If forced to attack, they attempt to entrap foes
with their aranea silk, then pepper opponents at range
with sorcerous bolts. If drawn into melee, they attempt
to retreat to safer ground and will feign surrender to
superior foes to await an opportune moment to change
shape (often into one of its captors to sow confusion)
and strike while its captor’s guard is down.

Page 295 of 521


4E Races and Classes
pursuit. When fighting, they open with aranea’s silk to Aranea Lore
contain a foe, then blast away with sorcerous bolts. A character knows the following information with
They reserve dazzling display for escapes or to close a successful Nature or Arcana skill check.
with an enemy and inflicting a poisoned bite. DC 15: Aranea are a race of sorcerous spiders from the
Feywild who can assume the form of the prey they hunt.
Aranea Queen Level 10 Elite Controller They can easily infiltrate civilized societies and dominate
Medium fey magical beast XP 1,000 communities to enslave them for later consumption.
Initiative +7 Senses Perception +6, low-light vision DC 20: The aranea have a secretive and powerful
Foreboding Presence aura 3; target takes a –2 penalty kingdom in the Feywild and seek to extend their control
to attack rolls against aranea queen to the mortal realm to ensure a steady supply of victims
HP 204; Bloodied 102 for their kind. To this end, aranea often install puppet
Immune poison rulers in realms and instigate wars to gather slaves for
AC 24; Fortitude 20, Reflex 21, Will 22 consumption.
Saving Throws +2 DC 30: Aranea were given intelligence and a desire to
Speed 8, climb 6 hunt elves and eladrin by the goddess Lolth, but quickly
Action Points 1 rebelled against her rule after aranea forays into the
M Poison bite (standard; at-will) Poison Feywild after their prey, where aranea found themselves
+15 vs. AC; 1d8 + 5 damage and ongoing 5 poison free of Lolth’s tyrannical domination. The race fled to the
damage (save ends) Feywild to escape Lolth’s reach. There they quickly
embraced the powerful magics of that realm and set
R Sorcerous Bolt (standard; at-will) Poison about establishing their own empire that rivaled those of
+9 vs. Reflex; 1d6 + 5 poison damage and ongoing
the eladrin. Likewise, the aranea no longer exclusively
2 poison damage (save ends).
hunt elves and eladrin, but have expanded their palette
r Storm Arrow (standard; encounter) Lightning to include all varieties of humanoid, though the nobility
+14 vs. Reflex; 2d6 + 5 lightning damage. still prefers the taste of elf flesh.
r Dazzling Display (standard; encounter) Radiant
+14 vs. Will; 1d6 + 5 radiant damage and the target
is blinded until the end of the aranea’s next turn.
a Aranea’s Silk (standard; daily) Poison, Zone
Area burst 2 in 20; +14 vs. Reflex; 3d6 + 5 poison
damage and the target is immobilized. Creates a
zone of difficult terrain. Any creature ending its
move in the zone takes 5 poison damage. Lasts 5
minutes.
r Suggestion (standard; recharge when no opponent
is affected) Charm, Psychic
+14 vs. Will; 2d8 + 5 damage and the target is
dominated (save ends).
Webway walk (move; encounter) Teleportation
The aranea teleports 10 squares.
Deceptive Appearance (standard; at-will) Illusion
An aranea can appear as any humanoid of medium
or large size. The change lasts for up to 8 hours
and can be dismissed as a minor action.
Alignment Unaligned Languages Elvin
Str 11 (+5) Dex 15 (+7) Wis 13 (+6)
Con 14 (+7) Int 14 (+7) Cha 18 (+9)

Aranea Queen Tactics


An aranea queen usually depends on an
entourage to defend her. She uses her suggestion Encounter Groups
ability to turn foes into allies and aranea’s silk to Aranea cults work in secret in large
immobilize reticent foes. Aranea queens disdain melee communities, preying on humanoids or involving
combat, and prefer to use sorcerous bolts or dazzling themselves in political maneuverings. They sometimes
displays against foes, reserving their poisonous bite for elicit the assistance of other humanoids, often without
when cornered in melee. the individuals knowledge that the creatures they serve
are not humanoids themselves.

Page 296 of 521


4E Races and Classes
Arrowhawk Lore
Arrowhawk A character knows the following information with
a successful Arcana check.
Arrowhawks are scavengers of the skies of the DC 15: Arrowhawks are opportunistic scavengers from
Elemental Chaos, occasionally finding passage to the the Elemental Chaos. They tirelessly patrol the skies of
mortal realm in a quest for easy prey. that realm, striking out at prey with bolts of lightning from
afar.
Tempest Arrowhawk Level 8 Artillery DC 20: Though intelligent and knowledgeable,
Medium elemental magical beast (air) XP arrowhawks rarely communicate with other creatures,
Initiative +13 Senses Perception +10 believing them to be mere prey.
Living tempest aura 3; targets take 3 lightning damage
and arrowhawks in the aura gain concealment Encounter Groups
HP 66; Bloodied 33 Arrowhawks tend to congregate into packs, with
AC 20; Fortitude 18, Reflex 23, Will 18 one “bull” leading the group. They are also sometimes
Speed fly 12 (hover) captured and trained for attacks by the creatures of the
A Lightning bolt (standard; at-will) Lightning Elemental Chaos, such as azers.
Area burst 1 in 10;+11 vs. Reflex; 2d6 + 5 lightning
damage
M Bite (standard; at-will)
+15 vs. AC; 1d8 + 5 damage
Flyby Attack (standard; at-will)
The arrowhawk moves it speed. Any one time
during its movement it can make a basic attack, then
finish its movement.
Alignment Unaligned Languages Primordial
Skills Acrobatics +16, Insight +10, Nature +10, Stealth
+16
Str 12 (+5) Dex 24 (+11) Wis 13 (+5)
Con 12 (+5) Int 10 (+4) Cha 13 (+5)

Windstorm Arrowhawk Level 4 Skirmisher


Small elemental magical beast (air) XP 175
Initiative +11 Senses Perception +8
HP 52; Bloodied 26
AC 18; Fortitude 15, Reflex 19, Will 15
Immune poison
Speed fly 12 (hover)
R Lightning ray (standard; at-will) Lightning
Ranged 10; +7 vs. Reflex; 2d6 + 4 lightning damage
M Bite (standard; at-will)
+9 vs. AC; 1d6 + 4 damage
Flyby Attack (standard; at-will)
The arrowhawk moves its speed. At any one point
during its movement, an arrowhawk can make a
basic attack, then complete its movement.
Alignment Unaligned Languages Primordial
Skills Acrobatics +12, Insight +8, Nature +8, Stealth +12
Str 12 (+3) Dex 21 (+7) Wis 13 (+3)
Con 12 (+3) Int 10 (+2) Cha 13 (+3)

Windstorm Arrowhawk Tactics


A windstorm arrowhawk swoops in close enough
to zap opponents with its lightning ray attack then move
out of range. Once a foe has fallen, it swoops in to finish
them off with bite attacks.

Page 297 of 521


4E Races and Classes
Ivy-leafed Assassin Vine Level 3 Lurker
Assassin Vine Large natural magical beast (plant) XP 150
Initiative +5 Senses Perception +2, tremorsense 6
Assassin vines are plants that have developed HP 40; Bloodied 20
means of locomotion to ensnare prey. They are AC 17; Fortitude 18, Reflex 13, Will 15
unusually common in the Feywild and are sometimes Immune disease Vulnerable 5 cold, 5 fire
employed by fey creatures or druids to deal with Speed 2 (can’t run or charge)
trespassers.
M Tendril (standard; at-will)
Reach 3; +6 vs. Reflex; 1d6 + 3 damage and the
Choke Creeper Level 1 Lurker target is grabbed (until escape) and pulled 2
Medium natural magical beast (plant) XP 100 squares.
Initiative +4 Senses Perception +1, tremorsense 6
m Choke (standard; at-will)
HP 25; Bloodied 12
If an assassin vine starts the turn with a grabbed
AC 15; Fortitude 14, Reflex 12, Will 13
target, it deals 2d6 + 3 damage.
Immune disease Vulnerable 5 cold, 5 fire
Natural Camouflage
Speed 2 (can’t run or charge)
An assassin vine in wilderness areas gains a +10
M Tendril (standard; at-will) bonus to Stealth checks.
Reach 2; +4 vs. Reflex; 1d6 + 3 damage and the Alignment Unaligned Languages -
target is grabbed (until escape) Skills Stealth +6
m Choke (standard; at-will) Str 20 (+6) Dex 10 (+1) Wis 13 (+2)
If a choke creeper starts the turn with a grabbed Con 16 (+4) Int 1 (-4) Cha 9 (+0)
target, it deals 1d6 +3 damage.
Natural Camouflage Ivy-leafed Assassin Vine Tactics
A choke creeper in wilderness areas gains a +10 An ivy-leafed assassin vine disguises itself as
bonus to Stealth checks natural overgrowth and waits for prey to come within
Alignment Unaligned Languages - reach of its long tendrils. The plant can uproot itself to
Skills Stealth +5 move, but usually only does so to escape if faced with
Str 16 (+3) Dex 10 (+0) Wis 13 (+1) ranged foes wielding fire.
Con 13 (+1) Int 1 (-5) Cha 9 (-1)

Choke Creeper
A choke creeper vine disguises itself as natural
overgrowth and waits for prey to come within reach of its
long tendrils. The plant can uproot itself to move, but
usually only does so to escape if faced with ranged foes
wielding fire.

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4E Races and Classes
Poison Leaf Assassin Vine Level 6 Lurker
Large natural magical beast (plant) XP 250
Initiative +7 Senses Perception +4, tremorsense 6
HP 58; Bloodied 29
AC 20; Fortitude 20, Reflex 15, Will 17
Immune disease Vulnerable 5 cold, 5 fire
Speed 2
M Poisoned Tendril (standard; at-will) Poison
Reach 3; +9 vs. Reflex; 1d6 + 3 damage and the
target is grabbed (until escape) and pulled 2 squares
and takes ongoing 3 poison damage (save ends).
m Choke (standard; at-will) Poison
If an assassin vine starts the turn with a grabbed
target, it deals 2d6 + 3 damage and ongoing 5
poison damage (save ends).
Natural Camouflage
An assassin vine in wilderness areas gains a +10
bonus to Stealth checks
Alignment Unaligned Languages -
Skills Stealth +8
Str 21 (+8) Dex 10 (+3) Wis 13 (+4)
Con 16 (+6) Int 1 (-2) Cha 9 (+2)

Poison Leaf Assassin Vine


A poison leaf assassin vine disguises itself as
natural overgrowth and waits for prey to come within
reach of its long tendrils. The plant can uproot itself to
move, but usually only does so to escape if faced with
ranged foes wielding fire.

Assassin Vine Lore


A character knows the following information with
a successful Nature skill check.
DC 15: Assassin vines and choke creepers are self-
animate plants that lash out at living creatures and
squeeze them to death. They are difficult to detect from
regular overgrowth.
DC 20: Assassin vines are sometimes used as
guardians by fey creatures or druids, though they are not
intelligent enough to distinguish friend from foe.

Encounter Groups
Assassin vines and choke creepers are often
employed as traps by fey creatures or used as guardians
in wilderness areas by druids.

Level 1 Encounter (500 XP)


♦ Choke Creeper (level 1 lurker)
♦ 2 Goblin Sharpshooters (level 2 artillery)
♦ Goblin Warrior (level 1 skirmisher)
♦ Goblin Hexer (level 3 controller (leader))

Level 7 Encounter (1,500 XP)


♦ Dryad (level 9 skirmisher)
♦ 2 Poison Leaf Assassin Vine (level 6 lurker)
♦ 2 Vine Horror Spellfiend (level 7 artillery)

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4E Races and Classes
Athach Chieftain Level 14 Solo Brute (Leader)
Athach Huge Natural Humanoid (giant) XP 5,000
Initiative +8 Senses Perception +8
Athach are a bizarre race of giants created by HP 344; Bloodied 172
the primordials. They are cruel hunters and marauders AC 28; Fortitude 31, Reflex 25, Will 22
who delight in shiny baubles. Resist 15 poison
Saving Throws +5
Athach Hunter Level 12 Elite Brute Speed 8
Huge natural humanoid (giant) XP 1,400 Action Points 2
Initiative +7 Senses Perception +7, low-light vision M Club (standard; at-will) Weapon
HP 323; Bloodied 161 Reach 3; +17 vs. AC; 2d8 + 6 damage
AC 26; Fortitude 28, Reflex 21, Will 23
m Drubbing (standard; at-will) Weapon
Resist 10 poison
Reach 3; +17 vs. AC; make two attacks each
Saving Throws +2
against 3 targets; 2d8 + 6 damage
Speed 8
Action Points 1 m Beatdown (standard; at-will) Weapon
If an athach chieftain starts its turn with a grabbed
M Club (standard; at-will) Weapon target, it deals 4d8 + 12 damage.
Reach 3; +15 vs. AC; 2d8 + 5 damage
m Pounding Assault (standard; at-will) Weapon m Backhand (immediate reaction; when first bloodied)
Reach 3; +17 vs. AC; 2d6 + 6 damage and target is
Reach 3; +15 vs. AC; make three attacks; 2d8 + 5
shifted 3 squares through the air and lands prone.
damage
M Bite (standard; at-will) Poison m Bite (standard; at-will) Poison
+17 vs. AC; 1d8 + 5 damage and ongoing 5 poison
+15 vs. AC; 1d8 + 5 damage and ongoing 5 poison
damage (save ends).
damage (save ends).
r Hurl Rock (standard; at-will) r Hurl Rock (standard; at-will)
Ranged 20; +15 vs. Reflex; 2d6 + 6 damage and the
Ranged 20; +13 vs. Reflex; 2d6 + 5 damage and the
target is dazed (save ends).
target is dazed (save ends).
Rage of the Athach (minor; encounter)
Alignment Chaotic Evil Languages Giant
Close Burst 10; All athach in range gain a +2 bonus
Skills Athletics +19
to hit and deal an extra +1d8 damage until the end
Str 26 (+14) Dex 13 (+7) Wis 12 (+7)
of the athach’s next turn
Con 21 (+11) Int 7 (+4) Cha 6 (+4)
Alignment Chaotic Evil Languages Giant
Equipment 3 clubs
Skills Athletics +20, Intimidate +12
Str 27 (+15) Dex 13 (+8) Wis 12 (+8)
Athach Hunter Tactics Con 22 (+13) Int 7 (+5) Cha 10 (+7)
An athach usually bounds towards opponents Equipment 3 clubs
with a roar, pummeling foes with its pounding assault
once in melee range. It uses its bite attack against foes
Athach Chieftain Tactics
likely to attempt to break away from melee, such as
An athach chieftain uses rage of the athach to
archers or spellcasters.
bolster itself and its brethren, then charges into melee to
deliver drubbings to its opponents. If given a chance, it
will grab an adjacent attacker and use its beatdown on
them. When it uses its backhand it generally targets the
opponent that bloodied it, but if unable to reach the foe,
it backhands a nearby opponent attempting to knock
them into the responsible attacker.

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4E Races and Classes
Athach Witcheye Level 13 Elite Controller
Huge natural humanoid (giant) XP 1,600
Initiative +7 Senses Perception +11
HP 262; Bloodied 131
AC 27; Fortitude 27, Reflex 22, Will 25
Resist 10 poison
Saving Throws +2
Speed 8
Action Points 1
M Claws (standard; at-will)
Reach 3; +18 vs. AC; 1d10 + 6 damage
R Poison curse (standard; at-will) Curse, Poison
Ranged 10;+16 vs. Will; make three attacks; 1d10 +
6 poison damage and ongoing 10 poison damage
(save ends).
a Hold Fast (standard; recharges when no targets are
immobilized)
Area burst 1 in 10; +14 vs. Reflex; target is
immobilized (save ends).
r Healing Word (minor; encounter) Healing
Ranged 5; Target can spend a healing surge to
regain hit points
Alignment Chaotic Evil Languages Giant
Skills Religion +16
Str 24 (+13) Dex 13 (+7) Wis 20 (+11)
Con 19 (+10) Int 9 (+5) Cha 6 (+4)

Athach Witcheye Tactics


An athach witcheye keeps its distance from
opponents, casting its poison curse amid enemies and
using hold fast to immobilize opponents so that their
athach allies can pound on their foes using reach to
negate counterattacks. An athach targets prefers
withhold and target leaders with its healing word, but will
use it on others as needed if no leader is present.
An athach witcheye only uses its claws as a last
ditch defense against melee attackers, and will attempt
to disengage from such opponents as quickly as
possible.

Athach Lore
A character knows the following information
about athach with a successful Nature check.
DC 15: Athach are three-armed, primitive brutes who
raid the countryside for food and goods. They have a
poisonous bite and are skilled with using multiple
weapons at once.
DC 20: Athach have a penchant for jewelry, and an
athach’s status in a clan can usually be determined by
the amount of jewelry and tattooing it bears.

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4E Races and Classes
Aurumvorax Lore
Aurumvorax A character that makes a successful Nature
check knows the following information.
Aurumvorax, or “golden gorgers” are dangerous DC 20: Aurumvorax, or “golden gorgers” are badger-like
carnivores that live in hilly areas. creatures with eight powerful legs and a nasty
disposition. Dwarven nobles who prize their golden fur
Aurumvorax Hunter Level 8 Elite Brute sometimes keep them as pets.
Small natural beast XP 700 DC 25: Aurumvorax actually devour gold, and actually
Initiative +6 Senses Perception +11, low-light vision excrete it in their golden hair. The hide of an
HP 134; Bloodied 67 aurumvorax is alone worth 1,700 gp or more.
AC 22; Fortitude 23, Reflex 21, Will 19
Resist 10 fire, 20 poison Encounter Groups
Saving Throws +2 Aurumvorax tend to be loners, but are
Speed 5, burrow 3 sometimes used as attack animals by dwarves.
Action Points 1
M Claws and bite (standard; at-will)
+11 vs. AC; 2d4 + 5 damage; make a secondary
attack; +9 vs. AC; 2d4 + 5 damage
m Deathgrip (standard; encounter)
+9 vs. Fortitude; 2d4 + 5 damage and the target is
grabbed (until escape). The aurumvorax gains a +4
bonus when attempting to maintain the grab.
m Claw Flurry (standard; at-will)
+9 vs. Reflex; make three attacks against a
grabbed target; 2d4 + 5 damage
c Berserk Slash (immediate reaction; when first
bloodied)
Close burst 1; +9 vs. Reflex; 2d4 + 5 damage.
Alignment Unaligned Languages -
Skills Athletics +13
Str 19 (+8) Dex 15 (+6) Wis 15 (+6)
Con 17 (+7) Int 2 (+0) Cha 13 (+5)

Aurumvorax Hunter Tactics


An auromvorax charges its prey, clawing and
biting. It attempts to get a deathgrip on a foe and then
use its claw flurry to rend the opponent to pieces. Once
engaged, aurumvorax are known for fighting to the
death.

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4E Races and Classes
Giant Eagle Level 5 Skirmisher
Avian Large natural magical beast (avian, mount) XP 200
Initiative +7 Senses Perception +9
HP 60; Bloodied 30
Avians encompass a large range of birds including AC 19; Fortitude 18, Reflex 18, Will 17
predatory birds, scavengers like vultures and songbirds. Speed 2, fly 15
M Talons (standard; at-will)
Eagle +10 vs. AC; 1d8 + 3 damage
These stats can also be used to represent m Taloned Attack (while mounted by a friendly rider of
vultures and other large birds. 5th level or higher; at-will) Mount
When it charges, the eagle makes a claw attack in
Predatory Eagle Level 0 Skirmisher addition to its rider’s charge attack.
Small natural beast (avian) XP 12 Swoop
Initiative +4 Senses Perception +7 If a giant eagle moves at least 8 squares, it deals
HP 10; Bloodied 5 +1d6 damage
AC 14; Fortitude 13, Reflex 13, Will 12 Alignment Unaligned Languages -
Speed 2, fly 15 Str 18 (+6) Dex 17 (+5) Wis 14 (+4)
M Swooping Talons (standard; encounter) Con 12 (+3) Int 10 (+2) Cha 10 (+2)
+5 vs. AC; Eagle must move at least 3 squares; 1d4
damage
Harrier (standard; at-will) Hawk
Eagle moves its speed and may pass through one These stats can be used to represent almost
opponent’s space. That opponent grants combat any small predatory bird including cranes and
advantage until the start of its next turn. kingfishers.
Alignment Unaligned Languages -
Str 10 (+0) Dex 15 (+2) Wis 14 (+2)
Con 15 (+2) Int 2 (-4) Cha 6 (-2) Hunting Hawk Level 0 Skirmisher
Tiny natural beast (avian) XP 12
Initiative +5 Senses Perception +7
HP ; Bloodied A minion never takes damage on a miss
AC 14; Fortitude 11, Reflex 14, Will 12
Speed 2, fly 12 (hover)
M Talons (standard; encounter)
+5 vs. AC; Hawk must move at least 3 squares; 1d2
damage
Harrier (standard; at-will)
Hawk moves its speed and may pass through one
opponent’s space. That opponent grants combat
advantage until the start of its next turn.
Alignment Unaligned Languages -
Str 6 (-2) Dex 17 (+3) Wis 14 (+2)
Con 10 (+0) Int 2 (-4) Cha 6 (-2)

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4E Races and Classes
Owl Raven
These stats can be used to represent most small
Barn Owl Level 0 Lurker carnivorous birds including sea gulls and thrush.
Tiny natural beast (avian) XP 12
Initiative +7 Senses Perception +7, low-light vision Common Raven Level 0 Skirmisher
HP 6; Bloodied 3 Tiny natural beast (avian) XP 12
AC 14; Fortitude 11, Reflex 14, Will 12 Initiative +4 Senses Perception +2
Speed 2, fly 8 (hover) HP 8; Bloodied 4
M Talons (standard; encounter) AC 14; Fortitude 11, Reflex 14, Will 12
+5 vs. AC; Owl must move at least 3 squares; 1d2 Speed 2, fly 12 (hover)
damage M Peck (standard; encounter)
Alignment Unaligned Languages - +5 vs. AC; 1 damage
Skills Stealth +11 Alignment Unaligned Languages -
Str 4 (-3) Dex 17 (+3) Wis 14 (+2) Str 1 (-5) Dex 15 (+2) Wis 14 (+2)
Con 10 (+0) Int 2 (-4) Cha 4 (-3) Con 10 (+0) Int 2 (-4) Cha 6 (-2)

Giant Owl Level 3 Skirmisher


Large natural magical beast (avian) XP 150
Initiative +6 Senses Perception +8, low-light vision
HP 44; Bloodied 22
AC 17; Fortitude 17, Reflex 16, Will 15
Speed 2, fly 15
M Talons (standard; at-will)
+8 vs. AC; 1d6 + 3 damage
Swoop
If a giant owl moves at least 8 squares, it deals +1d6
damage
Alignment Unaligned Languages –
Skills Stealth +9
Str 18 (+5) Dex 17 (+4) Wis 14 (+3)
Con 12 (+2) Int 10 (+1) Cha 10 (+1)

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4E Races and Classes
Crimson-striped Badger Level 3 Elite Brute
Badger Medium natural beast XP 300
Initiative +4 Senses Perception +2, low-light vision
HP ; Bloodied A minion never takes damage on a miss
Forest Badger Level 0 Brute AC 17; Fortitude 19, Reflex 18, Will 15
Small natural beast XP 12 Saving Throws +2
Initiative +3 Senses Perception +1, low-light vision Speed 6, burrow 2
HP 12; Bloodied 6 Action Points 1
AC 15; Fortitude 13, Reflex 14, Will 12 M Claws and bite (standard; at-will)
Speed 6, burrow 2 +6 vs. AC; 1d6 + 3 damage
M Claw and bite (standard; at-will) on a hit make a secondary attack; +6 vs. AC; 1d10 +
+3 vs. AC; 1 damage 3 damage
Rage (immediate reaction; when first bloodied) c Frenzy (standard; encounter; recharges when first
A badger gains a +2 bonus to attack and damage, bloodied)
but takes a –2 penalty to AC until the end of the close burst 1; +4 vs. AC; 1d6 + 3 damage
encounter. on a hit make a secondary attack; +4 vs. AC; 1d10 +
Hard to Hold 3 damage.
A badger gains a +4 bonus when attempting to Rage (immediate reaction; when first bloodied)
escape a grab. A badger gains a +2 bonus to attack and damage,
Alignment Unaligned Languages - but takes a –2 penalty to AC until the end of the
Str 8 (-1) Dex 17 (+3) Wis 12 (+1) encounter.
Con 15 (+2) Int 2 (-4) Cha 6 (-2) Hard to Hold
A badger gains a +4 bonus when attempting to
escape a grab.
Alignment Unaligned Languages -
Str 16 (+4) Dex 17 (+4) Wis 14 (+2)
Con 19 (+5) Int 2 (-3) Cha 11 (+1)

Dire Badger Level 3 Brute


Medium natural beast XP 150
Initiative +4 Senses Perception +2, low-light vision
HP 59; Bloodied 29
AC 15; Fortitude 17, Reflex 16, Will 14
Speed 6, burrow 2
M Claws and bite (standard; at-will)
+6 vs. AC; 1d6 + 3 damage
on a hit make a secondary attack; +6 vs. AC; 1d10 +
3 damage
Rage (immediate reaction; when first bloodied)
A dire badger gains a +2 bonus to attack and
damage, but takes a –2 penalty to AC until the end
of the encounter.
Hard to Hold
A badger gains a +4 bonus when attempting to
escape a grab.
Alignment Unaligned Languages -
Str 14 (+3) Dex 17 (+4) Wis 12 (+2)
Con 19 (+5) Int 2 (-3) Cha 10 (+1)

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4E Races and Classes
Behemoth Clawfoot Behemoth Level 7 Skirmisher
(Deinonychus)
Medium natural beast (reptile) XP 300
Redhorn Clawfoot Level 15 Minion Initiative +7 Senses Perception +9
(Fiendish Deinonychus) HP 83; Bloodied 41
Medium natural beast (reptile) XP 300 AC 21; Fortitude 20, Reflex 19, Will 16
Initiative +9 Senses Perception +13 Speed 8
HP 1; A minion never takes damage on a miss M Talons (standard; at-will)
AC 29; Fortitude 27, Reflex 25, Will 23 +12 vs. AC; make two attacks; 1d8 + 5 damage
Speed 8 Pounce (standard; encounter)
M Talons (standard; at-will) The behemoth shifts 8 spaces and makes a talon
+20 vs. AC; make two attacks; 11 damage. attack.
Pounce (standard; encounter) Alignment Unaligned Languages -
The clawfoot shifts 8 spaces and makes a talon Skills Athletics
attack. Str 19 (+7) Dex 15 (+5) Wis 12 (+4)
Smite (minor; encounter) Con 19 (+7) Int 2 (-1) Cha 10 (+3)
The clawfoot gains a +2 bonus to hit and +7 damage
until the end of its turn. Clawfoot Behemoth Tactics
Alignment Unaligned Languages - Clawfoots prefer to strike from ambush,
Skills Athletics +16 pouncing upon a foe and circling prey as it tears its foes
Str 19 (+11) Dex 15 (+7) Wis 12 (+8) apart. If met with strong resistance, it will bound away to
Con 19 (+11) Int 2 (+3) Cha 10 (+7) strike again when its foe lets its guard down.

Redhorn Clawfoot Tactics


A redhorn clawfoot prefers to strike from
ambush, using its pounce ability to quickly close with a
target. It couples its initial attack with a smite, hoping to
take foes down in a flurry of rending claws.

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4E Races and Classes
Shieldhorn Behemoth Level 11 Soldier Soarwing Behemoth Level 5 Skirmisher
(Triceratops) (Pteradon)
Large natural beast (reptile) XP 600 Large natural beast (reptile) XP 200
Initiative +7 Senses Perception +6 Initiative +6 Senses Perception +9
HP 117; Bloodied 58 HP 64; Bloodied 32
AC 29; Fortitude 27, Reflex 20, Will 20 AC 19; Fortitude 18, Reflex 17, Will 17
Speed 7 Speed 4, fly 15
M Gore (standard; at-will) M Bite (standard; at-will)
+18 vs. AC; 2d6 + 5 damage and the target is +10 vs. AC; 1d6 + 4 damage
marked until the end of the behemoth’s next turn. Flyby Attack (standard; at-will)
m Powerful charge (standard; at-will) The behemoth moves its speed and may make a
When a behemoth charges, it deals +2d6 damage. basic attack anywhere along its movement. It
m Trample (standard; at-will) completes it move after making the attack.
The behemoth moves its speed and passes over Mobility
one or more targets, make an attack against each If the behemoth moves at least 8 squares, it gains a
target; +16 vs. Reflex; 2d6 + 5 damage and target is +4 bonus to defenses against opportunity attacks.
knocked prone. Alignment Unaligned Languages -
Alignment Unaligned Languages - Str 18 (+6) Dex 15 (+4) Wis 15 (+4)
Str 26 (+13) Dex 11 (+5) Wis 12 (+6) Con 16 (+5) Int 2 (-2) Cha 11 (+2)
Con 21 (+10) Int 1 (+0) Cha 7 (+3)
Soarwing Behemoth Tactics
Shieldhorn Behemoth Tactics A soarwing uses it flyby attack to bite at targets
A shieldhorn rushes foes, attempting to trample on the move. Once it has bloodied them, it will land and
smaller targets underfoot. If possible, it will rush a single attempt to finish its prey off in melee combat. If
foe with a powerful charge and gore the enemy. Once bloodied, it usually takes wing and seeks easier prey
engaged, shieldhorns rarely back down, even in the face elsewhere.
of imminent death.

Page 307 of 521


4E Races and Classes
Titanjaw Behemoth Level 12 Elite Brute
(Tyrannosaurus Rex)
Huge natural beast (reptile) XP 1,400
Initiative +7 Senses Perception +8
HP 344; Bloodied 172
AC 26; Fortitude 28, Reflex 23, Will 22
Saving Throws +2
Speed 8
Action Points 1
M Bite (standard; at-will)
Reach 3;+24 vs. AC; 3d6 + 5 damage
m Vise bite (standard; against bloodied opponent)
Reach 3;+24 vs. AC; 3d6 + 5 damage and the target
is grabbed.
m Devour (standard; at will)
If the behemoth starts its turn with a grabbed
bloodied opponent it makes an attack against the
grabbed creature; +22 vs. Fortitude; on a hit, the
target is swallowed (no save) and takes 10 damage
plus 10 acid damage on subsequent rounds at the
start of the behemoth’s turn while swallowed.
c Tail Slap (standard; encounter)
Close blast 3;+20 vs. Reflex; 4d8 + 5 damage and
target is knocked prone if it is Large size or smaller.
Alignment Unaligned Languages -
Str 28 (+15) Dex 12 (+7) Wis 15 (+8)
Con 21 (+11) Int 2 (+2) Cha 10 (+6)

Titanjaw Behemoth Tactics


Titanjaws charge into combat, using their powerful
bite to rend foes. If assailed by multiple attackers, it
attempts to use its tail to clear away foes so it can
concentrate on a lone creature. It hungrily devours
injured prey, but will often retreat to seek easier prey if
reduced to a bloody state.

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4E Races and Classes
Lightningtooth Behir Level 12 Elite Artillery
Behir Huge natural magical beast XP 1,400
Initiative +7 Senses Perception +8, low-light vision
Behirs are reptilian creatures that were created HP 198; Bloodied 99
by the primordial, giving them strong elemental ties. AC 26; Fortitude 29, Reflex 23, Will 22
Immune lightning
Flamestongue Behir Level 19 Elite Artillery Saving Throws +2
Huge natural magical beast XP 4,800 Speed 8, climb 3
Initiative +11 Senses Perception +8, low-light vision Action Points 1
Flaming body aura 3; creatures that start their turn in C Lightning breath (standard; recharge 5 6)
the aura take 5 fire damage Lightning
HP 198; Bloodied 99 Close blast 5;+15 vs. Reflex; 3d10 + 5 lightning
AC 26; Fortitude 29, Reflex 23, Will 22 damage
Immune Fire
M Bite (standard; at-will)
Saving Throws +2
Reach 3;+19 vs. AC;1d8 + 5 damage and the target
Speed 8, climb 3
is grabbed (until escape)
Action Points 1
C Fire breath (standard; recharge 5 6) Fire m Lightning Vise (standard; at-will) Lightning
If a behir begins its turn with a target grabbed, it
Close blast 5; +22 vs. Reflex; 4d12 + 7 damage
makes an attack against the grabbed creature: +17
M Blazing Bite (standard; at-will) Fire vs. Reflex; 2d8 + 5 lightning damage. Miss: half
+26 vs. AC; 2d6 + 7 damage and target is grabbed damage
(until escape) and takes ongoing 10 fire damage
m Swallow (standard; at-will)
(save ends).
A behir attempts to swallow a bloodied medium or
m Fiery Vise (standard; at will) Fire opponent it is grabbing; +17 vs. Fortitude; on a hit,
If a behir begins with a target grabbed, it makes an the target is swallowed (no save) and takes 10
attack against the grabbed creature: +24 vs. Reflex; damage plus 10 acid damage on subsequent rounds
3d8 + 7 fire damage. Miss: half damage. at the start of the behir’s turn while swallowed.
m Swallow (standard; at-will) Alignment Unaligned Languages -
A behir attempts to swallow a bloodied medium or Str 26 (+14) Dex 13 (+7) Wis 14 (+8)
opponent it is grabbing; +24 vs. Fortitude; on a hit, Con 21 (+11) Int 7 (+4) Cha 12 (+7)
the target is swallowed (no save) and takes 15
damage plus 15 acid damage on subsequent rounds Lightningtooth Behir Tactics
at the start of the behir’s turn while swallowed. A lightningtooth behir opens up combat with its
Alignment Unaligned Languages - lightning breath, then moves in to bite opponents. Once
Str 28 (+18) Dex 15 (+11) Wis 14 (+11) it grabs an opponent it wraps about the opponent in its
Con 21 (+14) Int 7 (+7) Cha 12 (+10) body, allowing it to continue to bite and breathe while it

Flamestongue Behir Tactics


A flamestongue behir opens up with fire breath,
then attempts to close with opponents, keeping them in
its flaming body aura. It bites opponents while it awaits
its breath to recharge, transferring bitten opponents from
its mouth to its coils to squeeze them in a fiery vise.
Once an opponent is bloodied, it attempts to swallow
them and bite a new opponent to hold in its fiery vise.

Page 309 of 521


4E Races and Classes
crushes the grabbed opponent with lightning vise. Once Encounter Groups
it has bloodied an opponent, it swallows them, then Behirs can be found in caverns or other
attempts to grab another and squeeze the life from it in secluded areas and are sometimes captured and made
its lightning vise. into guardian creatures by powerful beings. Sometimes,
ignorant peasants mistake the creatures for dragons,
Poisonbreath Behir Level 8 Elite Artillery and attempt to appease the beast with treasure and
Huge natural magical beast XP 700 food, encouraging the creature to stay and produce
Initiative +5 Senses Perception +6, low-light vision offspring.
HP 144; Bloodied 72
AC 22; Fortitude 24, Reflex 20, Will 19
Immune Poison
Saving Throws +2
Speed 8, climb 3
Action Points 1
C Poison breath (standard; recharge 5 6) Poison
Close blast 5;+11 vs. Reflex; 3d8 + 5 poison
damage and ongoing 5 poison damage (save ends)
M Bite (standard; at-will)
Reach 3;+15 vs. AC;1d8 + 5 damage and the target
is grabbed (until escape)
m Coiling Vise (standard; at-will)
If a behir begins its turn with a target grabbed, it
makes an attack against the grabbed creature: +13
vs. Reflex; 1d8 + 5 damage. Miss: half damage
m Swallow (standard; at-will)
A behir attempts to swallow a bloodied medium or
opponent it is grabbing; +13 vs. Fortitude; on a hit,
the target is swallowed (no save) and takes 5
damage plus 5 acid damage on subsequent rounds
at the start of the behir’s turn while swallowed.
Alignment Unaligned Languages -
Str 21 (+9) Dex 13 (+5) Wis 14 (+6)
Con 18 (+8) Int 7 (+2) Cha 12 (+5)

Poisonbreath Behir Tactics


A poisonbreath behir opens up combat with its
poison breath, then moves in to bite opponents. Once it
grabs an opponent it wraps about the opponent in its
body, allowing it to continue to bite and breathe while it
crushes the grabbed opponent with coiling vise. Once it
has bloodied an opponent, it swallows them, then
attempts to grab another and squeeze the life from it in
its coiling vise.

Behir Lore
A character knows the following information with
a successful Nature or Arcana check.
DC 15: a behir is a bizarre reptilian creature with a
strong elemental affinity. They can breath poison or
various other forms of energy and will enwrap foes in
their vicious, snake-like coils to squeeze the life out of
them before devouring its prey whole.
DC 20: The most dangerous behir is a flamestongue
behir, which is wrapped in unending flames. Even those
approaching the beast can be burned to cinders, and its
fiery bite sets all it touches alight.

Page 310 of 521


4E Races and Classes
Dromedary Camel Level 1 Brute
Camel Large natural beast (mount) XP 100
Initiative +5 Senses Perception +5
Camels are desert and badland-dwelling HP 26; Bloodied 13
creatures capable of going for long times without food or AC 13; Fortitude 15, Reflex 14, Will 12
water. Bactrian camels have a single hump for storing Speed 8
food, while a dromedary has two humps.
M Bite (standard; at-will)
+4 vs. AC; 1d4 + 3 damage
Bactrian Camel Level 1 Skirmisher Spit (standard; encounter)
Large natural beast (mount) XP 100 Ranged 2;+4 vs. Reflex; target is dazed until the end
Initiative +5 Senses Perception +5 of the camel’s next turn.
HP 26; Bloodied 13 Sure-footed
AC 15; Fortitude 15, Reflex 14, Will 12 A dromedary camel pays 1 less square when
Speed 10 entering difficult terrain.
M Bite (standard; at-will) Alignment Unaligned Languages -
+6 vs. AC; 1d4 + 3 damage Skills Endurance +8
Spit (standard; encounter) Str 18 (+4) Dex 16 (+3) Wis 11 (+0)
Ranged 2;+4 vs. Reflex; target is dazed until the end Con 16 (+3) Int 2 (-4) Cha 4 (-3)
of the camel’s next turn.
Alignment Unaligned Languages - Dromedary Camel Tactics
Skills Endurance +7 Dromedary camels shy from combat and use
Str 18 (+4) Dex 16 (+3) Wis 11 (+0) their spit attack to get a jump on opponents as it flees. It
Con 14 (+2) Int 2 (-4) Cha 4 (-3) only uses its bite attack if cornered.

Bactrian Camel Tactics


Bactrian camels shy from combat, and will spit
when feeling churlish or if threatened, and then run if still
faced with danger.

Bactrian War Camel Level 3 Skirmisher


Large natural beast (mount) XP 150
Initiative +6 Senses Perception +5
HP 40; Bloodied 20
AC 17; Fortitude 18, Reflex 16, Will 14
Speed 10
M Bite (standard; at-will)
+8 vs. AC; 1d4 + 3 damage
Charger (while mounted by a friendly rider of 3rd level or
higher; at-will) Mount
The war camel grants its rider a +5 bonus to
damage rolls on charge attacks.
Spit (standard; encounter)
Ranged 2; +6 vs. Reflex; target is dazed until the
end of the camel’s next turn.
Alignment Unaligned Languages -
Skills Endurance +9
Str 20 (+6) Dex 16 (+4) Wis 11 (+1)
Con 16 (+4) Int 2 (-3) Cha 5 (-2)

Bactrian War Camel Tactics


Swift creatures trained for battle, Bactrian war
camels only lash out with their bite when engaged in
melee. They rarely use their spit in full-blown combat,
and prefer to use it to keep anyone but their rider at bay.

Page 311 of 521


4E Races and Classes
Bovine Plains Bison Level 3 Brute
Large natural beast XP 150
Initiative +1 Senses Perception +1
Domestic Cattle Level 2 Brute HP 56; Bloodied 28
Large natural beast (mount) XP 125 AC 15; Fortitude 19, Reflex 13, Will 14
Initiative +1 Senses Perception +1 Speed 8
HP 44; Bloodied 22 M Gore (standard; at-will)
AC 14; Fortitude 17, Reflex 13, Will 13 +6 vs. AC; 1d8 + 3 damage and the target is
Speed 8 knocked prone.
M Attack (action; recharge) Stampede (standard; encounter)
+5 vs. AC; 1d8 + 3 damage and the target is The plains bison moves it speed and can pass
knocked prone. through enemy squares, make an attack; +4 vs. AC;
Stampede (standard; encounter) 1d6 + 3 damage and the target is knocked prone.
The domestic cattle moves it speed and can pass Alignment Unaligned Languages -
through enemy squares, make an attack; +4 vs. AC; Str 22 (+7) Dex 10 (+1) Wis 11 (+1)
1d6 + 3 damage and the target is knocked prone. Con 16 (+4) Int 2 (-3) Cha 4 (-2)
Alignment Unaligned Languages -
Str 21 (+6) Dex 10 (+1) Wis 11 (+1) Plains Bison Tactics
Con 14 (+3) Int 2 (-3) Cha 4 (-2) A plains bison is usually only attacks when it
feels its herd is threatened. It usually charges and gores
Domestic Cattle Tactics an opponent, only stampeding when frightened out of its
A domestic cattle is skittish and usually only wits.
attacks when it feels threatened. It usually charges and
gores an opponent, only stampeding when frightened
out of its wits.

Page 312 of 521


4E Races and Classes
Bullywug Bullywug Warrior Level 2 Skirmisher
Medium natural humanoid (amphibian) XP 125
Bullywugs are frog-headed creatures that dwell Initiative +6 Senses Perception +2
in swamps and other fetid areas, raiding, pillaging and HP 38; Bloodied 19
engaging in wanton destruction for reasons only known AC 16; Fortitude 15, Reflex 15, Will 14
to their kind. Speed 4 (swampwalk), swim 6
M half-spear (standard; at-will)
Bullywug Thug Level 2 Minion +7 vs. AC; 1d6 + 3 damage
Medium natural humanoid (amphibian) XP 32 Leap Attack
Initiative +6 Senses Perception +2 A charging bullywug ignores difficult terrain and can
HP 1; A minion never takes damage on a miss pass through the squares of enemy characters. It
AC 16; Fortitude 15, Reflex 15, Will 14 cannot end its movement in another creature’s
Speed 4 (swampwalk), swim 6 square.
M half-spear (standard; at-will) Avoiding Bound (immediate interrupt; encounter)
+7 vs. AC; 4 damage Triggered when the bullywug is attacked by a melee
Leap Attack attack; A bullywug shifts one square.
A charging bullywug ignores difficult terrain and can Alignment Evil Languages Common
pass through the squares of enemy characters. It Skills Athletics +9
cannot end its movement in another creature’s Str 16 (+4) Dex 16 (+4) Wis 13 (+2)
square. Con 14 (+3) Int 11 (+1) Cha 10 (+1)
Alignment Evil Languages Common Equipment leather armor, half-spear
Skills Athletics +9
Str 16 (+4) Dex 16 (+4) Wis 13 (+2) Bullywug Warrior
Con 14 (+3) Int 11 (+1) Cha 10 (+1) A bullywug warrior urges its comrades forward
Equipment leather armor, half-spear before moving in to attacking. A bullywug warrior often
picks a fearsome or skilled opponent to attack to
Bullywug Thug Tactics increase its own reputation if it wins. It will charge into
A bullywug charges forwards in a hopping gait the fray, and uses its avoiding bound to jump back from
towards opponents and attacks with its half-spear. They melee opponents, causing their attacks to miss.
are hesitant to face fire magic, but will quickly descend Bullywug warriors prefer to fight one-on-one until
on any weak-looking prey, especially if they outnumber bloodied by an opponent, then it demands help from its
their opponents. comrades to put down its foe.

Page 313 of 521


4E Races and Classes
Bullywug Bull Level 5 Elite Brute
Bullywug Captain Level 4 Soldier (Leader) Medium natural humanoid (amphibian) XP 200
Medium natural humanoid (amphibian) XP 175 Initiative +4 Senses Perception +3
Initiative +7 Senses Perception +2 HP 159; Bloodied 79
HP ; Bloodied A minion never takes damage on a miss AC 17; Fortitude 19, Reflex 17, Will 16
AC 20; Fortitude 17, Reflex 17, Will 15 Resist 10 poison
Speed 4 (swampwalk), swim 6 Saving Throw +2
M Bastard sword (standard; at-will) Speed 4 (swampwalk), swim 6
+11 vs. AC; 1d10 + 4 damage and the target is Action Points 1
marked. M Slam (standard; at-will)
C Lashing Tongue (standard; at-will) +8 vs. AC; 2d6 + 4 damage
Close blast 2;+9 vs. Reflex; one creature; target is C Lashing Tongue (standard; at-will)
grabbed (until escape). As a move action, the Close blast 2;+7 vs. Reflex; one creature; target is
bullywug can pull a grabbed target 1 square. grabbed (until escape). As a move action, the
c Bully (move; at-will) bullywug can pull a grabbed target 1 square.
Close burst 5; targets one bullywug; bullywug shifts one Bounding Assault (standard; recharge 5 6)
square and makes a basic attack The bullywug shifts 3 squares and makes a slam
Leap Attack attack. If the slam attack hits, the target is knocked
A charging bullywug ignores difficult terrain and can prone. A bullywug can use leap attack with
pass through the squares of enemy characters. It bounding assault.
cannot end its movement in another creature’s Leap Attack
square. A charging bullywug ignores difficult terrain and can
Avoiding Bound (immediate interrupt; encounter) pass through the squares of enemy characters. It
Triggered when the bullywug is attacked by a melee cannot end its movement in another creature’s
attack; The bullywug shifts one square. square.
Alignment Evil Languages Common Avoiding Bound (immediate interrupt; recharges when
Skills Athletics +10 first bloodied)
Str 17 (+5) Dex 17 (+5) Wis 13 (+2) Triggered when the bullywug is attacked by a melee
Con 14 (+3) Int 11 (+1) Cha 10 (+1) attack; The bullywug shifts one square.
Equipment leather armor, bastard sword, shield Alignment Evil Languages Common
Skills Athletics +12
Str 20 (+7) Dex 15 (+4) Wis 13 (+3)
Bullywug Captain Tactics Con 13 (+3) Int 11 (+2) Cha 10 (+2)
A bullywug captain sends other bullywugs into
combat while it hangs back and directs. It uses it bully
ability to coerce bullywugs to flank and attack Bullywug Bull Tactics
opponents. If it spots easy prey, the bullywug captain A bullywug bull opens combat with a bounding
moves towards the target and strikes with its bastard assault. Once engaged in melee it attempts to grab a
sword, using its avoiding bound to shift away from melee foe with its lashing tongue and pound on it with its slam
attacks. A bullywug captain uses is lashing tongue on attack.
opponents who attempt to escape melee.

Page 314 of 521


4E Races and Classes
Bullywug Hopping Prophet Tactics
Bullywug Hopping Prophet Level 4 Artillery A bullywug hopping prophet attempts to keep its
Medium natural humanoid (amphibian) XP 175 distance, summoning a lesser minion (usually 2 zombie
Initiative +5 Senses Perception +5 rotters) to attack foes. It will keep its distance, curse an
Fetid Waters aura 4; water terrain becomes swamp and opponent and blast that foe with its eldritch blast. It will
difficult terrain in aura use freezing darkness and/or its orb of prophesy to open
HP 45; Bloodied 22 a target up for a combined assault with its summoned
AC 16; Fortitude 16, Reflex 16, Will 17 minions or other bullywugs. If bloodied, a hopping
Speed 4 (swampwalk), swim 6 prophet seeks to flee the battlefield, screaming curses
M Dagger (standard; at-will) and vowing revenge as it flees.
+9 vs. AC; 1d4 + 4 damage
R Eldritch Blast (standard; at-will) Bullywug Lore
Ranged 10; +8 vs. Reflex; 1d10 + 4 damage A character who makes a successful Nature
R Frigid Darkness (standard; encounter) Cold, check knows the following information.
Fear DC 15: Bullywug are frog-like creatures that dwell in
Ranged 10; +8 vs. Fortitude; 2d8 + 4 cold damage swamps. They are highly aggressive and attack with
and the target grants combat advantage until the little reason or provocation.
end of the bullywug’s next turn. DC 20: There are legends of a powerful bullywug
theocracy hidden in the swamp lorded over by a
R Summon Lesser Minion (standard; daily) powerful demigod known as Wastri, the Hopping
Conjuration
Prophet. The center of this theocratic society is run from
Ranged 10; The bullywug summons two 3rd or 4th
a ruined, half-sunken fortress known as the Temple of
level minion into one square in range. As a move
the Frog.
action, the bullywug can command the minion to
move its speed and make an attack. The minion
remains until slain or 5 minutes pass. Encounter Groups
Bullywugs usually rove in marauding bands
R Wastri’s Curse (minor; at-will) under the guidance of a hopping prophet. They
Closest target visible; target takes +1d6 damage
occasionally work with other evil humanoids, but are
from bullywug’s ranged attacks
known to turn on their non-bullywug allies if the hunting
R Orb of Prophesy (free; encounter) is poor.
Ranged 10; target takes a –2 penalty to AC until the end
of the bullywug’s next turn.
Alignment Evil Languages Common
Skills Arcana +7, Athletics +8, Religion +10
Str 13 (+3) Dex 16 (+5) Wis 17 (+5)
Con 15 (+4) Int 11 (+2) Cha 10 (+2)
Equipment dagger

Page 315 of 521


4E Races and Classes
Jungle Tiger Level 5 Skirmisher
Cat Medium natural beast XP 200
Initiative +6 Senses Perception +8, low-light vision
HP 63; Bloodied 31
Great Cat AC 19; Fortitude 18, Reflex 17, Will 16
Speed 8
Eladrin Cat Level 2 Skirmisher M Claws and bite (standard; at-will)
Small natural beast XP 125 +10 vs. AC; 1d10 + 4 damage; make a secondary
Initiative +5 Senses Perception +7, low-light vision attack; +8 vs. AC; 2d6 + 4 damage
HP 36; Bloodied 18 Pounce (standard; encounter)
AC 16; Fortitude 13, Reflex 15, Will 13 The tiger shifts 6 squares and makes a claws and
Speed 8 bite attack.
M Claw and bite (standard; at-will) Alignment Unaligned Languages -
+7 vs. AC; 1d6 + 3 damage; make a secondary Skills Athletics +11, Stealth +9
attack on a hit; +7 vs. AC; 1d4 + 3 damage Str 18 (+6) Dex 15 (+4) Wis 12 (+3)
Fey Pounce (standard; encounter) Teleportation Con 15 (+4) Int 2 (-2) Cha 6 (+0)
The eladrin cat teleports 6 squares and makes a
claw and bite attack. Jungle Tiger Tactics
Alignment Unaligned Languages - A jungle tiger stalks its prey then pounces on its
Skills Stealth +8 foe. It attempts to swiftly take down a single foe with
Str 12 (+2) Dex 15 (+3) Wis 12 (+2) claws and bite. If faced with multiple aggressors or
Con 12 (+2) Int 12 (+2) Cha 10 (+1) staunch resistance, it retreats to a safe distance to
resume stalking or seeks easier prey.
Eladrin Cat Tactics
An eladrin cat stalks it prey from a hidden Mountain Lion Level 4 Skirmisher
position and uses it fey pounce to deliver a surprising Medium natural beast XP 175
attack. If this attack does not badly injure or take out a Initiative +7 Senses Perception +8, low-light vision
foe, the cat retreats to await its power to recharge and HP 55; Bloodied 27
strike again. AC 18; Fortitude 17, Reflex 17, Will 15
Speed 8
M Claws and bite (standard; at-will)
+9 vs. AC; 1d10 + 4 damage; make a secondary
attack; +7 vs. AC; 2d6 + 4 damage
Pounce (standard; encounter)
The lion shifts 6 squares and makes a claws and
bite attack.
Alignment Unaligned Languages -
Skills Athletics +11, Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 12 (+3)
Con 15 (+4) Int 2 (-2) Cha 6 (+0)

Mountain Lion Tactics


Mountain lions stalk their prey then pounce,
attempting to drag foes off where they can be dealt with
easier. If faced with multiple aggressors or staunch
resistance, it will retreat a safe distance to resume
stalking or seek easier prey.

Page 316 of 521


4E Races and Classes
Plains Lion Level 4 Soldier Savanna Cheetah Level 3 Skirmisher
Medium natural beast XP 175 Medium natural beast XP 150
Initiative +7 Senses Perception +8, low-light vision Initiative +7 Senses Perception +7, low-light vision
HP 57; Bloodied 28 HP 47; Bloodied 23
AC 20; Fortitude 16, Reflex 16, Will 16 AC 17; Fortitude 16, Reflex 17, Will 14
Speed 8 Speed 10
M Claws and bite(standard; at-will) M Claws and bite (standard; at-will)
+11 vs. AC; 1d10 + 4 damage and the target is +8 vs. AC; 1d10 + 3 damage and the target is
marked; make a secondary attack; +9 vs. AC; 2d6 + knocked prone; make a secondary attack; +6 vs.
4 damage AC; 1d6 + 3 damage
Pounce (standard; encounter) Sprint
The lion shifts 6 squares and makes a claws and Once per encounter, when a cheetah runs or
bite attack charges, it moves up to 105 squares.
Alignment Unaligned Languages – Pounce
Skills Stealth +10 A cheetah moves its speed and makes a claws and
Str 19 (+6) Dex 17 (+5) Wis 12 (+3) bite attack.
Con 17 (+5) Int 2 (-2) Cha 6 (+0) Alignment Unaligned Languages -
Skills Athletics +9, Stealth +10
Plains Lion Tactics Str 16 (+4) Dex 19 (+5) Wis 12 (+2)
Plains lions stalk their prey then pounce, using Con 15 (+2) Int 2 (-3) Cha 6 (-1)
their tremendous strength to take down foes and rend
them. Unlike other great cats, if faced with multiple Savanna Cheetah Tactics
aggressors or staunch resistance, it will fight against A savanna cheetah attempts to hide and sneak
such foes to the death. as close to an enemy before launching into a full-tilt run
after its prey. It combines its sprint and pounce ability to
Rain Forest Leopard Level 3 Skirmisher attempt to overtake its prey. If faced with powerful
Medium natural beast XP 150 opposition, the savanna cheetah generally departs to
Initiative +7 Senses Perception +7, low-light vision seek easier prey.
HP 47; Bloodied 23
AC 17; Fortitude 16, Reflex 17, Will 14
Speed 8
M Claws and bite (standard; at-will)
+8 vs. AC; 1d10 + 3 damage; make a secondary
attack; +6 vs. AC; 1d6 + 3 damage
Pounce (standard; encounter)
The leopard shifts 6 squares and makes a claws and
bite attack
Mobility
A leopard that moves at least 5 squares gains a +4
bonus to defenses against opportunity attacks.
Alignment Unaligned Languages -
Skills Acrobatics +10, Athletics +9, Stealth +10
Str 16 (+4) Dex 19 (+5) Wis 12 (+2)
Con 15 (+3) Int 2 (-3) Cha 6 (-1)

The statistics for the leopard can also be used to


represent jaguars and panthers.

Rain Forest Leopard Tactics


Rain forest leopards stalk their prey, often hiding
in trees and then pounce, attempting to drag foes off
where they can be dealt with easier. If faced with
multiple aggressors or staunch resistance, it will retreat a
safe distance to resume stalking or seek easier prey.

Page 317 of 521


4E Races and Classes
Hellcat
Tiefling Hellcat Level 2 Skirmisher
Beguiling Hellcat Level 6 Minion Small immortal magical beast XP 125
Medium immortal magical beast XP 62 Initiative +6 Senses Perception +7, darkvision
Initiative +8 Senses Perception +9, darkvision HP 37; Bloodied 18
HP 1; A minion never takes damage on a miss AC 16; Fortitude 14, Reflex 15, Will 14
AC 20; Fortitude 20, Reflex 18, Will 17 Resist 7 fire
Speed 8 Speed 8
M Fiery claws and bite (standard; at-will) Fire M Poison claws and bite (standard; at-will) Poison
+11 vs. AC; 5 damage plus 2 fire damage; make a +7 vs. AC; 1d6 + 3 damage and ongoing 2 poison
secondary attack; +9 vs. AC; 3 damage plus 2 fire damage (save ends); make a secondary attack; +5
damage. vs. AC; 1d4 + 3 damage and ongoing 3 poison
Pounce (standard; encounter) damage (save ends).
The hellcat shifts 6 squares and makes a fiery claws c Hellish Rebuke (immediate reaction; encounter)
and bite attack. Close burst 5; targets creature that just hit hellcat;
Light Invisibility the hellcat’s attacks deal an additional point of fire
In lit areas, a hellcat is invisible. damage against the target until the end of the
Alignment Evil Languages Supernal, telepathy encounter.
Skills Athletics +11, Stealth +11 Pounce (standard; encounter)
Str 17 (+6) Dex 17 (+6) Wis 13 (+4) The hellcat shifts 6 squares and makes a poison
Con 15 (+5) Int 12 (+4) Cha 10 (+3) claws and bite attack.
Alignment Unaligned Languages Common
Beguiling Hellcat Tactics Skills Stealth +9
A beguiling hellcat prefers to hide in brightly lit Str 12 (+2) Dex 17 (+4) Wis 12 (+2)
areas, ambushing targets with its pounce. It is fairly Con 13 (+3) Int 10 (+1) Cha 12 (+2)
cowardly, and will avoid fighting well-defended
opponents, trying to lure opponents aside with cries for Tiefling Hellcat
help or other such tactics. A tiefling hellcat prefers to strike from a position of
strength and from ambush. It uses hit and run tactics to
poison foes and back off to let the poison do its work and
minimize the potential damage it takes.

Page 318 of 521


4E Races and Classes
Housecat
Tressym Level 0 Skirmisher
Common Housecat Level 0 Skirmisher Tiny natural magical beast XP 12
Tiny natural beast XP 12 Initiative +4 Senses Perception +6, low-light vision
Initiative +4 Senses Perception +6, low-light vision HP 8; Bloodied 4
HP 8; Bloodied 4 AC 14; Fortitude 11, Reflex 14, Will 12
AC 14; Fortitude 11, Reflex 14, Will 12 Speed 4, fly 6
Speed 4 Scratch (standard; encounter)
Scratch (standard; encounter) +5 vs. AC; 1 damage
+5 vs. AC; 1 damage Distract (standard; encounter)
Alignment Unaligned Languages - +3 vs. Will ; target grants combat advantage to the
Str 3 (-4) Dex 15 (+2) Wis 12 (+1) tressym’s allies until the end of the combat
Con 10 (+0) Int 2 (-5) Cha 7 (-2) Alignment Unaligned Languages -
Str 3 (-4) Dex 15 (+2) Wis 12 (+1)
Con 10 (+0) Int 11 (+0) Cha 7 (-2)
Common Housecat
While it will not willingly attack something larger
than itself, a common housecat will stalk small prey, Tressym Tactics
often just for pleasure. Tressym avoid attacking any creature larger
than itself, though it might attempt to distract an
opponent for a moment to allow an ally or master to get
an opening in to take out an enemy.

Page 319 of 521


4E Races and Classes
Marsh Catoblepas Tactics
Catoblepas A marsh catoblepas attempts to close with
opponents, using its death gaze. It saves its death stare
Catoblepas are marsh-dwelling creatures who for those that attempt to pepper it at range. It uses its
gaze can kill a mortal being. Their very presence bite as a last resort to defend itself against those
poisons the land around them. resistant to its gaze.

Marsh Catoblepas Level 18 Solo Artillery Catoblepas Lore


Large natural beast XP 10,000 A character knows the following information with
Initiative +8 Senses Perception +10; low-light vision a successful Nature check.
Fetid Stench aura 3; enemies in aura suffer –2 penalty DC 15: Catoblepas are marsh-dwelling abominations
to attacks. that kill with a glance.
HP 860; Bloodied 430 DC 20: The catoblepas is surrounded by an aura of
AC 25 ; Fortitude 25, Reflex 19, Will 23 nauseating swamp gas that makes attacking the
Saving Throws +5 creature difficult.
Speed 6 DC 25: The catoblepas has a long-reaching gaze that
Action Points 2 can slay those who attempt to keep their distance.
M Bite (standard; at-will)
+21 vs. AC; 1d10+7 damage
c Death Gaze (standard; at will) Gaze, Necrotic
Close blast 5; +21 vs. Fortitude; 3d8 + 7 necrotic
damage, target is slowed and takes ongoing
damage 10 (save ends both).
First failed save: target is unconscious and takes
ongoing damage 5 (save ends both)
Second failed save: target reduced to –1 hit points
and is dying.
r Death Stare (encounter; recharge when first
bloodied) Gaze, Necrotic
Ranged 10; +21 vs. Fortitude; 4d12 + 7 necrotic
damage; target is slowed and takes ongoing
damage 10 (save ends both)
First failed save: target is unconscious and takes
ongoing damage 5 (save ends both)
Second failed save: target reduced to –1 hit points
and is dying.
Alignment Unaligned Languages -
Str 24 (+16) Dex 8 (+8) Wis 13 (+10)
Con 20 (+14) Int 2 (+5) Cha 25 (+16)

Page 320 of 521


4E Races and Classes
Encounter Groups
Cave Fisher Cave fishers sometimes lair in groups or may be
encountered dwelling with other insectile creatures that
do not pose it a threat.
Cavernous Cave Fisher Level 4 Lurker
Medium natural beast XP 175
Initiative +7 Senses Perception +8, darkvision
HP 44; Bloodied 22
AC 18; Fortitude 17, Reflex 15, Will 15
Speed 2, spider climb 2
M pinchers (standard; at-will)
+9 vs. AC; make two attacks; 1d4 + 4 damage
R Adhesive trapline (standard; at-will)
Ranged 20; +7 vs. Reflex; 1d4 +4 damage and the
target is grabbed (until escape). A cave fisher can
only grab one target at a time. As a move action, a
cave fisher can pull a grabbed opponent 3 squares.
m Numbing Toxin (minor; at-will) Poison
Targets grabbed creature
+7 vs. Fortitude; target is stunned (save ends)
Alignment Unaligned Languages -
Skills Stealth +8
Str 18 (+6) Dex 13 (+3) Wis 13 (+3)
Con 14 (+4) Int 2 (-2) Cha 8 (+1)

Cavernous Cave Fisher Tactics


A cave fisher hides on the ceiling or other high
location and waits for prey to come within range (usually
10 squares or less) and runs into the near-invisible
adhesive trapline. It then reels the target in and uses its
pinchers to eviscerate its prey. If bloodied, a cavernous
cave fisher usually releases its prey and scuttles off to
seek easier prey.

Cave Fisher Lore


A character that makes a successful
Dungeoneering check knows the following information.
DC 15: Cave fishers are subterranean insectiods that
use an adhesive tongue to snatch unwary prey. It then
draws them in and uses its pinchers to eviscerate the
target.

Page 321 of 521


4E Races and Classes
Astral Elephant Level 15 Minion
Celestial Animal Huge immortal beast XP 300
Initiative +7 Senses Perception +17
Celestial animals are creatures of the realms of HP 1; A minion never takes damage on a miss
good in the Astral Sea. They can be summoned by AC 27; Fortitude 27, Reflex 27, Will 27
magic or are sometimes sent by powers of the plane to Immune disease, fear Resist 20 poison
protect mortal beings. Speed 8
M Gore (standard; at-will)
Adamantine Rhino Level 10 Minion +18 vs. AC; 2d8 + 7 damage
Large immortal beast XP 125
m Slam and Stamp (standard; at-will)
Initiative +5 Senses Perception +11
+18 vs. AC; 1d10+7 damage; make a secondary
HP 1; A minion never takes damage on a miss
attack; +16 vs. AC; 2d8+7 damage
AC 26; Fortitude 26, Reflex 18, Will 20
Smite (minor; encounter)
Immune disease, fear Resist 10 poison
The elephant gains +2 to hit and deals +10 damage
Speed 6
until the end of its next turn.
M Gore (standard; at-will) Astral Charge (standard; encounter)
+17 vs. AC; 2d6 + 5 damage and the target is The astral elephant teleports 8 spaces and makes a
marked gore attack.
Powerful charge (standard; encounter) Alignment Good Languages -
When charging, a rhino deals +3 damage and the Str 30 (+17) Dex 10 (+7) Wis 21 (+12)
target is knocked prone Con 21 (+12) Int 2 (+3) Cha 7 (+5)
Smite (minor; encounter)
The rhino gains +2 to hit and deals +5 damage until
the end of its next turn. Astral Elephant Tactics
Alignment Good Languages - An astral elephant uses its smite and astral
Skills Endurance +15 charge to deliver a powerful first blow, then continues to
Str 26 (+13) Dex 10 (+5) Wis 13 (+6) attack in close quarters with its slam and stamp.
Con 21 (+10) Int 2 (+1) Cha 2 (+1)

Adamantine Rhino Tactics


An adamantine rhino charges into the fray, using
its powerful charge and smite to deliver a powerful first
blow.

Page 322 of 521


4E Races and Classes
Diamond Griffon Level 9 Minion Iron Bear Level 5 Minion
Large immortal beast XP 100 Medium immortal beast XP 50
Initiative +7 Senses Perception +10, low-light vision Initiative +3 Senses Perception +3
HP 1; A minion never takes damage on a miss HP 1; A minion never takes damage on a miss
AC 21; Fortitude 23, Reflex 21, Will 19 AC 17; Fortitude 18, Reflex 16, Will 16
Immune disease, fear Resist 14 poison Immune disease Resist 10 poison
Speed 6, fly 10, overland flight 15 Speed 8
M Claws and bite (standard; at-will) M Claws (standard; at-will)
+11 vs. AC; 6 damage; make a secondary attack; +9 +8 vs. AC; 1d8 + 4 damage.
vs. AC; 3 damage c Golden Bear Frenzy (standard; encounter)
Thunder Charge (standard; only while flying; at-will) Close burst 1; targets enemies; +8 vs. AC; 1d8 + 4
When the griffon charges, it gains a +4 bonus to its damage.
attack roll instead of the normal +1 bonus Smite (minor; encounter)
Smite (minor; encounter) The bear gains a +2 to hit and deals +2 damage
The griffon gains +2 to hit and deals +5 damage until until the end of its next turn.
the end of its next turn. Alignment Good Languages -
Alignment Good Languages - Str 18 (+6) Dex 12 (+3) Wis 12 (+3)
Str 21 (+9) Dex 16 (+7) Wis 12 (+5) Con 13 (+3) Int 2 (-2) Cha 10 (+2)
Con 18 (+8) Int 2 (+0) Cha 6 (+2)
Iron Bear Tactics
Diamond Griffon Tactics An iron bear attempts to move into range of
A diamond griffon uses thunder charge and multiple opponents and open up with a smite and golden
smite to deliver a devastating initial attack, then closes to bear frenzy. It then continues to fight with claw attacks
strike with claws and bite until victorious or slain. until destroyed.

Page 323 of 521


4E Races and Classes
Platinum Lion Level 6 Minion
Golden Baboon Level 1 Minion Medium immortal beast XP 62
Medium immortal beast XP 25 Initiative +8 Senses Perception +9, low-light vision
Initiative +4 Senses Perception +1 HP 1; A minion never takes damage on a miss
HP 1; A minion never takes damage on a miss AC 22; Fortitude 20, Reflex 18, Will 14
AC 15; Fortitude 13, Reflex 13, Will 13 Immune disease Resist 11 poison
Immune disease Resist 6 poison Speed 8
Speed 8, climb 6 M Claws and bite (standard; at-will)
M Bite (standard; at-will) +13 vs. AC; 5 damage; make a secondary attack;
+5 vs. AC; 4 damage +11 vs. AC; 4 damage
Smite (minor; encounter) Pounce (standard; encounter)
The baboon gains +2 to hit and +1 damage until the A lion shifts 6 squares and makes a claws and bite
end of its next turn. attack
Alignment Good Languages - Smite (minor; encounter)
Str 15 (+2) Dex 14 (+2) Wis 12 (+1) The lion gains +2 to hit and +5 to damage until the
Con 12 (+1) Int 2 (-4) Cha 4 (-3) end of its next turn.
Alignment Good Languages -
Golden Baboon Tactics Str 21 (+11) Dex 17 (+6) Wis 12 (+4)
A golden baboon charges and smites Con 15 (+5) Int 2 (-1) Cha 6 (+1)
opponents, then continues to attack with its bite until
destroyed. Platinum Lion Tactics
A platinum lion pounces into combat with a
smite, delivering a vicious blow with its claws and bite. It
then remains in melee combat, striking with claws and
bite until it is destroyed.

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4E Races and Classes
Steel Wolf Level 2 Minion
Medium immortal beast XP 31
Initiative +5 Senses Perception +7, low-light vision
HP 1; A minion never takes damage on a miss
AC 16; Fortitude 14, Reflex 14, Will 13
Immune disease, fear Resist 7 poison
Speed 10
M Bite (standard; at-will)
+7 vs. AC; 4 damage
m Takedown (standard; encounter)
+7 vs. AC; 4 damage and the target is knocked
prone.
Throat tearer
A wolf deals +2 damage to prone targets
Smite (minor; encounter)
A wolf gains +2 to hit and deals +2 damage until the
start of its next turn.
Alignment Unaligned Languages -
Str 13 (+2) Dex 15 (+3) Wis 12 (+2)
Con 15 (+3) Int 2 (-3) Cha 6 (-1)

Steel Wolf Tactics


A steel wolf attempts to smite and takedown a
foe to use throat tearer, continuing to attack with bites as
the combat continues.

Celestial Animal Lore


A character knows the following information with
a successful check.
Arcana/Nature/Religion
DC 15: Celestial animals are natives of the celestial
realms of the astral sea. They are the spirits of loyal
companion creatures or offspring of otherworldly animals
favored or revered by divine powers.

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4E Races and Classes
Centaur Deadeye Level 5 Soldier
Centaur Large fey magical beast XP 200
Initiative +6 Senses Perception +8, low-light vision
A centaur is an unusual creature with a HP 63; Bloodied 31
humanoid upper body (from the torso up) and the lower AC 21; Fortitude 19, Reflex 17, Will 16
body of an animal – usually that of a horse. Speed 9
M Greatsword (standard; at-will) Weapon
Centaur Scout Level 4 Skirmisher +12 vs. AC; 2d6 + 5 damage and the target is
Medium fey magical beast XP 175 marked
Initiative +6 Senses Perception +8, low-light vision
m Sweeping Greatsword (standard; recharge 5 6)
HP 55; Bloodied 27
Weapon
AC 18; Fortitude 17, Reflex 16, Will 15
Reach 2; +12 vs. AC; make two attacks; 2d6 + 5
Speed 10
damage and the target is marked.
M Twin shortswords (standard; at-will) Weapon R Greatbow (standard; at-will) Weapon
+9 vs. AC; make two attacks; 1d6 + 4 damage.
+12 vs. AC; 1d10 + 5 damage and the target is
R Short bow (standard; at-will) Weapon marked
Ranged 15/30;+ 9 vs. AC; 1d8 + 4 damage Berserk (immediate reaction; when first bloodied)
Berserk (immediate reaction; when first bloodied) The centaur gains a +2 to hit and damage with
The centaur gains a +2 to hit and damage with melee attacks
melee attacks. Alignment Unaligned Languages -
Skirmisher Skills Intimidate +7, Nature +8
If the centaur moves 6 squares, it gains +1d6 to Str 20 (+7) Dex 14 (+4) Wis 13 (+3)
damage Con 15 (+4) Int 10 (+2) Cha 11 (+2)
Flanking Strike Equipment Greatsword, longbow
A centaur deals +1d6 damage in melee against
targets that grant combat advantage
Alignment Unaligned Languages Sylvan Centaur Deadeye Tactics
Skills Nature +8, Stealth +9 A centaur deadeye charges into melee combat.
Str 18 (+6) Dex 14 (+4) Wis 13 (+3) If an opponent attempts to keep its distance, it uses it
Con 15 (+4) Int 10 (+2) Cha 11 (+2) longbow to mark the target and attempts to close. Once
Equipment 2 short swords, longbow the centaur deadeye berserks, it will not disengage from
melee combat until victorious or slain.
Centaur Scout Tactics
A centaur scout attempts to keep its distance,
firing its short bow at opponents as it moves away.
When bloodied, the centaur scout charges into melee,
attacking with its twin short swords to strike at foes.

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4E Races and Classes
Centaur Shaman Level 4 Controller
Medium fey magical beast XP 175
Initiative +4 Senses Perception +10, low-light vision
HP 55; Bloodied 27
AC 16; Fortitude 16, Reflex 16, Will 16
Speed 10
M Spear (standard; at-will) Weapon
Reach 2;+16 vs. AC; 1d8 + 4 damage
R Shaman’s bolt (standard; at-will) Lightning
Ranged 10; 2d6 +4 lightning damage
a Entangling vines (standard; encounter) Zone
Area 3 in 10; 2d6 + 4 damage and target is
immobilized (save ends); creates a zone of difficult
terrain that lasts until the end of the encounter. The
zone can be moved 5 squares as move action.
Bolstering Spear (minor; encounter) Weapon
The centaur gains a +2 bonus to all defenses until
the end of its next turn.
Alignment Unaligned Languages Sylvan
Skills Nature +8
Str 16 (+5) Dex 14 (+4) Wis 16 (+5)
Con 15 (+4) Int 12 (+3) Cha 14 (+4)
Equipment Spear

Centaur Shaman Tactics


A centaur shaman uses entangling vines to stop
opponents in their tracks and then blasts away with its
shaman bolt. If engaged in melee, it uses it bolstering
spear to increase its defenses and back away, using its
spear to fend off attackers. Centaur Lore
A character that makes a successful Nature roll
knows the following.
DC 15: Centaurs are forest-dwelling fey with humanoid
upper bodies and the lower bodies of animals, usually
horses. Most centaurs are hunters and expert trackers.
DC 20: Centaurs prize knowledge and will sometimes
teach other creatures magical and alchemical secrets
they know.

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4E Races and Classes
Celestial Archon Hound Archon Level 5 Soldier
Medium immortal humanoid (celestial) XP 200
Initiative +4 Senses Perception +8, darkvision
Lantern Archon Level 2 Controller Aura of Menace aura 4; enemies take –2 penalty to
Small immortal magical beast (celestial) XP 125 attacks and defenses
Initiative +1 Senses Perception +5, darkvision HP 61; Bloodied 30
Aura of Menace aura 4; enemies take –2 penalty to AC 21; Fortitude 17, Reflex 16, Will 16
attacks and defenses Immune disease, fear, petrifaction Resist 10 radiant
HP 34; Bloodied 17 Speed 8
AC 16; Fortitude 12, Reflex 13, Will 12 M Celestial Greatsword (standard; at-will)
Immune disease, fear, petrifaction Resist 5 lightning, 5 +11 vs. AC; 2d6 + 4 damage plus 1d6 radiant
poison, 5 radiant damage
Speed fly 12 (hover) Celestial Aid (minor; at-will)
R Celestial Ray (standard; at-will) Radiant Ranged 5; target gains 5 temporary hit points.
+7 vs. AC; 1d6 + 3 radiant damage Heroic Leap (minor; when moving; at-will)
c Celestial Barrage (standard; recharge 6) Radiant The archon leaps 3 squares as part of its movement
Close burst 2;+5 vs. Reflex; 1d6 + 3 radiant damage Teleport (move; at-will)
Teleport (move; at-will) The archon teleports 6 squares
The archon can teleport 10 squares Canine Shape (standard; at will)
Perpetual Glow The archon can assume the shape of any dog or
A lantern archon glows with bright light that hound of up to medium size.
illuminates a close burst 5. Alignment Good Languages Supernal
Alignment Good Languages Supernal Skills Insight +8, Nature +8, Stealth +7
Skills Diplomacy +6 Str 15 (+4) Dex 10 (+2) Wis 13 (+3)
Str 1 (-4) Dex 11 (+1) Wis 10 (+1) Con 13 (+3) Int 13 (+3) Cha 12 (+3)
Con 10 (+1) Int 6 (-1) Cha 10 (+1) Equipment Greatsword

Lantern Archon Tactics Hound Archon Tactics


A lantern archon flies above its opponents and A hound archon usually follows good creatures
rains celestial rays down on its targets. in canine form. When its charge is threatened, it
A lantern archon knows the magic circle against changes back to humanoid form and charges to the
evil ritual and will use it to assist beings of good attack with its greatsword. It uses its celestial aid to
alignment. It can, at best, use each once a day, does assist those it fights alongside, and uses its heroic leap
not require components and does not need a ritual book. and teleport to circumvent obstacles to reach foes,
preferring heroic leap to be able to charge and teleport
to reach otherwise inaccessible foes.

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4E Races and Classes
Trumpet Archon Level 14 Controller (Leader)
Medium immortal humanoid (celestial) XP 1,000
Initiative +10 Senses Perception +15, low-light vision
Aura of Menace aura 4; enemies take –2 penalty to
attack and damage
HP 113; Bloodied 56
AC 26; Fortitude 27, Reflex 25, Will 24
Immune disease, fear, petrifaction Resist 15 radiant
Speed 8, fly 18 (hover)
C Awing Trumpet (standard; at-will) Thunder
Close blast 5;+18 vs. Reflex; 1d10 + 6 thunder
damage and the target is stunned until the end of
archon’s next turn.
m Trumpeting Greatsword (standard; at-will)
Trumpet
+20 vs. AC; 2d6 + 6 damage
a Blade Barrier (standard; encounter) Celestial Archon Lore
Ranged 10; creates a wall 6 long and 4 high; any A character that makes a successful Religion
creature entering wall takes 3d6 + 6 damage; as check knows the following.
move action wall can be moved 5 squares. Sustain DC 15: Celestial archons, unlike elemental archons are
Minor: wall persists. made from the spirits of petitioners in the celestial
Celestial Aid (minor; encounter) planes. Their shape evolves from a glowing lantern of
Ranged 5; target gains 10 temporary hit points light to that of an angelic shape as they evolve into
Mass Cure Wounds (move; encounter) Healing angels.
Close burst 5; allies regain hit points as if they spent DC 20: Lantern archons are made of celestial radiance
a healing surge and burn evil creatures with their pure rays of light.
Bolster (minor; encounter) Hound archons are powerful protectors able to
Ranged 5; target gains a +2 bonus to attack or one assume the form of protective dogs. They fight with
defense until the end of the encounter. powerful two-handed swords and are common among
Teleport (move; at-will) the lesser armies of the celestial realms.
The archon teleports 6 squares Trumpet archons are angelic creatures whose
Alignment Good Languages Supernal powerful trumpet can awe opponents or become a
Skills powerful sword. Trumpet archons have a host of
Str 20 (+12) Dex 17 (+10) Wis 16 (+10) abilities to assist other beings of good and destroy
Con 23 (+13) Int 16 (+10) Cha 16 (+10) creatures of evil. They often lead other celestial
Equipment Trumpet creatures to battle with the sound of their trumpet.

Trumpet Archon Tactics Encounter Groups


Trumpet archons keep some distance from Archons often work alone or in small groups.
opponents, creating a barrier between it and foes with a They often ally with good aligned creatures to take down
blade barrier or flying. It uses its awing trumpet through powerful evil individuals or groups.
the blade barrier to blast foes. It transforms the trumpet
into a trumpeting greatsword to fight opponents that
engage it in melee, using teleport to disengage foes.
The trumpet archon uses its celestial aid and
bolster to assist those fighting with it, and uses mass
cure wounds to heal multiple allies when at least one ally
has become bloodied.
Trumpet archons have access to the cure
disease, magic circle against evil, raise dead, and
remove affliction rituals. It can, at best, use each once a
day, does not require components and does not need a
ritual book.

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4E Races and Classes
Chaos Spawn Chaos Oozling Level 1 Minion
Small aberrant magical beast XP 25
Initiative +1 Senses Perception +6, tremorsense 10
Chaos Beast Level 10 Minion Chaotic mire aura 3; the terrain around the chaos
Medium aberrant magical beast XP 125 oozling is difficult terrain.
Initiative +6 Senses Perception +10, darkvision HP 1; A minion never takes damage on a miss
HP 1; A minion never takes damage on a miss AC 13; Fortitude 13, Reflex 13, Will 13
AC 22; Fortitude 20, Reflex 20, Will 18 Immune polymorph
Immune polymorph Speed 2, swim 4
Speed 4 M Engulf (action; at-will) Acid
M Bite (standard; at-will) +2 vs. Reflex; the chaos oozling enters the target’s
+13 vs. AC; 4 damage and the target contracts square; 4 acid damage and the target is immobilized
chaotic dissolution (save ends)
Alignment Unaligned Languages - Devour (standard; at-will) Acid
Skills Acrobatics +11 +2 vs. Reflex; targets immobilized prey; 8 acid
Str 14 (+7) Dex 13 (+6) Wis 10 (+5) damage
Con 13 (+6) Int 10 (+5) Cha 10 (+5) Amorphous
A chaos oozing does not grant combat advantage
Chaos Beast Tactics when flanked.
A chaos spawn charges the nearest living Alignment Unaligned Languages -
creature and attempts to bite it. After biting a foe, it Str 8 (-1) Dex 13 (+1) Wis 12 (+1)
moves on to the next target, allowing chaotic dissolution Con 10 (+0) Int 1 (-5) Cha 10 (+0)
to begin its work on the target.
Chaos Oozling Tactics
A chaos oozling oozes towards its target and
attempts to engulf them and then slowly devour its
target. Once it has finished with one creature, it moves
on to the next.

Chaotic Dissolution (Chaos Beast) Level 10 Disease Endurance stable DC 20, Improve DC 24
The , Initial Effect: The ,. The target is stunned. The . Final Effect: The target transforms
target target is dazed. The target’s form become like an into a chaos beast
is target takes on a amorphous blob.
cured “melted” appearance

Page 330 of 521


4E Races and Classes
Eye of Hate Tactics
Eye of Hate Level 2 Minion An eye of hate floats above enemies, using
Medium aberrant magical beast XP 32 focused hate where possible. It uses glare on those
Initiative +3 Senses Perception +18, darkvision opponents who resist its focused hate ability.
Baleful Glare aura 2; enemies take a –2 penalty to all
defenses
HP 1; A minion never takes damage on a miss Chaos Beast Lore
AC 14; Fortitude 14, Reflex 14, Will 14 A character who makes a successful Arcana
Immune polymorph check knows the following.
Speed fly 5 (hover; altitude 2) DC 15: Chaos spawn are primordial creatures borne of
R Glare (standard; at-will) Poison the Elemental Chaos. They are disrupting creatures that
+5 vs. Fortitude; 4 poison damage and ongoing 1 can barely subsist in the mortal realm.
poison damage (save ends) DC 20: Chaos beasts are sentient maws of destruction
r Focused Hate (standard; at-will) Charm that seek to spread chaos by dissolving prey into a
+5 vs. Will; target is dominated until the end of the chaotic heap that eventually becomes a chaos beast
eye of hate’s next turn. itself.
Alignment Unaligned Languages - Chaos oozlings are manifestations of utter
Str 1 (-4) Dex 15 (+3) Wis 15 (+13) chaos that break down matter. They are mindless
Con 10 (+1) Int 12 (+2) Cha 13 (+2) destroyers.
An eye of hate is the remnants of a primordial
power’s hatred for living things. It seeks to turn
creatures against each other or poison that which they
cannot corrupt.

Page 331 of 521


4E Races and Classes
Centipede
Deathcoil Centipede Level 1 Lurker
Medium natural beast XP 100
Initiative +6 Senses Perception +5, tremorsense 10
HP 22; Bloodied 11
AC 15; Fortitude 12, Reflex 14, Will 12
Resist 5 poison
Speed 8, spider climb 8
M Bite (standard; at-will) Poison
+6 vs. AC; 1d4 + 3 damage plus ongoing 2 poison
damage (save ends)
Alignment Unaligned Languages -
Skills Stealth +7
Str 9 (-1) Dex 15 (+2) Wis 10 (+0)
Con 10 (+0) Int 1 (-5) Cha 2 (-4)

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4E Races and Classes
Cockatrice Stonebeak Cockatrice Level 3 Skirmisher
Small natural magical beast XP 150
A cockatrice is a bird-like creature with the
Initiative +6 Senses Perception +7, low-light vision
mixed features of a serpent.
HP ; Bloodied A minion never takes damage on a miss
AC 17; Fortitude 14, Reflex 16, Will 15
Rotbeak Cockatrice Level 2 Skirmisher Immune petrifaction, poison
Small natural magical beast XP 125 Speed 4, fly 12 (clumsy)
Initiative +6 Senses Perception +7, low-light vision M Peck (standard; at-will)
HP 35; Bloodied 17 +8 vs. AC; 1d4 + 3 damage and the target is slowed
AC 16; Fortitude 13, Reflex 15, Will 14 (save ends). First Failed Save: the target is
Immune poison Resist 5 necrotic immobilized (save ends). Second Failed Save: the
Speed 4, fly 12 (clumsy) target is petrified (no save).
M Peck (standard; at-will) Necrotic Alignment Unaligned Languages -
+7 vs. AC; 1d4 + 3 damage and ongoing 2 necrotic Str 6 (-1) Dex 17 (+4) Wis 13 (+2)
damage (save ends). Con 11 (+1) Int 2 (-3) Cha 9 (+0)
Alignment Unaligned Languages -
Str 6 (-1) Dex 17 (+4) Wis 13 (+2) Stonebeak Cockatrice Tactics
Con 11 (+1) Int 2 (-3) Cha 9 (+0)
A stonebeak cockatrice rushes the nearest foe
and pecks at a target, continuing its attack until it turns
Rotbeak Cockatrice its victim to stone. Only if the stonebeak cockatrice is
A rotbeak cockatrice charges from opponent to faced with a more dangerous foe will it break off its
opponent, using its beak to inflict ongoing damage attack and strike another target.
before moving on to the next target.

Cockatrice Lore
A character that makes a successful Arcana
check knows the following.
DC 15: Cockatrice are bird-like pests that blight the area
they dwell in. Their beak has the ability to cause living
matter to rot or turn to stone.
DC 20: Legends state that a cockatrice is born from a
rooster’s egg incubated by a toad or snake, however this
is untrue – they are a self-propagating species.
DC 25: Cockatrices were originally native creatures of
the feywild but were somehow displaced to the mortal
world.

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4E Races and Classes
Feathered Serpent Couatl Tactics
Couatl A feathered serpent couatl starts any
engagement invisible and flying at maximum range. Its
first attack is a scorching ray, then it attempts to charm
Feathered Serpent Couatl Level 10 Elite monster an opponent and force them to fight for it. It will
Controller (Leader) only engage in melee if the situation is desperate, and
Large immortal magical beast XP 2,400 then usually only against bloodied opponents. The
Initiative +10 Senses Perception +16, darkvision feathered serpent couatl reserves its cure wounds ability
Prismatic Aura aura 3; enemies in aura take a –2 to heal bloodied companions or itself.
penalty to attacks and damage. A couatl has access to the magic circle, linked
HP 102; Bloodied 51 portal and planar portal rituals. It can use them only
AC 31; Fortitude 26, Reflex 29, Will 29 once per day, but does not need to pay component costs
Immune disease, fear, poison Resist 20 psychic or keep a ritual book.
Saving Throws +2
Speed 4, fly 12 (hover)
Action Points 1
M Bite (standard; at-will) Poison
Reach 2;+15 vs. AC; 1d3 + 6 plus ongoing 10
poison (save ends)
m Enwrap (standard; at-will)
Reach 2;+13 vs. Reflex; couatl enters target’s
square; 1d6 + 6 damage plus target is grabbed (until
escape)
m Constrict (standard; at-will)
+15 vs. AC; targets grabbed medium or smaller
creature; 2d8 + 6 damage
r Scorching Ray (standard; recharges when first
bloodied) Fire
Ranged 15; +13 vs. Reflex; make two attacks; 2d6 +
5 fire damage
r Charm Monster (standard; recharge 5 6)
Charm
Ranged 10; +13 vs. Will; the target is dominated
(save ends). The couatl can only dominate one
target at a time.
Teleport (move; encounter) Teleportation
The couatl teleports 10 squares
Invisibility (standard; at-will) Illusion
The couatl becomes invisible until the end of the
encounter. If the couatl attacks, it becomes visible.
Polymorph (standard; at-will) Polymorph
The couatl can assume the shape of any normal or
elite creature of 10th level or lower. The polymorph
gains the assumed physical ability scores (Strength,
Dexterity, Constitution), the form’s basic attacks and
speed. It retains its own HP, immunities,
resistances, skills and mental ability scores
(Intelligence, Wisdom, Charisma).
m Cure Wounds (minor; encounter) Healing
Touched target regains hit points as if it had spent a
healing surge
Alignment Lawful good Languages Common, Supernal
Skills Arcana +15, Acrobatics +15, Diplomacy +17,
Insight +16, Nature +16, Religion +16
Str 18 (+11) Dex 16 (+10) Wis 19 (+11)
Con 14 (+9) Int 17 (+10) Cha 17 (+10)

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4E Races and Classes
Luminescent Couatl Level 21 Minion Encounter Groups
Large immortal magical beast XP 800 Couatl are generally on good terms with aasimar
Initiative +14 Senses Perception +19, darkvision and celestial angels and may accompany them on
HP 1; A minion never takes damage on a miss missions against evil. Likewise, they may work in
AC 35; Fortitude 32, Reflex 32, Will 32 concert with paladins of good alignment or noble
Immune disease, fear, poison Resist 25 radiant humanoids of good alignment.
Speed 4, fly 12 (hover)
M Bite (standard; at-will) Poison
+26 vs. AC; 9 damage plus ongoing 10 poison (save
ends)
m Enwrap (standard; at-will)
Reach 2; +24 vs. Reflex; couatl enters target’s
square; 9 damage plus target is grabbed (until
escape)
m Constrict (standard; at-will)
+24 vs. Reflex; targets grabbed medium or smaller
creature; 9 damage
r Scorching Ray (standard; encounter) Fire
Ranged 15; +24 vs. Reflex; make two attacks; 9 fire
damage
r Charm Monster (standard; recharges when no
creatures are dominated) Charm
Ranged 15; +24 vs. Will; target is dominated until
the end of the couatl’s next turn.
Invisibility (standard; encounter)
The couatl becomes invisible. If the couatl attacks, it
becomes visible.
Alignment Lawful good Languages Common, Supernal
Str 21 (+15) Dex 19 (+14) Wis 19 (+14)
Con 15 (+12) Int 20 (+15) Cha 21 (+15)

Luminescent Couatl Tactics


A luminescent couatl becomes invisible and
quickly moves out of melee range to unleash its
scorching ray. It then charges an opponent attempting
to enwrap the foe and constrict it.

Couatl Lore
A character who makes a successful check
knows the following information.

Arcana
DC 20: Couatl are serpent-like creatures from the Astral
sea. They can sometimes be beseeched to assist
mortals in battles against evil creatures.

Religion
DC 15: Couatl are serpent-like creatures from the Astral
Sea. They act as emissaries and messengers between
mortals and good-aligned powers. They can sometimes
be beseeched to assist faithful mortals or called to battle
against evil creatures.
DC 20: A luminescent couatl is actually the direct
manifestation of a good-aligned power; though fragile, it
brings their wrath from beyond the Astral Sea forth to
battle and destroy evil creatures.

Page 335 of 521


4E Races and Classes
Cloaker Cloaker NightshroudLevel 7 Elite Lurker (Leader)
Large aberrant magical beast XP 600
Initiative +8 Senses Perception +11, darkvision
Cloaker Nightcape Level 5 Lurker HP 150; Bloodied 75
Medium aberrant magical beast XP 200 AC 21; Fortitude 22, Reflex 20, Will 19
Initiative +9 Senses Perception +9, darkvision Resist 10 psychic
Subsonic moan aura 6; target takes a –1 penalty to Saving Throws +2
attack and damage rolls. Speed 2, fly 10
HP 51; Bloodied 25 Action Points 1
AC 19; Fortitude 18, Reflex 17, Will 17 M Tail slap (standard; at-will)
Resist 10 psychic +12 vs. AC; 1d10 + 5 damage
Speed 2, fly 7
m Engulf (standard; at-will)
M Tail slap (standard; at-will) +10 vs. Reflex; cloaker enters target’s square and
+10 vs. AC; 1d6 + 4 damage target is grabbed (until escape).
m Engulf (standard; at-will) m Bite (standard; at will) see Engulf
+8 vs. Reflex; cloaker enters target’s square and +12 vs. AC; 2d4 + 2 damage
target is grabbed (until escape). A cloaker can bite a
c Fearful Moan (standard; encounter) Fear
grabbed target as a minor action.
Close burst 5; +10 vs. Will; target moves its speed +
m Bite (standard; at-will) see Engulf 2 away from the cloaker. This movement provokes
+10 vs. AC (+12 vs. AC against grabbed target); 1d4 opportunity attacks.
+ 2 damage
r Stuporing Moan (standard; encounter) Psychic
c Fearful Moan (standard; encounter) Fear Ranged 10; +10 vs. Will; 2d8 + 5 psychic damage
Close burst 3; +8 vs. Will; target moves its speed +2 and the target is stunned (save ends).
away from the cloaker. This movement provokes
c Mind Dance (standard; daily) Psychic
opportunity attacks.
Close burst 3; +10 vs. Will; 2d8 + 5 psychic damage
c Nauseating Moan (standard; encounter) and the target is dazed (save ends). Miss: half
Close burst 3; +8 vs. Will; 2d6 + 4 psychic damage damage.
and the target is weakened (save ends).
a Enfolding Shadows (standard; recharges when first
r Stuporing Moan (standard; encounter) bloodied) Illusion
Ranged 5; +8 vs. Will; 2d6 + 4 psychic damage and Burst 3 in 10; +10 vs. Fortitude; 2d6 + 5 illusion
the target is stunned (save ends). damage and the target is blinded until the end of the
Alignment Unaligned Languages Cloaker cloaker’s next turn.
Skills Stealth +10 Alignment Unaligned Languages Cloaker
Str 17 (+5) Dex 16 (+5) Wis 15 (+4) Skills Arcana + 12, Bluff +10, Stealth +9
Con 15 (+4) Int 14 (+4) Cha 15 (+4) Str 22 (+9) Dex 13 (+4) Wis 17 (+6)
Con 18 (+7) Int 18 (+7) Cha 15 (+5)
Cloaker Nightcape Tactics
A cloaker nightcape disguises itself as a Cloaker Nightshroud Tactics
common cloak draped over an object or hides on a wall A cloaker nightshroud conceals itself as a
of natural stone. It strikes first with a stuporing moan drapery on a wall or simply conceals itself against an
and attempts to engulf a stunned foe. It then uses it area of natural stone. It strikes first with stuporing moan
fearful moan and nauseating moan to keep enemies at and then attempts to engulf a stunned target. It uses
bay while it feeds on the stunned victim. mind dance, enfolding shadows and fearful moan to
keep other opponents at bay while it feeds.
Cloaker nightshrouds have access to the planar
portal ritual (to and from the Shadowfell only) and can
use it once a day without requiring components or a
ritual book.

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4E Races and Classes

Cloaker Lore
A character that makes a successful
Dungeoneering check knows the following information.
DC 15: Cloakers are mysterious cloak-like creatures
that wrap around prey and devour them. They produce
a weird moaning to drive off other creatures while they
feed.
DC 20: Cloakers have intelligence and a social
hierarchy, but all attempts to contact or negotiate with
them have failed. Exceptionally large and powerful
cloakers have the ability to transport themselves and
other cloakers to and from the Shadowfell, and many
sages believe that an as-yet-undiscovered cloaker
empire exists somewhere in the Shadowfell.

Encounter Groups
Cloakers work in groups sometimes led by a
Nightshroud cloaker. They have also sometimes hunted
in conjunction with illithids, despite the two races lack of
ability to communicate.

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4E Races and Classes
Darkmantle
Darkmantles are mysterious creatures that
disguise themselves as cavern stalactites or stalagmites
and ambush prey as it happens by.

Stoneskin Darkmantle Level 1 Lurker


Small natural magical beast XP 100
Initiative +4 Senses Perception +5, blindsight 20
HP 25; Bloodied 12
AC 15; Fortitude 14, Reflex 12, Will 12
Speed 4, fly 6 (clumsy)
M Slam (standard; at-will)
+6 vs. AC; 1d4 + 3 damage and the target is
grabbed (until escape)
a Darkness (standard; encounter) Zone
Area 4 in 10 squares; area blocks line of sight and
targets in area are blinded.
Alignment Unaligned Languages -
Skills Stealth +6
Str 16 (+3) Dex 10 (+0) Wis 10 (+0)
Con 13 (+1) Int 2 (-4) Cha 10 (+0)

Stoneskin Darkmantle Tactics


A stoneskin darkmantle covers its opponents in
darkness and then swoops in to grapple opponents.

Darkmantle Lore
A character that makes a successful
Dungeoneering roll knows the following information.
DC 15: Darkmantles are an evolved form of ceiling-
dwelling piercers. They disguise themselves as rock
formations and cover opponents in darkness before
attacking.
Page 338 of 521
4E Races and Classes
Demon
Demon
Skull-faced Babau Level 9 Lurker
Medium elemental humanoid (demon) XP 400
Bound Demon Initiative +9 Senses Perception +10, darkvision
HP 80 ; Bloodied 40
Bound Vrock Level 16 Minion AC 23; Fortitude 23, Reflex 20, Will 21
Large elemental humanoid (demon) XP 1,400 Resist 10 variable (1/encounter, see MM glossary)
Initiative +14 Senses Perception + 16, darkvision Speed 6
HP 1; A minion never takes damage on a miss M Claw (standard; at-will)
AC 32; Fortitude 29, Reflex 27, Will 25 +14 vs. AC; 2d6 + 5 damage and the target is
Resist 10 variable (2/encounter; see MM glossary) grabbed (until escape).
Speed 6, fly 8; see also flyby attack
m Throttle (standard; at-will)
M Claw (standard; at-will) +14 vs. Fortitude; targets grabbed creature; 2d6 + 5
Reach 2; +21 vs. AC; 9 damage damage and the target is dazed.
m Flyby Attack (standard; at-will) r Shadow’s grasp (standard; recharge 4 5 6)
The vrock flies up to 8 squares and makes one claw Ranged 20; +12 vs. Reflex; 2d6 + 5 damage
attack at any point during that movement. The vrock a Cloud of Darkness (minor; encounter) Zone
doesn’t provoke opportunity attacks when moving Blast 3 in 15; area blocks line of sight and creatures
away from the target of the attack. in area are blinded. The area remains lasts for the
c Stunning Screech (standard; encounter) encounter or up to 5 minutes. The babau is not
Close burst 3; deafened creatures are immune; +19 affected by its own cloud
vs. Fortitude; the target is stunned until the end of Sneak Attack
the vrock’s next turn. A babau deals an extra +1d6 damage against
c Spores of Madness (free; encounter) Poison targets who grant combat advantage
Close burst 2; demons are immune; +18 vs. Will; 5 Protective Slime
poison damage and the target is dazed (save ends). A weapon that strikes a babau is rendered useless
Alignment Chaotic evil Languages Abyssal (save ends). Magic weapons gain a bonus to their
Str 23 (+14) Dex 19 (+12) Wis 15 (+11) save equal to their enhancement bonus.
Con 20 (+13) Int 12 (+9) Cha 19 (+12) Alignment Chaotic evil Languages Abyssal
Skills Stealth +10
Bound Demon Lore Str 21 (+9) Dex 12 (+5) Wis 13 (+5)
A character that makes a successful Arcana skill Con 20 (+9) Int 14 (+6) Cha 16 (+7)
check knows the following information.
DC 20: Demons defeated in duels or wars in the Abyss Babau Tactics
are sometimes enslaved to their master or cast into A babau strikes from hiding, preferring to throttle
slavery and the means to summoning them passed on to its chosen opponent from close up. If others are in the
mortals. way, it attempts to kill through using shadow’s grasp
DC 25: Demons can only escape their peculiar from a concealed location. It uses cloud of darkness to
imprisonment if another being destroys the bindings that obscure the target from
force them into servitude. However, freeing a demon the sight of others as it
from bondage is a dangerous endeavor – they will often does its work, and relies
wreck their vengeance on their liberators out of sheer on its protective slime to
pent-up rage. protect it from attacks.

Babau Lore
A character who
succeeds an Arcana
skill check knows the
following information.
DC 15: Babau are
assassins of the demon
legions. They are sent
to destroy specific
targets – usually targets
whose death will cause
unrest and chaos.

Page 339 of 521


4E Races and Classes
Stalking Bebilith Level 15 Elite Brute Lesser Bebilith Level 13 Minion
Huge elemental magical beast XP 2,400 Medium elemental magical beast XP 200
Initiative +8 Senses Perception +13, darkvision Initiative +8 Senses Perception +12, darkvision
HP 386; Bloodied 193 HP 1; A minion never takes damage on a miss
AC 27; Fortitude 29, Reflex 27, Will 24 AC 25; Fortitude 24, Reflex 23, Will 22
Immune Poison, Psychic Resist 25 fire Immune Poison, Psychic Resist 15 fire
Saving Throws +2 Speed 5, spider climb 5
Speed 5, spider climb 8 M Bite (standard; at-will) Poison
Action Points 1 +16 vs. AC; 8 damage and ongoing 5 poison
M Bite (standard; at-will) Poison damage (save ends).
+18 vs. AC; 2d8 + 6 damage and ongoing 10 poison M Lesser Soul Web (standard; encounter) Psychic,
damage (save ends). On a successful save, Zone
ongoing 5 poison damage (save ends). Burst 1 in 10; 5 psychic damage and the target is
M Razor claw (standard; at-will) immobilized (save ends). Any creature entering or
Reach 3; +18 vs. AC; 3d6 + 6 damage and the starting its turn in the area is slowed (save ends).
target takes a –2 penalty to AC until the end of the Alignment Chaotic evil Languages Abyssal
encounter. Skills Athletics +14, Stealth +13
m Spawn Stinger (standard; at-will) Poison Str 17 (+9) Dex 15 (+8) Wis 13 (+7)
Reach 3; +16 vs. Fortitude; targets immobilized Con 15 (+8) Int 11 (+6) Cha 13 (+7)
creature; 1d8 + 6 damage and ongoing 10 poison
damage (save ends). If target is reduced to 0 hit Lesser Bebilith Tactics
points or less, it dies and a lesser bebilith emerges A lesser bebilith opens its attack with its lesser
from the corpse. soul web and then rushes forward to bite opponents. It
c Curse of the Bebilith (immediate reaction; when first does not retreat from combat until slain or victorious.
bloodied)
Close burst 5; target is cursed and a bebilith’s
attacks deal +2d6 damage to cursed target.
a Soul Web (standard; recharge 5 6) Psychic,
Zone
Burst 3 in 20; 1d8 + 6 psychic damage and the
target takes ongoing 5 psychic damage and is
immobilized (save ends both). Any creature
entering the area or starting its turn in the area takes
5 psychic damage and is slowed (save ends).
Alignment Chaotic evil Languages Abyssal
Skills Athletics +19, Insight +13, Stealth +17
Str 24 (+14) Dex 21 (+12) Wis 13 (+8)
Con 22 (+13) Int 11 (+7) Cha 13 (+8)

Bebilith Tactics
A bebilith opens combat with its soul web,
attempting to trap as many targets at possible. It then
closes in melee to use its spawn stinger on immobilized
foes. It uses its razor claws to soften up foes, then uses
it bite to poison them. When it senses it is near a
bloodied condition, it attempts to get as many foes in the
area as possible to be affected by its curse.

Bebilith Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 25: Bebiliths are arachnid-like creatures that prowl
the Abyss, trapping all they encounter in their soul-
devouring webs. Even demons fear bebiliths and treat
them with great respect.

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4E Races and Classes
Glabrezu Corrupter Level 21 Elite Controller
Dretch Level 3 Skirmisher Huge elemental humanoid (demon) XP 6,400
Small elemental humanoid (demon) XP 150 Initiative +13 Senses Perception +19; truesight 6
Initiative +3 Senses Perception +1, darkvision HP 412; Bloodied 206; see also arcane fury
HP 42; Bloodied 21 AC 35; Fortitude 33, Reflex 33, Will 34
AC 17; Fortitude 14, Reflex 13, Will 13 Resist 20 variable (3/encounter; see glossary)
Resist 5 variable (1/encounter; see MM glossary) Saving Throws +2
Speed 5 Speed 8, fly 8
M Claw (standard; at-will) Action Points 1
+8 vs. AC; 1d6 + 3 damage M Pincer Claw (standard; at-will)
Swarm Attack Reach 3;+26 vs. AC; 2d8 + 8 damage
A dretch gains a +1 bonus to hit for each adjacent m Double Attack (standard; at-will)
demon. The glabrezu makes two pincer claw attacks. If both
Alignment Chaotic evil Languages Abyssal claws hit the same target, the target is grabbed (until
Skills Stealth +6 escape) if the glabrezu so chooses.
Str 12 (+2) Dex 10 (+1) Wis 11 (+1) Living Shield (immediate reaction when grabbing; at-
Con 10 (+1) Int 5 (-3) Cha 11 (+1) will)
+25 vs. Reflex; attacker hits grabbed target instead
Dretch Tactics of glabrezu
Dretch mindlessly march towards an enemy and a Confusion (standard; recharge 5 6) Charm,
attempt to tear it down en masse with their claws. They Psychic
fight until slain or corralled by a more powerful demon. Burst 3 in 20; targets enemies; +25 vs. Will; 3d8 + 7
psychic damage and the target is dominated (save
ends).
c Blasphemous Word (minor; encounter) Psychic
Close burst 5; targets enemies; +25 vs. Will; 1d12 +
7 psychic damage, and the target is dazed until the
end of the glabrezu’s next turn.
c Chaos Word (minor; recharge 6)
Close burst 5; targets enemies; +25 vs. Fortitude;
1d12 + 7 damage. This damage bypasses all
resistances.
Corrupted Mind (minor; encounter)
One target of the glabrezu’s confusion takes a –7
penalty to its saving throw.
Arcane Fury (free, when first bloodied; encounter)
The glabrezu teleports 8 squares, recharges its
blasphemous word, confusion and chaos word
powers, and makes a blasphemous word, chaos
word or confusion attack.
Alignment Chaotic evil Languages Abyssal, common
Skills Arcana +22, Bluff +23, Diplomacy +23, Intimidate
+23
Str 23 (+16) Dex 17 (+13) Wis 19 (+14)
Dretch Lore Con 20 (+15) Int 24 (+17) Cha 26 (+18)
A character that makes a successful Arcana
check knows the following information. Glabrezu Corrupter Tactics
DC 15: Dretch are among the weakest of demons, Glabrezus prefer to first rush a single target and
usually created to serve as fodder in the armies of the use double attack to grab an opponent and use it as a
Abyss or to be summoned to the mortal realm to wreck living shield. It then blasts opponents with blasphemous
havoc. word, confusion and chaos word until it runs out of foes.
DC 20: Dretch are the protoform of demons. Once they Glabrezu corrupters have access to the wish
commit enough wicked deeds, they morph into their final ritual, once a day without need for components or a ritual
form according to their actions. book. They can only use the wish to fulfill the desire of a
mortal creature and usually twist the wish for evil ends.

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4E Races and Classes
Derro
Derro are an insane offshoot of dwarves whose
minds have been corrupted by exposure to otherworldly
power.

Derro Delusional Level 3 Minion


Medium natural humanoid (dwarf) XP 37
Initiative +6 Senses Perception +7, darkvision
HP 1; A minion never takes damage on a miss
AC 17; Fortitude 15, Reflex 16, Will 15
Immune charm Resist 5 psychic
Speed 5
M aklys (standard; at-will)
+8 vs. AC; 1d4 + 4 damage and target is knocked
prone
R poisoned crossbow (standard; at-will) Poison,
Weapon
+8 vs. AC; 5 damage plus ongoing 2 poison damage
r Daze (minor; encounter) Charm
Ranged 10; +6 vs. Will; target is dazed until the end
of the derro’s next turn.
a Dark Burst (minor; encounter)
Burst 3 in 10 squares; blocks line of sight, negates
light sources and targets in area are blinded. Lasts
until the end of the derro’s next turn. Sustain Minor:
The zone persists until the end of the derro’s next
turn.
a Sound Burst (standard; daily) Thunder
Burst 1 in 10 squares; +6 vs. Fortitude; 5 thunder
damage.
Light Sensitivity
In an area of bright light, a derro is dazed.
Alignment Unaligned Languages Common
Skills Stealth +9
Str 14 (+3) Dex 16 (+4) Wis 12 (+2)
Con 14 (+3) Int 11 (+1) Cha 13 (+2)
Equipment leather armor, akyls, crossbow

Derro Delusional Tactics


A derro delusional opens combat with a
poisoned crossbow attack or sound burst, then charges
into melee. A derro delusional uses its dark burst to
negate any light source it faces.

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4E Races and Classes
Derro Ambusher Level 4 Lurker Derro Darkspeaker Level 5 Controller (Leader)
Medium natural humanoid (dwarf) XP 175 Medium natural humanoid (dwarf) XP 175
Initiative +9 Senses Perception +9, darkvision Initiative +4 Senses Perception +3, darkvision
HP 47; Bloodied 23 Mad Ravings aura 5; derro in the area gain a +2 bonus
AC 18; Fortitude 17, Reflex 17, Will 16 to Will defense and deal +1 damage
Immune charm Resist 5 psychic HP 61; Bloodied 30
Speed 5 AC 19; Fortitude 17, Reflex 17, Will 18
M Hook fauchard (standard; at-will) Weapon Immune charm Resist 5 psychic
Reach 2;+9 vs. AC; 1d6 + 4 damage and the target Speed 5
is knocked prone M Spear (standard; at-will) Weapon
R Poisoned crossbow (standard; at-will) Poison, +10 vs. AC; 1d8 + 4 damage
Weapon R Sorcerous bolt (standard; at-will) Poison
+9 vs. AC; 1d8 + 4 damage plus ongoing 5 poison Ranged 20; +9 vs. Reflex; 2d4 + 4 damage
damage (save ends) a Mind Web (standard; daily) Psychic
r Daze (minor; encounter) Charm Burst 2 in 20; +9 vs. Reflex; 2d6 + 4 psychic
+7 vs. Will; target is dazed until the end of the damage and the target is immobilized (save ends).
derro’s next turn. Creates a zone of webs that fills the area for the
a Dark Burst (minor; encounter) duration of the encounter. The zone is considered
Burst 3 in 10 squares; blocks line of sight, negates difficult terrain. Any creature that ends it move in the
light sources and targets in area are blinded. Lasts web is immobilized (save ends).
until the end of the derro’s next turn. Sustain Minor: r Daze (minor; encounter) Charm
The zone persists until the end of the derro’s next +9 vs. Will; target is dazed until the end of the
turn. derro’s next turn.
a Sound Burst (standard; daily) Thunder a Dark Burst (minor; encounter)
Burst 1 in 10 squares; +7 vs. Fortitude; 1d6 + 4 Burst 3 in 10 squares; blocks line of sight, negates
thunder damage. light sources and targets in area are blinded. Lasts
Ambusher until the end of the derro’s next turn. Sustain Minor:
A derro ambusher deals +2d6 damage when the The zone persists until the end of the derro’s next
target grants combat advantage turn.
Light Sensitivity a Sound Burst (standard; daily) Thunder
In an area of bright light, a derro is dazed. Burst 1 in 10 squares; +9 vs. Fortitude; 1d6 + 4
Alignment Unaligned Languages Common thunder damage.
Skills Stealth +10 Light Sensitivity
Str 12 (+3) Dex 17 (+5) Wis 15 (+4) In an area of bright light, a derro is dazed.
Con 17 (+5) Int 10 (+2) Cha 11 (+2) Alignment Unaligned Languages Common
Equipment leather armor, short sword, crossbow Skills Arcana +7, Intimidate +10
Str 12 (+3) Dex 15 (+4) Wis 12 (+3)
Derro Ambusher Con 15 (+4) Int 11 (+2) Cha 17 (+5)
A derro ambusher strikes from a hidden position Equipment spear
using its poisoned crossbow. It uses daze against
opponents who attempt to close with it, and dark burst to Derro Darkspeaker
escape from melee combat or destroy light sources. It A derro darkspeaker opens combat with a mind
only uses its short sword if it cannot avoid melee web to immobilize opponents, then attacks with
combat. sorcerous bolts. It attempts to keep other derro near it
so that they can benefit from its mad ravings. It uses
daze against opponents that attempt to close into melee
and uses dark burst to cover an escape or destroy light
sources. It uses its spear as a weapon of last resort.

Page 343 of 521


4E Races and Classes
attacks and obstacles to keep away from melee
Derro Savant Level 8 Elite Controller (Leader) attackers or put a barrier between itself and ranged
Medium natural humanoid (dwarf) XP 700 attackers.
Initiative +7 Senses Perception +5, darkvision The derro savant uses daze to slow down
Mad Ravings aura 5; derro in the area gain a +2 bonus persistent attackers and dark burst to destroy an
to Will defense and deal +1 damage enemy’s light source. They use their spear and sound
HP 188; Bloodied 94 burst ability only as a last resort.
AC 22; Fortitude 22, Reflex 22, Will 22
Immune charm Resist 10 psychic Derro Lore
Saving Throws +2 A character that makes a successful
Speed 5, spider climb 5 dungeoneering lore knows the following.
Action Points 1 DC 15: Derro are an insane off-shoot of the dwarven
M Spear (standard; at-will) race. They favor attacking from ambush and employing
+13 vs. AC; 1d8 + 5 damage poisoned weapons. They often take make slaves of
those they defeat in combat.
R Sorcerous bolt (standard; at-will) Poison DC 20: Derro are led by powerful sorcerous members of
+12 vs. Reflex; 2d4 + 5 poison damage
their own race known as savants. While savants are as
r Lightning Bolt (standard; recharge 5 6) mad as the rest of their race, they are exceptionally
Lightning knowledgeable and cunning.
Ranged 10; +12 vs. Reflex; 2d6 + 5 lightning DC 25: Every twenty years or so, derro mount an all-out
damage war against other creatures of the Underdark, referred to
Secondary attack; two creatures within 10 squares as the Uniting War. This war is masterminded by a
of primary target; +12 vs. Reflex; 1d6 + 5 lightning council of derro savants who unite the fractious clans for
damage this war.
Blink (move; daily) Teleportation DC 30: The savants of the derro race are trained in their
The derro does not provoke opportunity attacks arts by the secret god of the derro, Diinkara. The derro
when moving and can ignore difficult terrain and one keep the existence of Diinkara a closely guarded secret
square of obstacles until the end of the encounter. – a secret they are willing to kill over.
Invisibility (standard; encounter) Illusion DC 35: Though Diinkara is recognized as the god of the
The derro becomes invisible until the end of its next derro, there are two gods the derro revere. The other
turn. If the derro attacks, it becomes visible. god, Diinkarazan, is Diinkara’s twin and has long been
Sustain Standard: The derro remains invisible until trapped in the Elemental Chaos by the illithid god,
the end of its next turn. Ilsensine.
r Daze (minor; encounter) Charm
+12 vs. Will; target is dazed until the end of the Encounter Groups
derro’s next turn. Derros prefer to remain in their own company,
a Dark Burst (minor; encounter) but sometimes will band with other underdark creatures
Burst 3 in 10 squares; blocks line of sight, negates for the promise of slaves.
light sources and targets in area are blinded. Lasts
until the end of the derro’s next turn. Sustain Minor:
The zone persists until the end of the derro’s next
turn.
a Sound Burst (standard; daily) Thunder
Burst 1 in 10 squares; +12 vs. Fortitude; 1d6 + 4
thunder damage.
Light Sensitivity
In an area of bright light, a derro is dazed.
Alignment Unaligned Languages Common,
undercommon
Skills Arcana +10, Dungeoneering +10, Stealth +12
Str 12 (+5) Dex 16 (+7) Wis 13 (+5)
Con 16 (+7) Int 13 (+5) Cha 18 (+8)
Equipment studded leather armor, spear

Derro Savant Tactics


Derro savants linger in an area invisibly and
blinking, then open an assault with a lightning bolt. They
remain at long range, using sorcerous bolts to attack
foes and using its blink ability to ignore opportunity
Page 344 of 521
4E Races and Classes
summoned to the mortal realm to perform at the whim of
a wizard or other spellcaster.
Devil DC 25: Slaying a bound devil only kills the mortal shell it
inhabits. While the devil experiences the pain of death,
Bound Devil it is merely sent back to Hell to be summoned again by
another mortal. After a set number of summonings – the
number depending on the crime it was bound for - the
Bound Bearded Devil (Barbazu) Level 9 Minion devil is freed to return to the ranks of Hell.
Medium immortal humanoid (devil, bound) XP 100
Initiative +9 Senses Perception +11, darkvision
Beard Tendrils aura 1; enemies that begin their turn Abishai
adjacent to the bearded devil take 2 damage.
HP 1; A minion never takes damage on a miss Abishai, or dragon devils, are the winged foul
AC 25; Fortitude 21, Reflex 20, Will 20 minions of Tiamat and are used as elite warriors in the
Resist 10 fire legions of hell. They have a strong draconic appearance
Speed 6 and are sometimes mistaken in the mortal worlds as
M Glaive (standard; at-will) Weapon dragonborn warlocks.
+16 vs. AC; 6 damage and the target takes ongoing
2 damage (save ends). Black Abishai Level 6 Soldier
Alignment Evil Languages Supernal Medium immortal humanoid (devil) XP 250
Str 18 (+8) Dex 15 (+7) Wis 15 (+6) Initiative +7 Senses Perception +10, darkvision
Con 15 (+6) Int 10 (+4) Cha 11 (+4) HP 64; Bloodied 32
Equipment glaive Regeneration 5
AC 22; Fortitude 17, Reflex 18, Will 18
Resist 10 fire, 10 poison
Bound Bearded Devil Tactics
Speed 6, fly 8 (clumsy)
The bound bearded devil rushes forward to
engage enemies, fighting until it or its prey is dead. M Claw (standard; at-will)
+13 vs. AC; 1d6 + 5 damage and target is marked
Bound Chain Devil (Kyton) Level 10 Minion m Claw and bite (standard; at-will)
Medium immortal humanoid (devil, bound) XP 125 +13 vs. AC; 1d6 + 5 damage and target is marked;
Initiative +14 Senses Perception +12, darkvision make a secondary attack; +11 vs. AC; 1d6 + 5
HP 1; A minion never takes damage on a miss damage
AC 24; Fortitude 23, Reflex 24, Will 21 M Acid Stinger (standard; recharge 4 5 6) Acid
Resist 15 fire +13 vs. AC; 1d6 + 5 damage and ongoing 5 acid
Speed 7; see also dance of battle damage (save ends)
M Spiked Chain (standard; at-will) r Command (standard; encounter) Charm, Psychic
Reach 2; +14 vs. AC; 6 damage Ranged 10; +11 vs. Will; 2d6 + 3 psychic damage
m Hellish Chains (standard; encounter) and the target is stunned until the end of the
Reach 2;+12 vs. Reflex; the target is wrapped in abishai’s next turn.
chains and restrained (save ends). r Charm Person (standard; encounter) Charm
Dance of Battle (minor; at-will) Ranged 10; +11 vs. Will; targets humanoids; target
The chain devil shifts 1 square. is dominated (save ends)
Alignment Evil Languages Supernal Alignment Evil Languages Draconic, supernal
Str 19 (+9) Dex 24 (+12) Wis 15 (+7) Skills Bluff +9, Intimidate +9
Con 20 (+10) Int 14 (+7) Cha 13 (+6) Str 14 (+5) Dex 15 (+5) Wis 15 (+5)
Con 10 (+3) Int 12 (+4) Cha 13 (+4)
Bound Chain Devil Tactics
A bound chain devil attempts to wrap a foe in Black Abishai Tactics
hellish chains and mercilessly beat them with its spiked A black abishai rushes into combat, striking with
chain, using its dance of battle to evade those that its acid stinger after it uses command to stun its target.
attempt to get adjacent to it. It alternates between claw and bite attacks and its acid
stinger, favoring the stinger when available. It uses
Bound Devil Lore charm person to turn a would-be attacker into an ally
against its own friends.
A character that makes a successful Arcana
check knows the following information.
DC 20: Unlike demons, devils do not kill their own kind
except in extreme cases. A more common punishment
is to shackle a devil into servitude, allowing it to be
Page 345 of 521
4E Races and Classes
Blue Abishai Level 8 Soldier Green Abishai Level 7 Soldier
Medium immortal humanoid (devil) XP 300 Medium immortal humanoid (devil) XP 350
Initiative +9 Senses Perception +10, darkvision Initiative +8 Senses Perception +9, darkvision
HP 88; Bloodied 44 HP 80; Bloodied 40
AC 22; Fortitude 20, Reflex 20, Will 19 Regeneration 5
Regeneration 5 AC 23; Fortitude 19, Reflex 19, Will 18
Resist 10 fire, 10 poison Resist 10 fire, 10 poison
Speed 6, fly 10 (clumsy) Speed 6, fly 8 (clumsy)
M Claw (standard; at-will) M Claw (standard; at-will)
+15 vs. AC; 1d6 + 5 damage and target is marked +14 vs. AC; 1d6 + 5 damage and target is marked
m Claw and bite (standard; at-will) m Claw and bite (standard; at-will)
+15 vs. AC; 1d6 + 5 damage and target is marked; +14 vs. AC; 1d6 + 5 damage and target is marked;
make a secondary attack; +13 vs. AC; 1d6 + 5 make a secondary attack; +12 vs. AC; 1d6 + 5
damage damage
M Lightning Stinger (standard; recharge 4 5 6) M Poison Stinger (standard; 4 5 6) Poison
Lightning +14 vs. AC; 1d6 + 5 damage and ongoing 5 poison
+15 vs. AC; 1d6 + 5 damage plus 2d6 lighting damage (save ends)
damage r Command (standard; encounter) Charm, Psychic
r Command (standard; encounter) Charm, Psychic Ranged 10; +12 vs. Will; 2d6 + 5 psychic damage
Ranged 10; +13 vs. Will; 2d6 + 5 psychic damage and the target is stunned until the end of the
and the target is stunned until the end of the abishai’s next turn.
abishai’s next turn. r Charm Person (standard; encounter) Charm
r Charm Person (standard; encounter) Charm Ranged 10; +12 vs. Will; targets humanoids; target
Ranged 10; +13 vs. Will; targets humanoids; target is dominated (save ends)
is dominated (save ends) Alignment Evil Languages Draconic, supernal
Alignment Evil Languages Draconic, supernal Skills Bluff +10, Intimidate +10
Skills Bluff +10, Intimidate +10 Str 15 (+5) Dex 16 (+6) Wis 13 (+4)
Str 16 (+7) Dex 16 (+7) Wis 13 (+5) Con 16 (+6) Int 11 (+3) Cha 14 (+5)
Con 16 (+7) Int 11 (+4) Cha 15 (+6)
Green Abishai Tactics
Blue Abishai Tactics A green abishai allows other abishai to engage
A green abishai uses its charm person to take opponents first, using the first round or so to gauge how
control of a ranged combatant and forces them to dangerous enemies are. It then charms the most
pepper foes as it moves in to fight. The blue abishai dangerous foe to turn it against it allies. Before entering
uses command to stun its target, then melees the foe melee, it uses its command ability to stun a foe, then
with a strike from its lightning stinger before switching to rushes in to claw and bite.
claws and bite, using its lightning stinger as it becomes
available again.

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4E Races and Classes
Red Abishai Level 9 Soldier (Leader) White Abishai Level 5 Soldier
Medium immortal humanoid (devil) XP 400 Medium immortal humanoid (devil) XP 200
Initiative +9 Senses Perception +11, darkvision Initiative +6 Senses Perception +8, darkvision
HP 97; Bloodied 48 HP 63; Bloodied 31
Regeneration 5 Regeneration 5
AC 25; Fortitude 21, Reflex 21, Will 21 AC 21; Fortitude 17, Reflex 17, Will 16
Resist 15 fire, 15 poison Resist 10 fire, 10 poison
Speed 6, fly 10 (clumsy) Speed 6, fly 8 (clumsy)
M Claw (standard; at-will) M Claw (standard; at-will)
+16 vs. AC; 1d6 + 5 damage and target is marked +12 vs. AC; 1d6 + 4 damage
m Claw and bite (standard; at-will) m Claw and bite (standard; at-will)
+16 vs. AC; 1d6 + 5 damage and target is marked; +12 vs. AC; 1d6 + 4 damage; make a secondary
make a secondary attack; +14 vs. AC; 1d6 + 5 attack; +10 vs. AC; 1d6 + 4 damage
damage M Ice Sting (standard; recharge 4 5 6) Cold
M Fiery Stinger (standard; recharge 4 5 6) Fire +12 vs. AC; 1d6 + 4 damage and 1d6 cold and the
+16 vs. AC; 1d6 + 5 damage plus 2d6 fire target is slowed until the end of the abishai’s next
r Command (standard; encounter) Charm, Psychic turn.
Ranged 10; +14 vs. Will; 2d6 + 5 psychic damage r Command (standard; encounter) Charm, Psychic
and the target is stunned until the end of the Ranged 10; +10 vs. Will; 2d6 + 4 psychic damage
abishai’s next turn. and the target is stunned until the end of the
r Charm Person (standard; encounter) Charm abishai’s next turn.
Ranged 10; +14 vs. Will; targets humanoids; target Alignment Evil Languages Draconic, supernal
is dominated (save ends) Skills Bluff +8, Intimidate +8
c Directed Attack (move; at-will) Str 13 (+3) Dex 15 (+4) Wis 12 (+3)
Close burst 5; one abishai in range can move its Con 15 (+4) Int 10 (+2) Cha 12 (+3)
speed and make a basic attack.
Alignment Evil Languages Draconic, supernal White Abishai Tactics
Skills Bluff +12, Intimidate +12 White abishai rush into melee after using its
Str 17 (+7) Dex 17 (+7) Wis 14 (+6) command to stun a foe, striking with its stinger first and
Con 17 (+7) Int 12 (+5) Cha 16 (+7) then its claws and bite until it can use its stinger again.

Red Abishai Tactics Abishai Lore


A red abishai opens with charm person, A character who makes a successful Arcana
dominating a foe and sending it against its own allies. It skill check knows the following information.
then uses directed attack to send other abishai into DC 15: Abishai, or dragon devils, are winged devils
combat. A red abishai enters combat only once out of employed as elite warriors in hellish armies. They know
other abishai to direct or when all opponents have been many magic secrets, including foul magic to freeze a foe
engaged. It attempts to precede entering combat with in place or turn him or her against their own allies.
the use of command to stun its prey. DC 20: Abishai are the foul creations of Tiamat, queen
of the chromatic dragons. The colors of the abishai
match their draconic counterpart, and though they lack a
breath weapon, they have a powerful stinger keyed to
the same attack as their draconic counterpart’s breath
weapon.

Encounter Groups
Abishai are used as shock troops and
troubleshooters for the hellish armies. They sometimes
command legion devils or accompany them into battle.
In the mortal world, they sometimes work with tieflings or
rogue dragonborn.

Page 347 of 521


4E Races and Classes
Devil
Erinyes serve as scouts, servants and even
concubines of powerful devils. Unlike most other devils,
erinyes appear attractive to humans, resembling very
comely women or men.
Fiery Erinyes Level 8 Skirmisher
Medium immortal humanoid (devil) XP 350
Initiative +11 Senses Perception +13, darkvision
Unholy Blight aura 4; enemies that start their turn in the
aura take 5 poison damage
HP ; Bloodied A minion never takes damage on a miss
AC 22; Fortitude 20, Reflex 20, Will 20
Immune illusions Resist 20 fire
Speed 6, fly 10 (hover)
M Longsword (standard; at-will) Weapon
+13 vs. AC; 1d8 + 5 damage plus 1d6 fire
R Longbow (standard; at-will) Weapon
Ranged 15/30;+13 vs. AC; 1d10 + 5 damage plus
2d6 fire
R Entangling lasso (standard; at-will) Weapon
Ranged 5; +11 vs. Reflex; target is immobilized
(save ends). An erinyes can only lasso one target at
a time.
Infernal Teleport (standard; encounter)
Teleportation Encounter Groups
The erinyes teleports 8 squares Erinyes are often surrounded by mortal beings
Charm Monster (standard; at-will) Charm willing to do the erinyes foul bidding. In rare cases, they
+11 vs. Will; target is dominated (save ends). An act as scouts or spies for devilish forays against an
erinyes can only charm one creature at a time. enemy.
Alignment Evil Languages Common, Supernal
Skills Acrobatics +14, Diplomacy +14, Insight +13,
Religion +11, Stealth +14
Str 21 (+9) Dex 21 (+9) Wis 18 (+8)
Con 21 (+9) Int 14 (+6) Cha 20 (+9)
Equipment longsword, longbow, lasso

Erinyes Tactics
Erinyes fly above their enemies and attempt to
ensnare foes in their lassos, then rain down arrows on
their foes. Only if forced to follow foes to the ground will
they engage in melee combat.
Erinyes are fond of using their charm monster Succubi and Erinyes
ability to make others fight for them or perform wicked If you’re planning to use erinyes, you
deeds in their name. might want to consider making succubi demons,
as was the case in the previous editions of D&D.
Erinyes Lore The only changes you need to make to
A character that makes a successful Arcana the succubi stat block is to make them a demon
check knows the following information. instead of a devil, change their resistance to
DC 15: Erinyes are devilish scouts, servants and even Resist 10 variable (2/encounter; see MM
concubines. They are generally attractive males or glossary) and make their alignment Chaotic Evil.
females and are often found corrupting individuals in the
mortal world.

Page 348 of 521


4E Races and Classes
Digester
Irongut Digester Level 6 Artillery
Medium elemental magical beast XP 250
Initiative +9 Senses Perception +4, darkvision
HP 59; Bloodied 29
AC 18; Fortitude 18, Reflex 18, Will 16
Immune acid
Speed 12
M Claws (standard; at-will)
+13 vs. AC; 1d8 + 4 damage
C acid spray (standard; recharge 4 5 6) Acid
Close blast 4; +12 vs. Reflex; 3d6 + 4 acid damage
Leaper
A digester gains a +20 bonus to Athletic skill checks
when jumping
Alignment Unaligned Languages -
Str 17 (+6) Dex 15 (+5) Wis 12 (+4)
Con 17 (+6) Int 2 (-1) Cha 10 (+3)

Irongut Digester Tactics


A digester is a hunting and eating machine.
When it is not hungry (which is rarely), it lies low and
avoids most other creatures. When hunting, it looks
about for a likely target, then charges forth and delivers
a gout of acid. If the initial attack is insufficient to kill the
prey, the digester attacks with its claws until it can spray
acid again.

Digester Lore
A character that makes a successful
dungeoneering check knows the following.
DC 15: Digesters are subterranean creatures that
relentless hunt for prey, using an acid attack to dissolve
victims.

Page 349 of 521


4E Races and Classes
Young Brass Dragon Level 4 Solo Skirmisher
Dragon, Metallic Large natural magical beast (dragon) XP 875
Initiative +4 Senses Perception +8, darkvision
HP 232; Bloodied 116
Brass Dragon AC 20; Fortitude 19, Reflex 16, Will 17
Brass dragons are curious creatures driven by a Resist 15 fire
need for conversation. Bright and cunning, they are Saving Throws +5
voracious readers and knowledgeable sages with a Speed 6, fly 6 (hover), overland flight 10
knack for gab. Action Points 2
M Bite (standard; at-will)
Brass Dragon Tactics Reach 2; +9 vs. AC; 1d8 + 4 plus 1d6 fire damage
Brass dragons would rather talk than fight in M Claw (standard; at-will)
most cases. If pressed to fight, they usually strike to Reach 2; +9 vs. AC; 1d8 + 4 damage
disable foes with their sleep breath and then dispose of m Double Claw (standard; at-will)
the sleeping victims or leave the area. Reach 2; +9 vs. AC; make two attacks; 1d8 + 4
damage
Brass Dragon Lore c Breath Weapon (standard; recharge 5 6) Fire
A character who makes a successful Nature or Sleep
check know the following information. Close blast 5; +7 vs. Reflex; 3d6 + 4 fire damage
DC 15: Brass dragons prefer arid areas near rising and ongoing 5 fire damage (save ends). OR
civilizations. A brass dragon can breath a blast of fire or Close blast 5; +7 vs. Fortitude; target is slowed
a curious sleeping gas. (save ends). If the first save is failed, target is
DC 20: Brass dragons will eagerly trade information in unconscious (save ends).
return for a long and pleasant conversation. They will
sometimes take an interest in talented orators or honest c Bloodied Breath (free, when first bloodied;
politicians with a silver tongue. encounter) Fire or Sleep
The dragon’s breath weapon recharges, and the
dragon uses it immediately.
c Frightful Presence (standard; encounter) Fear
Close burst 5; targets enemies; +7 vs. Will; the
target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends).
Alignment Good Languages Common, Draconic
Skills Athletics +7, History +8
Str 18 (+6) Dex 10 (+2) Wis 13 (+3)
Con 18 (+6) Int 12 (+3) Cha 12 (+3)

Page 350 of 521


4E Races and Classes
Adult Brass Dragon Level 9 Solo Skirmisher Elder Brass Dragon Level 17 Solo Skirmisher
Large natural magical beast (dragon) XP 2,000 Huge natural magical beast (dragon) XP 8,000
Initiative +9 Senses Perception +13, darkvision Initiative +9 Senses Perception +13, darkvision
HP 424; Bloodied 212 HP 850; Bloodied 425; see also bloodied breath
AC 25; Fortitude 27, Reflex 22, Will 22 AC 25; Fortitude 27, Reflex 22, Will 22
Resist 20 fire Resist 25 fire
Saving Throws +5 Saving Throws +5
Speed 7, fly 7 (hover), overland flight 10 Speed 7, fly 7 (hover), overland flight 10
Action Points 2 Action Points 2
M Bite (standard; at-will) M Bite (standard; at-will)
Reach 2; +14 vs. AC; 1d8 + 5 plus 1d10 fire damage Reach 3; +22 vs. AC; 1d10 + 6 plus 2d12 fire
M Claw (standard; at-will) damage
Reach 2; +14 vs. AC; 1d8 + 5 damage M Claw (standard; at-will)
m Double Claw (standard; at-will) Reach 3; +22 vs. AC; 1d10 + 6 damage
Reach 2; +14 vs. AC; make two attacks; 1d8 + 5 m Double Claw (standard; at-will)
damage Reach 3; +22 vs. AC; make two attacks; 1d10 + 6
c Breath Weapon (standard; recharge 5 6) Fire damage
or Sleep a Control Winds (standard; encounter)
Close blast 5; +12 vs. Reflex; 4d6 + 6 fire damage Area 3 in 15; +20 vs. Reflex; 5d6 + 6 damage and
and ongoing 5 fire damage (save ends). OR the target is checked.
Close blast 5; +12 vs. Fortitude; target is slowed c Breath Weapon (standard; recharge 5 6) Fire
(save ends). If the first save is failed, target is or Sleep
unconscious (save ends). Close blast 5; +20 vs. Reflex; 6d6 + 6 fire damage
c Bloodied Breath (free, when first bloodied; and ongoing 10 fire damage (save ends). OR
encounter) Fire or Sleep Close blast 5; +20 vs. Fortitude; target is slowed
The dragon’s breath weapon recharges, and the (save ends). If the first save is failed, target is
dragon uses it immediately. unconscious (save ends).
c Frightful Presence (standard; encounter) Fear c Bloodied Breath (free, when first bloodied;
Close burst 5; targets enemies; +12 vs. Will; the encounter) Fire or Sleep
target is stunned until the end of the dragon’s next The dragon’s breath weapon recharges, and the
turn. Aftereffect: The target takes a –2 penalty to dragon uses it immediately.
attack rolls (save ends). c Frightful Presence (standard; encounter) Fear
Alignment Good Languages Common, Draconic Close burst 10; targets enemies; +20 vs. Will; the
Skills Athletics +15, History +12 target is stunned until the end of the dragon’s next
Str 22 (+10) Dex 16 (+7) Wis 19 (+8) turn. Aftereffect: The target takes a –2 penalty to
Con 26 (+12) Int 16 (+7) Cha 16 (+7) attack rolls (save ends).
Alignment Good Languages Common, Draconic
Skills Athletics +19, History +16
Str 22 (+14) Dex 16 (+11) Wis 19 (+12)
Con 26 (+16) Int 16 (+11) Cha 16 (+11)

Page 351 of 521


4E Races and Classes
Ancient Brass Dragon Level 24 Solo Skirmisher
Gargantuan natural magical beast (dragon) XP 30,250
Initiative +17 Senses Perception +22, darkvision
HP 1,145; Bloodied 572; see also bloodied breath
AC 40; Fortitude 40, Reflex 34, Will 35
Resist 30 fire
Saving Throws +5
Speed 9, fly 9 (hover), overland flight 12
Action Points 2
M Bite (standard; at-will)
Reach 4; +29 vs. AC; 1d10 + 7 plus 3d12 fire
damage
M Claw (standard; at-will)
Reach 4; +29 vs. AC; 1d10 + 7 damage
m Double Claw (standard; at-will)
Reach 4; +29 vs. AC; make two attacks; 1d10 + 7
damage
a Control Winds (standard; encounter)
Area 5 in 15; +27 vs. Reflex; 10d6 + 8 damage and
the target is checked.
c Breath Weapon (standard; recharge 5 6) Fire
or Sleep
Close blast 5; +27 vs. Reflex; 8d6 + 8 fire damage
and ongoing 15 fire damage (save ends). OR
Close blast 5; +27 vs. Fortitude; target is slowed
(save ends). If the first save is failed, target is
unconscious (save ends).
c Bloodied Breath (free, when first bloodied;
encounter) Fire or Sleep
The dragon’s breath weapon recharges, and the
dragon uses it immediately.
c Frightful Presence (standard; encounter) Fear
Close burst 10; targets enemies; +27 vs. Will; the
target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends).
Alignment Good Languages Common, Draconic
Skills Athletics +24, History +20
Str 25 (+19) Dex 17 (+15) Wis 20 (+17)
Con 29 (+21) Int 17 (+15) Cha 17 (+15)

Encounter Groups
Brass dragons often surround themselves with
intelligent and skilled humanoids, usually as their
defender. They are also generally fond of bards, sages
or lorekeepers of any race.

Page 352 of 521


4E Races and Classes
Bronze Dragon Young Bronze Dragon Level 5 Solo Skirmisher
Coastal dwelling dragons who have a love of the Large natural magical beast (aquatic, dragon) XP 1,000
sea, bronze dragons often lair in cliff-side caves Initiative +9 Senses Perception +11, darkvision
overlooking a forbidding bluff. They are friends to sailors HP 260; Bloodied 130; see also bloodied breath
and marine life, breathing lightning or a repulsing gas AC 21; Fortitude 20, Reflex 21, Will 20
that causes opponents to flee for their lives. Resist 15 lightning
Saving Throws +5
Bronze Dragon Tactics Speed 8, fly 10 (hover), overland flight 15, swim 10; see
Bronze dragons prefer to fight in the air or water, also swim-by attack
where they are most maneuverable. They use their Action Points 2
great leaping ability to bound away from foes or crush M Bite (standard; at-will) Lightning
them under their massive frames. Underwater, they Reach 2; +10 vs. AC;1d8 + 5 damage and 5
make passing attacks with their bite, often attacking lightning damage
ships of land-borne creatures that displease them. M Claw (standard; at-will)
Reach 2; +10 vs. AC; 1d8 + 5 damage
Bronze Dragon Lore m Double Claw (standard; at-will)
A character who makes a successful Nature Reach 2; +10 vs. AC; make two attacks; 1d8 + 5
check knows the following information. damage
DC 15: Bronze dragons favor the sea, only coming to m Swim-by Attack (standard; recharge 5 6)
land to store precious treasures that would corrode The dragon swims up to 10 squares and makes a
under the sea. They are expert swimmers and breathe a bite attack at any point during the move without
blast of lightning or a gas that repulses enemies. provoking an opportunity attack from the target.
DC 20: Bronze dragons are fond of marine life and often
develop a rapport with them. Harming sea creatures
m Tail Sweep (immediate reaction, if an adjacent enemy
shifts on its turn; at-will)
under the protection of a bronze dragon will quickly earn
+8 vs. Reflex; 1d8 + 5 damage, and the target is
the dragon’s ire.
knocked prone.
Bound (move action; at-will)
Encounter Groups The dragon shifts 4 squares.
Bronze dragons often develop close bonds with Breath Weapon (standard; recharge 5 6)
aquatic races, sailors and creatures of the deep. Some Lightning or Charm
powerful and rich merchantmen will gift bronze dragons
to watch over seagoing vessels and assure they arrive at
a Area 5 in 10; +8 vs. Reflex; 1d10 + 5 lightning
damage and the target is slowed (save ends) or
their destination safely. They are tolerant of fishermen
who do not over fish, and may be found overseeing a c Close burst 5; +8 vs. Will; target moves its speed + 2
fishing expedition. away from the dragon. Aftereffect: The target
moves its speed away from the dragon on its turn
(save ends).
Bloodied Breath (free, when first bloodied; encounter)
Lightning or Charm
The dragon’s breath recharges, and the dragon uses
it immediately
Alternate Form (minor; at-will) Polymorph
The dragon can assume any humanoid form of up to
large size. See change shape in the MM glossary.
c Fearful Presence (standard; encounter) Fear
Close burst 5; targets enemies; +8 vs. Will; the
target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends).
Alignment Good Languages Common, Draconic
Skills Bluff +11, Diplomacy +11, Insight +11, Nature +
11
Str 15 (+4) Dex 20 (+7) Wis 18 (+6)
Con 17(+5) Int 17 (+5) Cha 19 (+6)

Page 353 of 521


4E Races and Classes
Adult Bronze Dragon Level 12 Solo Skirmisher Elder Bronze Dragon Level 19 Solo Skirmisher
Large natural magical beast (aquatic, dragon) XP 3,500 Huge natural magical beast (aquatic, dragon) XP 12,000
Initiative +14 Senses Perception +15, darkvision Initiative +19 Senses Perception +18, darkvision
Fog Cloud aura 2; any creature in the aura gains Fog Cloud aura 2; any creature in the aura gains
concealment; The dragon is unhindered by the fog concealment; The dragon is unhindered by the fog
HP 620; Bloodied 310; see also bloodied breath HP 910; Bloodied 455; see also bloodied breath
AC 28; Fortitude 26, Reflex 27, Will 27 AC 35; Fortitude 33, Reflex 35, Will 34
Resist 20 lightning Resist 25 lightning
Saving Throws +5 Saving Throws +5
Speed 8, fly 10 (hover), overland flight 15, swim 10; see Speed 10, fly 14 (hover), overland flight 18, swim 14;
also swim-by attack see also swim-by attack
Action Points 2 Action Points 2
M Bite (standard; at-will) Lightning M Bite (standard; at-will) Lightning
Reach 2; +17 vs. AC;1d8 + 5 damage and 5 Reach 3; +24 vs. AC;1d10 + 8 damage and 5
lightning damage lightning damage
M Claw (standard; at-will) M Claw (standard; at-will)
Reach 2; +17 vs. AC; 1d8 + 5 damage Reach 3; +24 vs. AC; 1d8 + 8 damage
m Double Claw (standard; at-will) m Double Claw (standard; at-will)
Reach 2; +17 vs. AC; make two attacks; 1d8 + 5 Reach 3; +24 vs. AC; make two attacks; 1d8 + 8
damage damage
m Swim-by Attack (standard; recharge 5 6) m Swim-by Attack (standard; recharge 5 6)
The dragon swims up to 10 squares and makes a The dragon swims up to 10 squares and makes a
bite attack at any point during the move without bite attack at any point during the move without
provoking an opportunity attack from the target. provoking an opportunity attack from the target.
m Crush (standard; recharge 5 6) m Crush (standard; recharge 5 6)
The dragon shifts 4 squares and can enter enemy The dragon shifts 4 squares and can enter enemy
squares squares
+15 vs. Reflex; 3d6 + 5 damage and the target is +22 vs. Reflex; 3d8 + 7 damage and the target is
pinned (until escape). Miss: shift target out of pinned (until escape). Miss: shift target out of
dragon’s space and knocked prone. dragon’s space and knocked prone.
Breath Weapon (standard; recharge 5 6) Breath Weapon (standard; recharge 5 6)
Lightning or Charm Lightning or Charm
a Area 5 in 10; +15 vs. Reflex; 2d6 + 5 lightning a Area 5 in 10; +22 vs. Reflex; 2d8 + 7 lightning
damage and the target is slowed (save ends) or damage and the target is slowed (save ends) or
c Close burst 5; +15 vs. Will; target moves its speed + c Close burst 5; +22 vs. Will; target moves its speed +
2 away from the dragon. Aftereffect: The target 2 away from the dragon. Aftereffect: The target
moves its speed away from the dragon on its turn moves its speed away from the dragon on its turn
(save ends). (save ends).
Bloodied Breath (free, when first bloodied; encounter) Bloodied Breath (free, when first bloodied; encounter)
Lightning or Charm Lightning or Charm
The dragon’s breath recharges, and the dragon uses The dragon’s breath recharges, and the dragon uses
it immediately it immediately
Alternate Form (minor; at-will) Polymorph Alternate Form (minor; at-will) Polymorph
The dragon can assume any humanoid form of up to The dragon can assume any humanoid form of up to
large size. See change shape in the MM glossary. large size. See change shape in the MM glossary.
c Fearful Presence (standard; encounter) Fear c Fearful Presence (standard; encounter) Fear
Close burst 5; targets enemies; +15 vs. Will; the Close burst 10; targets enemies; +22 vs. Will; the
target is stunned until the end of the dragon’s next target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends). attack rolls (save ends).
Alignment Good Languages Common, Draconic Alignment Good Languages Common, Draconic
Skills Bluff +17, Diplomacy +17, Insight +15, Nature + Skills Bluff +21, Diplomacy +21, Insight +18, Nature +
15 18
Str 16 (+9) Dex 22 (+12) Wis 19 (+10) Str 18 (+13) Dex 26 (+17) Wis 19 (+13)
Con 20(+11) Int 18 (+10) Cha 22 (+12) Con 22 (+15) Int 19 (+13) Cha 24 (+16)

Page 354 of 521


4E Races and Classes
Ancient Bronze DragonLevel 27 Solo Skirmisher Str 24 (+20) Dex 30 (+23) Wis 20 (+18)
Gargantuan natural magical Con 26 (+21) Int 20 (+18) Cha 28 (+22)
beast (aquatic, dragon) XP 55,000
Initiative +25 Senses Perception +23, darkvision
Fog Cloud aura 2; any creature in the aura gains
concealment; The dragon is unhindered by the fog
HP 1,250; Bloodied 625; see also bloodied breath
AC 43; Fortitude 41, Reflex 43, Will 42
Resist 30 lightning
Saving Throws +5
Speed 10, fly 14 (hover), overland flight 18, swim 14;
see also swim-by attack
Action Points 2
M Bite (standard; at-will) Lightning
Reach 4; +32 vs. AC;1d12 + 10 damage and 5
lightning damage
M Claw (standard; at-will)
Reach 4; +32 vs. AC; 1d10 + 10 damage
m Double Claw (standard; at-will)
Reach 4; +32 vs. AC; make two attacks; 1d10 + 10
damage
m Swim-by Attack (standard; recharge 5 6)
The dragon swims up to 10 squares and makes a
bite attack at any point during the move without
provoking an opportunity attack from the target.
m Crush (standard; recharge 5 6)
The dragon shifts 4 squares and can enter enemy
squares
+22 vs. Reflex; 3d10 + 7 damage and the target is
pinned (until escape). Miss: shift target out of
dragon’s space and knocked prone.
Breath Weapon (standard; recharge 5 6)
Lightning or Charm
a Area 5 in 10; +30 vs. Reflex; 3d6 + 8 lightning
damage and the target is stunned (save ends) or
c Close burst 5; +30 vs. Will; target moves its speed +
2 away from the dragon. Aftereffect: The target
moves its speed away from the dragon on its turn
(save ends). First failed save: The target can no
longer harm the dragon and no longer makes saving
throws against this power’s effects; at this point, only
the death of the dragon or a Remove affliction ritual
can end the power’s effects
Bloodied Breath (free, when first bloodied; encounter)
Lightning or Charm
The dragon’s breath recharges, and the dragon uses
it immediately
Alternate Form (minor; at-will) Polymorph
The dragon can assume any humanoid form of up to
large size. See change shape in the MM glossary.
c Fearful Presence (standard; encounter) Fear
Close burst 10; targets enemies; +30 vs. Will; the
target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends).
Alignment Good Languages Common, Draconic
Skills Bluff +27, Diplomacy +27, Insight +23, Nature +
23
Page 355 of 521
4E Races and Classes
Copper Dragon Young Copper Dragon Level 4 Solo Controller
Capricious and witty, copper dragons enjoys a Large natural magical beast (dragon) XP 875
good prank or a joke almost as much as accumulating a Initiative +7 Senses Perception +10, darkvision
hoard of treasure. Copper dragons prefer hilly areas, HP 224; Bloodied 112
often near gnomish enclaves. AC 20; Fortitude 18, Reflex 20, Will 19
Resist 15 acid
Copper Dragon Tactics Saving Throws +5
Copper dragons love traps that act more like Speed 7, fly 7, overland flight 10, spider climb 7
pranks than deadly pitfalls meant to annoy and humiliate Action Points 2
foes more than to harm. A common tactic, thanks to M Bite (standard; at-will)
their spider climb ability is to set up their lair upside Reach 2; +9 vs. AC; 1d6 + 3 damage and the target
down, with all fixtures (and their hoard) on the ceiling. is slowed (save ends).
In personal combat, and enraged copper dragon M Claw (standard; at-will)
attempts to slow opponents to a crawl and then hang Reach 2; +9 vs. AC; 1d6 + 3 damage
back and blast them with its breath weapon, closing to m Double Attack (standard; at-will)
melee only to finish opponents off. The dragon makes two claw attacks.
c Dust Cloud (standard; at-will)
Copper Dragon Lore Close burst 2; +7 vs. Fortitude; 1d6 + 3 damage and
A character who makes a successful Nature the target is blinded (save ends). The area also
check knows the following information. provides cover until the end of the dragon’s next
DC 15: Copper dragons prefer hilly regions, making turn.
their lair in the high, difficult to reach areas of cliffsides or
overhangs in such areas. A copper dragon breathes
c Breath Weapon (standard; recharge 5 6) Acid
or –
caustic acid or a misty breath that slows and weakens
Close blast 5; +8 vs. Reflex; 3d6 + 3 acid damage
foes.
and the target takes ongoing 5 acid damage (save
DC 20: Copper dragons are fond of pranks and
ends) or
witticism. They often pervade their lair with pratfalls
Close blast 5; +8 vs. Reflex; 1d12 + 3 damage and
meant to confound and confuse enemies, and may deal
target is slowed and weakened (save ends both)
on good terms with those who are able to take their
pranks in stride or entertain them with an interesting c Bloodied Breath (free, when first bloodied;
prank, joke or humorous story. encounter) Acid or –
The dragon’s breath weapon recharges, and the
dragon can use it immediately.
Encounter Groups
Copper dragons sometimes take a fondness to c Frightful Presence (standard; encounter) Fear
gnomes or other light-hearted fey creatures and make Close burst 5; targets enemies; +8 vs. Will; the
work to a mutual benefit with such beings. target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends).
Alignment Good Languages Common, Draconic
Skills Bluff +8, Stealth +12
Str 16 (+5) Dex 20 (+7) Wis 17 (+5)
Con 16 (+5) Int 14 (+4) Cha 12 (+3)

Page 356 of 521


4E Races and Classes
Adult Copper Dragon Level 11 Solo Controller Elder Copper Dragon Level 18 Solo Controller
Large natural magical beast (dragon) XP 3,000 Huge natural magical beast (dragon) XP 10,000
Initiative +11 Senses Perception +14, darkvision Initiative +17 Senses Perception +17, darkvision
HP 560; Bloodied 280 HP 860; Bloodied 430
AC 27; Fortitude 25, Reflex 27, Will 23 AC 34; Fortitude 30, Reflex 34, Will 30
Resist 20 acid Resist 25 acid
Saving Throws +5 Saving Throws +5
Speed 7, fly 7, overland flight 10, spider climb 7 Speed 9, fly 9, overland flight 12, spider climb 9
Action Points 2 Action Points 2
M Bite (standard; at-will) M Bite (standard; at-will)
Reach 2; +16 vs. AC; 1d8 + 4 damage and the Reach 3; +23 vs. AC; 1d10 + 6 damage and the
target is slowed (save ends). target is slowed (save ends).
M Claw (standard; at-will) M Claw (standard; at-will)
Reach 2; +16 vs. AC; 1d8 + 4 damage Reach 3; +23 vs. AC; 1d10 + 6 damage
m Double Attack (standard; at-will) m Double Attack (standard; at-will)
The dragon makes two claw attacks. The dragon makes two claw attacks.
c Dust Cloud (standard; at-will) c Dust Cloud (standard; at-will)
Close burst 2; +15 vs. Fortitude; 1d8 + 4 damage Close burst 3; +22 vs. Fortitude; 1d10 + 6 damage
and the target is blinded (save ends). The area also and the target is blinded (save ends). The area also
provides cover until the end of the dragon’s next provides cover until the end of the dragon’s next
turn. turn.
c Breath Weapon (standard; recharge 5 6) Acid c Breath Weapon (standard; recharge 5 6) Acid
or – or –
Close blast 5; +15 vs. Reflex; 4d6 + 5 acid damage Close blast 5; +22 vs. Reflex; 6d6 + 5 acid damage
and the target takes ongoing 5 acid damage (save and the target takes ongoing 10 acid damage (save
ends) or ends) or
Close blast 5; +15 vs. Reflex; 2d8 + 5 damage and Close blast 5; +22 vs. Reflex; 3d8 + 5 damage and
target is slowed and weakened (save ends both) target is slowed and weakened (save ends both)
c Bloodied Breath (free, when first bloodied; c Bloodied Breath (free, when first bloodied;
encounter) Acid or – encounter) Acid or –
The dragon’s breath weapon recharges, and the The dragon’s breath weapon recharges, and the
dragon can use it immediately. dragon can use it immediately.
c Frightful Presence (standard; encounter) Fear c Frightful Presence (standard; encounter) Fear
Close burst 5; targets enemies; +15 vs. Will; the Close burst 10; targets enemies; +22 vs. Will; the
target is stunned until the end of the dragon’s next target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends). attack rolls (save ends).
Alignment Good Languages Common, Draconic a Rock to Mud (standard; encounter) Zone
Skills Bluff +8, Stealth +16 Area 4 in 15; +22 vs. Reflex; target is immobilized
Str 18 (+9) Dex 22 (+11) Wis 18 (+9) (save ends). Creates an area of difficult terrain. If a
Con 16 (+8) Int 16 (+8) Cha 14 (+7) target enters or ends it turn in the zone, it is slowed
(save ends). If it fails the first save is failed and the
target is still in the zone, it is immobilized (save
ends).
Alignment Good Languages Common, Draconic
Skills Bluff +17, Stealth +22
Str 22 (+15) Dex 26 (+17) Wis 18 (+13)
Con 20 (+14) Int 18 (+13) Cha 16 (+12)

Page 357 of 521


4E Races and Classes
Ancient Copper Dragon Level 26 Solo Controller
Gargantuan natural magical beast (dragon) XP 46,000
Initiative +23 Senses Perception +23, darkvision
HP 1,190; Bloodied 595
AC 42; Fortitude 40, Reflex 42, Will 37
Resist 30 acid
Saving Throws +5
Speed 10, fly 10, overland flight 15, spider climb 10
Action Points 2
M Bite (standard; at-will)
Reach 3; +31 vs. AC; 1d10 + 8 damage and the
target is slowed (save ends).
M Claw (standard; at-will)
Reach 3; +31 vs. AC; 1d10 + 8 damage
m Double Attack (standard; at-will)
The dragon makes two claw attacks.
c Dust Cloud (standard; at-will)
Close burst 3; +30 vs. Fortitude; 1d10 + 8 damage
and the target is blinded (save ends). The area also
provides cover until the end of the dragon’s next
turn.
c Breath Weapon (standard; recharge 5 6) Acid
or –
Close blast 5; +30 vs. Reflex; 9d6 + 5 acid damage
and the target takes ongoing 15 acid damage (save
ends) or
Close blast 5; +30 vs. Reflex; 3d8 + 5 damage and
target is slowed and weakened (save ends both)
c Bloodied Breath (free, when first bloodied;
encounter) Acid or –
The dragon’s breath weapon recharges, and the
dragon can use it immediately.
c Frightful Presence (standard; encounter) Fear
Close burst 10; targets enemies; +30 vs. Will; the
target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends).
a Rock to Mud (standard; encounter) Zone
Area 4 in 15; +30 vs. Reflex; target is immobilized
(save ends). Creates an area of difficult terrain. If a
target enters or ends it turn in the zone, it is slowed
(save ends). If it fails the first save is failed and the
target is still in the zone, it is immobilized (save
ends).
Alignment Good Languages Common, Draconic
Skills Bluff +22, Stealth +28
Str 26 (+21) Dex 30 (+23) Wis 20 (+18)
Con 22 (+19) Int 20 (+18) Cha 18 (+17)

Page 358 of 521


4E Races and Classes
Gold Dragon Young Gold Dragon Level 7 Solo Soldier
The most regal of the chromatic dragons, gold Large natural magical beast (aquatic, dragon) XP 1,500
dragons are both honorable and powerful. They are Initiative +8 Senses Perception +11, darkvision
powerful spellcasters as well as fighting machines, HP 332; Bloodied 166
capable of belching fire or a gas that weakens their foes. AC 25; Fortitude 24, Reflex 21, Will 21
Resist 15 fire
Gold Dragon Tactics Saving Throws +5
Gold dragons usually parley before combat, Speed 6, fly 8 (hover), overland flight 12
seeking a way to end any conflict without bloodshed Action Points 2
before it is forced to fight. M Bite (standard; at-will) Fire
Once engaged, gold dragons use aerial terrain Reach 2; +14 vs. AC; 2d6 + 6 plus 2d6 fire damage.
to their best advantage. They usually weaken their foe M Claw (standard; at-will)
with their breath before blasting with magic and making Reach 2; +14 vs. AC; 2d6 + 6 damage.
strafing runs with their breath weapon. Once foes have m Double Claw (standard; at-will)
been weakened, confused and scattered, the dragon Reach 2; +14 vs. AC; make two attacks; 2d6 + 6
lands to finish the fight as quickly and mercifully as damage
possible. They rarely accept surrender once they have
been urged into a fight.
c Breath Weapon (standard; recharge 5 6) Fire
or –
In addition to their fearsome combat abilities,
Close blast 5; +12 vs. Reflex; 1d12 + 4 fire damage.
gold dragons usually know many rituals and generally
Miss: half damage or
have access to one or more wizard spell and cantrips.
Close blast 5; +12 vs. Fortitude; 1d10 + 4 damage
You may choose to add or change out wizard spells for
and the target is weakened (save ends)
various gold dragon entries (Spectral Ram for Young
Gold Dragon, Crushing Titan’s Fist for Adult Gold c Bloodied Breath (free, when first bloodied;
Dragon, Cloudkill for Elder Gold Dragon and Forcecage encounter) Fire or –
for Ancient Gold Dragon). The dragon’s breath weapon recharges, and the
dragon uses it immediately.
Gold Dragon Lore r Spectral Ram (standard; encounter) Force
A character who makes a successful Nature skill Ranged 10; +12 vs. Fortitude; 2d10 + 4 force
check knows the following information. damage and the target is pushed 3 squares and
DC 15: Gold dragons tend to lair in valleys and plains, knocked prone.
using their ability to change shape to mingle and hide Alternate Form (minor; at-will) Polymorph
from local residents. A gold dragon has two powerful The dragon can assume the form of any animal or
breath weapons – a blast of flame and a gas that humanoid of Large size or smaller. See change
weakens foes caught in it. shape in the MM glossary.
DC 20: Gold dragons are slow to anger, but once their c Frightful Presence (standard; encounter) Fear
ire is aroused they rarely show mercy to an enemy. Close burst 5; targets enemies; +12 vs. Will; the
They are also scholarly creatures, with great magical target is stunned until the end of the dragon’s next
skill and knowledge. It is not uncommon for them to turn. Aftereffect: The target takes a –2 penalty to
make their lairs in the ruins of ancient civilizations in attack rolls (save ends).
areas that were former academies, libraries, Alignment Lawful good Languages Common, Draconic
monasteries or former public forums. Skills Arcana +11, Bluff +11, Diplomacy +11, Insight
DC 25: Adult and older Gold dragons do not only highly +11
prize gemstones, but actually use a magical ritual to Str 22 (+9) Dex 17 (+6) Wis 17 (+6)
incorporate a gemstone into their armored hide that Con 19 (+7) Int 16 (+6) Cha 16 (+6)
provides them with great luck. If discovered in the dead
carcass of a gold dragon (A Hard Arcana skill check to
sense the presence of magic) or freely given by the gold
dragon to another, it acts like a luckstone.

Page 359 of 521


4E Races and Classes
Adult Gold Dragon Level 15 Solo Controller Elder Gold Dragon Level 22 Solo Controller
Large natural magical beast (aquatic, dragon) XP 6,000 Huge natural magical beast (aquatic, dragon) XP 20,750
Initiative +11 Senses Perception +17, darkvision Initiative +11 Senses Perception +17, darkvision
HP 750; Bloodied 375; see bloodied breath HP 1,050; Bloodied 525; see bloodied breath
AC 31; Fortitude 31, Reflex 29, Will 29 AC 38; Fortitude 38, Reflex 36, Will 36
Resist 20 fire Resist 25 fire
Saving Throws +5 Saving Throws +5
Speed 6, fly 8 (hover), overland flight 12 Speed 8, fly 10 (hover), overland flight 15
Action Points 2 Action Points 2
M Bite (standard; at-will) Fire M Bite (standard; at-will) Fire
Reach 2; +20 vs. AC; 2d8 + 7 plus 3d6 fire damage. Reach 3; +27 vs. AC; 2d10 + 9 plus 4d6 fire
M Claw (standard; at-will) damage.
Reach 2; +20 vs. AC; 2d8 + 7 damage. M Claw (standard; at-will)
m Double Claw (standard; at-will) Reach 3; +27 vs. AC; 2d10 + 9 damage.
Reach 2; +20 vs. AC; make two attacks; 2d8 + 7 m Double Claw (standard; at-will)
damage Reach 3; +27 vs. AC; make two attacks; 2d10 + 9
c Breath Weapon (standard; recharge 5 6) Fire damage
or – c Breath Weapon (standard; recharge 5 6) Fire
Close blast 5; +19 vs. Reflex; 2d12 + 6 fire damage. or –
Miss: half damage or Close blast 5; +26 vs. Reflex; 3d12 + 8 fire damage.
Close blast 5; +19 vs. Fortitude; 2d6 + 6 damage Miss: half damage or
and the target is weakened (save ends) Close blast 5; +26 vs. Fortitude; 2d8 + 8 damage
c Bloodied Breath (free, when first bloodied; and the target is weakened and slowed (save ends
encounter) Fire or – both)
The dragon’s breath weapon recharges, and the c Bloodied Breath (free, when first bloodied;
dragon uses it immediately. encounter) Fire or –
a Crushing Titan’s Fist (standard; encounter) The dragon’s breath weapon recharges, and the
Force dragon uses it immediately.
Burst 2 in 20; +19 vs. Fortitude; 3d8 + 6 force a Cloudkill (standard; sustain minor; encounter)
damage and the target is immobilized until the end Poison, Zone
of the dragon’s next turn. The area is treated as Burst 5 in 20; Creates a zone of poison vapors that
very difficult terrain until the end of the dragon’s next lasts until the end of the dragon’s next turn. Any
turn. creature that enters or starts it turn in the zone takes
Alternate Form (minor; at-will) Polymorph 1d10 + 8 poison damage. As a move action, the
The dragon can assume the form of any animal or zone can be moved 3 squares.
humanoid of Large size or smaller. See change a Sunburst (standard; encounter) Radiant
shape in the MM glossary. Burst 5 in 20; +26 vs. Fortitude; 4d10 + 8 radiant
c Frightful Presence (standard; encounter) Fear damage and the target is blinded (save ends).
Close burst 5; targets enemies; +19 vs. Will; the Alternate Form (minor; at-will) Polymorph
target is stunned until the end of the dragon’s next The dragon can assume the form of any animal or
turn. Aftereffect: The target takes a –2 penalty to humanoid of Large size or smaller. See change
attack rolls (save ends). shape in the MM glossary.
Luck (immediate interrupt; encounter) c Frightful Presence (standard; encounter) Fear
An attack roll made against the dragon must be Close burst 5; targets enemies; +26 vs. Will; the
rerolled at a –2 penalty to hit. target is stunned until the end of the dragon’s next
Alignment Lawful good Languages Common, Draconic turn. Aftereffect: The target takes a –2 penalty to
Skills Arcana +17, Bluff +17, Diplomacy +17, Insight attack rolls (save ends).
+17 Luck (immediate interrupt; recharges when first
Str 25 (+14) Dex 19 (+11) Wis 21 (+12) bloodied)
Con 22 (+13) Int 20 (+12) Cha 20 (+12) An attack roll made against the dragon must be
rerolled at a –2 penalty to hit.
Alignment Lawful good Languages Common, Draconic
Skills Arcana +23, Bluff +23, Diplomacy +23, Insight
+23
Str 28 (+20) Dex 22 (+17) Wis 25 (+18)
Con 26 (+19) Int 24 (+18) Cha 24 (+18)

Page 360 of 521


4E Races and Classes
Ancient Gold Dragon Level 30 Solo Controller Skills Arcana +30, Bluff +30, Diplomacy +30, Insight
Gargantuan natural +30
magical beast (aquatic, dragon) XP 20,750 Str 34 (+27) Dex 25 (+22) Wis 31 (+25)
Initiative +22 Senses Perception +30, darkvision Con 30 (+25) Int 30 (+25) Cha 30 (+25)
HP 1,390; Bloodied 695; see bloodied breath
AC 46; Fortitude 47, Reflex 45, Will 45
Resist 30 fire
Saving Throws +5
Speed 12, fly 12 (hover), overland flight 15
Action Points 2
M Bite (standard; at-will) Fire
Reach 4; +35 vs. AC; 2d12 + 12 plus 6d6 fire
damage.
M Claw (standard; at-will)
Reach 4; +35 vs. AC; 2d12 + 12 damage.
m Double Claw (standard; at-will)
Reach 4; +35 vs. AC; make two attacks; 2d12 + 12
damage
c Breath Weapon (standard; recharge 5 6) Fire
or –
Close blast 5; +34 vs. Reflex; 4d12 + 10 fire
damage. Miss: half damage or
Close blast 5; +34 vs. Fortitude; 2d10 + 10 damage
and the target is weakened and slowed (save ends
both)
c Bloodied Breath (free, when first bloodied;
encounter) Fire or –
The dragon’s breath weapon recharges, and the
dragon uses it immediately.
r Forcecage (standard; encounter) Force
Ranged 20; +34 vs. Reflex; 3d10 + 10 force damage
and confined until the end of the dragon’s next turn.
While confined, the target is immobilized, grants
combat advantage and cannot gain line of effect
against nonadjacent enemies.
a Sunburst (standard; encounter) Radiant
Burst 5 in 20; +34 vs. Fortitude; 4d10 + 10 radiant
damage and the target is blinded (save ends).
Alternate Form (minor; at-will) Polymorph
The dragon can assume the form of any animal or
humanoid of Large size or smaller. See change
shape in the MM glossary.
c Frightful Presence (standard; encounter) Fear
Close burst 5; targets enemies; +34 vs. Will; the
target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends).
Luck (immediate interrupt; recharges when first
bloodied)
An attack roll made against the dragon must be
rerolled at a –2 penalty to hit.
m Heal (standard; encounter) Healing
Targets dragon or one ally; The target can expend
any number of healing surges it has remaining to
regain hit points.
Alignment Lawful good Languages Common, Draconic

Page 361 of 521


4E Races and Classes
Silver Dragon Young Silver Dragon Level 6 Solo Artillery
Silver dragons are regal and statuesque Large natural magical beast (dragon) XP 1,250
creatures. They have a fondness for working with good- Initiative +5 Senses Perception +11, darkvision
aligned humanoids and will often help mortals in great HP 296; Bloodied 148; see bloodied breath
need – preferably in a noncombatic fashion. Silver AC 20; Fortitude 22, Reflex 20, Will 20
dragons breathe lightning and a paralyzing gas. Resist 15 lightning
Saving Throws +5
Silver Dragon Tactics Speed 8, fly 10 (hover), overland flight 15
When possible, silver dragons will avoid Action Points 2
unnecessary bloodshed, but they will never turn their M Bite (standard; at-will) Lightning
backs on evil acts. Reach 2; +13 vs. AC; 1d6 + 5 plus 1d6 lightning
Silver dragons will usually attempt to misguide damage.
others or downplay their true nature before combat M Claw (standard; at-will)
breaks out, allowing them to catch an opponent off- Reach 2; +13 vs. AC; 1d4 + 5 damage
guard and put them at a disadvantage. m Draconic Fury (standard; at-will)
Silver dragons use a deadly mix of magic and The dragon makes two claw attacks and a bite
their natural weaponry to quickly tear down foes. They attack
are quick to accept a genuine surrender, but usually Breath Weapon (standard; recharge 5 6)
enforce steep concessions from their victims. Lightning or –
r The dragon targets up to three creatures within its
Silver Dragon Lore lightning breath; the first target must be within 10
A character who makes a successful Nature squares of the dragon, the second target within 10
check knows the following information. squares of the first, and the third target within 10
DC 15: When not mingling among humanoids in a squares of second; +11 vs. Reflex; 1d12 + 5
disguised state, silver dragons reside in resplendent lairs lightning damage. Miss: Half damage. This attack
carved into isolated mountain peaks. They breathe bolts does not provoke opportunity attacks.
of lightning or a paralyzing gas.
DC 20: Silver dragons tend to prefer a humanoid form
c Close blast 5; +11 vs. Reflex; 1d8 + 5 damage and
the target is stunned (save ends).
to their dragon form. Beyond their normal draconic
Bloodied Breath (free, when first bloodied; encounter)
might, dragons are powerful warlocks, calling on the
Lightning or –
power from pacts with ancient primordial dragons.
The dragon’s breath weapon recharges, and the
dragon uses it immediately.
Encounter Groups Alternate form (minor; at-will) Polymorph
Silver dragons are often surrounded by other The dragon can assume the form of any large or
humanoids, who may or may not be aware of the smaller humanoid. See change form in the MM
dragon’s true nature. In some cases, a silver dragon glossary.
may even allow itself to be captured to get at an
powerful or evil opponent.
r Crown of Madness (standard; encounter) Charm,
Psychic
Ranged 10; +11 vs. Will; 2d6 + 5 damage. Miss: Half
damage. Sustain minor: The target makes a melee
basic attack against one of its adjacent allies of the
dragon’s choice (save ends).
c Frightful Presence (standard; encounter) Fear
Close burst 5; targets enemies; +11 vs. Will; the
target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends).
Alignment Good Languages Common, Draconic
Skills Bluff +11, Insight +11, Nature +11
Str 20 (+8) Dex 15 (+5) Wis 17 (+6)
Con 18 (+7) Int 16 (+6) Cha 16 (+6)

Page 362 of 521


4E Races and Classes
Adult Silver Dragon Level 13 Solo Artillery Con 19 (+10) Int 20 (+11) Cha 20 (+11)
Large natural magical beast (dragon) XP 4,000
Initiative +9 Senses Perception +16, darkvision Elder Silver Dragon Level 20 Solo Artillery
HP 655; Bloodied 327; see bloodied breath Huge natural magical beast (dragon) XP 14,000
AC 27; Fortitude 29, Reflex 27, Will 28 Initiative +9 Senses Perception +16, darkvision
Resist 20 lightning HP 960; Bloodied 480; see bloodied breath
Saving Throws +5 AC 34; Fortitude 36, Reflex 33, Will 34
Speed 8, fly 10 (hover), overland flight 15 Resist 25 lightning
Action Points 2 Saving Throws +5
M Bite (standard; at-will) Lightning Speed 8, fly 10 (hover), overland flight 15
Reach 2; +20 vs. AC; 1d8 + 6 plus 1d6 lightning Action Points 2
damage. M Bite (standard; at-will) Lightning
M Claw (standard; at-will) Reach 3; +27 vs. AC; 2d6 + 8 plus 2d6 lightning
Reach 2; +20 vs. AC; 1d8 + 6 damage damage.
m Draconic Fury (standard; at-will) M Claw (standard; at-will)
The dragon makes two claw attacks and a bite Reach 3; +27 vs. AC; 1d8 + 8 damage
attack m Draconic Fury (standard; at-will)
Breath Weapon (standard; recharge 5 6) The dragon makes two claw attacks and a bite
Lightning or – attack
r The dragon targets up to three creatures within its Breath Weapon (standard; recharge 5 6)
lightning breath; the first target must be within 10 Lightning or –
squares of the dragon, the second target within 10 r The dragon targets up to three creatures within its
squares of the first, and the third target within 10 lightning breath; the first target must be within 10
squares of second; +18 vs. Reflex; 2d12 + 10 squares of the dragon, the second target within 10
lightning damage. Miss: Half damage. This attack squares of the first, and the third target within 10
does not provoke opportunity attacks. squares of second; +25 vs. Reflex; 3d12 + 17
c Close blast 5; +18 vs. Reflex; 1d10 + 10 damage lightning damage. Miss: Half damage. This attack
and the target is stunned (save ends). does not provoke opportunity attacks.
Bloodied Breath (free, when first bloodied; encounter) c Close blast 5; +25 vs. Reflex; 2d10 + 17 damage
Lightning or – and the target is stunned (save ends).
The dragon’s breath weapon recharges, and the Bloodied Breath (free, when first bloodied; encounter)
dragon uses it immediately. Lightning or –
Alternate form (minor; at-will) Polymorph The dragon’s breath weapon recharges, and the
The dragon can assume the form of any large or dragon uses it immediately.
smaller humanoid. See change form in the MM Alternate form (minor; at-will) Polymorph
glossary. The dragon can assume the form of any large or
r Coldfire Vortex (standard; encounter) Cold or smaller humanoid. See change form in the MM
Radiant glossary.
Ranged 10; +18 vs. Fortitude; 2d10 + 5 cold or r Delusions of Loyalty (standard; sustain minor;
radiant damage. encounter) Charm
Secondary Attack; Each creature adjacent to the Ranged 10; +25 vs. Will; On its turn, target uses a
primary target; +18 vs. Reflex; 1d10 + 5 cold or standard action to make a basic attack against the
radiant damage. last opponent the dragon attacked.
c Frightful Presence (standard; encounter) Fear c Frightful Presence (standard; encounter) Fear
Close burst 5; targets enemies; +18 vs. Will; the Close burst 5; targets enemies; +18 vs. Will; the
target is stunned until the end of the dragon’s next target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends). attack rolls (save ends).
r Summons of Tamara (standard; encounter) r Strand of Fate (standard; encounter)
Psychic, Teleportation Ranged 10; +25 vs. Reflex; 1d8 + 8 damage, and
Ranged 10; +18 vs. Will; 2d10 + 5 psychic damage, the target gains vulnerability 15 to all attacks until
and the target is teleported to an unoccupied square the end of the dragon’s next turn.
up to 3 squares away. Sustain Minor: +18 vs. Will; Alignment Good Languages Common, Draconic
target is teleported to an unoccupied square up to 3 Skills Bluff +21, Insight +21, Nature +21
squares away, on a miss, effect ends. Str 27 (+18) Dex 16 (+13) Wis 23 (+16)
Alignment Good Languages Common, Draconic Con 24 (+17) Int 22 (+16) Cha 22 (+16)
Skills Bluff +16, Insight +16, Nature +16
Str 23 (+12) Dex 16 (+9) Wis 21 (+11)
Page 363 of 521
4E Races and Classes
Ancient Silver Dragon Level 28 Solo Artillery
Gargantuan natural magical beast (dragon) XP 65,000
Initiative +18 Senses Perception +28, darkvision
HP 1,290; Bloodied 645; see bloodied breath
AC 42; Fortitude 44, Reflex 42, Will 43
Resist 30 lightning
Saving Throws +5
Speed 10, fly 12 (hover), overland flight 15
Action Points 2
M Bite (standard; at-will) Lightning
Reach 3; +35 vs. AC; 2d8 + 10 plus 2d6 lightning
damage.
M Claw (standard; at-will)
Reach 3; +35 vs. AC; 2d6 + 10 damage
m Draconic Fury (standard; at-will)
The dragon makes two claw attacks and a bite
attack
Breath Weapon (standard; recharge 5 6)
Lightning or –
r The dragon targets up to three creatures within its
lightning breath; the first target must be within 10
squares of the dragon, the second target within 10
squares of the first, and the third target within 10
squares of second; +33 vs. Reflex; 3d12 + 17
lightning damage. Miss: Half damage. This attack
does not provoke opportunity attacks.
c Close blast 5; +33 vs. Reflex; 2d10 + 17 damage
and the target is stunned (save ends).
Bloodied Breath (free, when first bloodied; encounter)
Lightning or –
The dragon’s breath weapon recharges, and the
dragon uses it immediately.
Alternate form (minor; at-will) Polymorph
The dragon can assume the form of any large or
smaller humanoid. See change form in the MM
glossary.
r Curse of the Dragon King (standard; sustain minor;
encounter)
Ranged 10; +33 vs. Will; 3d10 + 10 damage. Until
the end of the encounter, if the target attacks the
dragon, it takes 15 damage (save ends)
c Frightful Presence (standard; encounter) Fear
Close burst 5; targets enemies; +33 vs. Will; the
target is stunned until the end of the dragon’s next
turn. Aftereffect: The target takes a –2 penalty to
attack rolls (save ends).
r Seven Baleful Dragons (standard; encounter) Acid,
Cold, Fire, Lightning, Poison or Thunder
Ranged 10; +33 vs. Reflex; 5d10 + 10 acid, cold,
fire, lightning, poison or thunder damage and the
target is stunned until the end of the dragon’s next
turn. Miss: half damage, and the target is dazed
until the end of your next turn.
Alignment Good Languages Common, Draconic
Skills Bluff +28, Insight +28, Nature +28
Str 31 (+24) Dex 19 (+18) Wis 29 (+23)
Con 26 (+22) Int 28 (+23) Cha 28 (+23)

Page 364 of 521


4E Races and Classes
Dragon Turtle
Dragon Turtle Level 21 Brute
Gargantuan natural magical beast XP 3,200
Initiative +10 Senses Perception +16, darkvision
HP 241; Bloodied 120
AC 37; Fortitude 35, Reflex 27, Will 28
Immune sleep Resist 30 fire
Speed 4, swim 6
M Bite (standard; at-will)
Reach 3; +24 vs. AC; 2d8 + 7 damage
c Steam breath (standard; recharge 5 6) Fire
+22 vs. Reflex; 8d6 + 7 fire damage. Miss: half
damage. A dragon turtle’s breath weapon works
underwater.
m Capsize (standard; at-will)
+22 vs. Fortitude; targets bloodied creature/vessel;
2d8 + 7 damage and target is capsized.
Alignment Unaligned Languages Aquan, Common,
Draconic
Str 27 (+18) Dex 10 (+10) Wis 13 (+11)
Con 21 (+15) Int 12 (+11) Cha 12 (+11)

Dragon Turtle tactics


A dragon turtle approaches a vessel and uses
its steam breath on the exposed crew. It then attacks
crew or vessel, preferring to attack the vessel if the
crew’s attacks are ineffective to more quickly disable the
ship and expose the crew to be devoured.

Dragon Turtle Lore


A character who makes a successful Nature skill
check knows the following information.
DC 25: Dragon turtles are huge sea-going creatures
that are sometimes mistaken for small islands or reefs.
They have a deadly breath made of super-heated steam,
and can easily capsize boats or other vessels they
encounter.

Dragon Turtle Encounters


Dragon turtles tend to drive off or eat anything
smaller than themselves. In rare cases, they may be
encountered as a mated pair or as hunting group in busy
waters.

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4E Races and Classes
Donkey Mule Level 1 Brute
Large natural beast (mount) XP 100
Initiative +1 Senses Perception +0
Donkey Level 0 Brute HP ; Bloodied A minion never takes damage on a miss
Medium natural beast (mount) XP 100 AC 13; Fortitude 15, Reflex 13, Will 12
Initiative +1 Senses Perception +0 Speed 6
HP 13; Bloodied 7 M Hoof (standard; at-will)
AC 12; Fortitude 12, Reflex 12, Will 11 +4 vs. AC; 1d4 + 3 damage
Speed 6, earth walk Alignment Unaligned Languages -
M Bite (standard; encounter) Skills Endurance +8
+3 vs. AC; 1d2 damage Str 16 (+3) Dex 13 (+1) Wis 11 (+0)
Alignment Unaligned Languages - Con 17 (+3) Int 2 (-4) Cha 6 (-2)
Str 10 (+0) Dex 13 (+1) Wis 11 (+0)
Con 12 (+1) Int 2 (-4) Cha 4 (-3) Mule Tactics
A mule will kick when it feels threatened, but
Donkey Tactics generally runs from combat.
A donkey bites only when it has no way of
escape. It attempts to run from danger, often throwing
off riders and equipment in its attempt to escape.

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4E Races and Classes
Dragonne
Goldscale Dragonne Level 9 Artillery
Large natural magical beast XP 400
Initiative +6 Senses Perception +10, low-light vision
HP ; Bloodied A minion never takes damage on a miss
AC 21; Fortitude 21, Reflex 20, Will 19
Resist 15 thunder
Speed 8, fly 6 (clumsy)
M Claws and bite (standard; at-will)
+16 vs. AC; 1d10 + 5; Make a secondary attack; +14
vs. AC; 2d6 + 5 damage
c Dragon roar (standard; recharge 4 5 6)
Thunder
Close blast 6; +15 vs. Fortitude; 2d8 + 5 thunder
damage and the target is stunned until the end of
the dragonne’s next turn.
Pounce (standard; encounter)
The dragonne shifts 6 squares (ignoring terrain) and
makes a claws and bite attack.
Alignment Unaligned Languages Draconic
Str 19 (+8) Dex 15 (+6) Wis 12 (+5)
Con 17 (+7) Int 6 (+2) Cha 12 (+5)

Goldscale Dragonne Tactics


A goldscale dragonne opens combat with a roar,
then pounces onto its opponents. It continues using its
powerful roar to keep opponents off-balance as it mauls
them. It uses its wings to track down evasive targets
and engage them in melee.

Dragonne Lore
A character that makes a successful Arcana
check knows the following information.
DC 15: Dragonnes are magical crossbreeds of dragons
and lions. Their roar can disable opponents, making
them easy prey for the creature to pounce upon.

Dragonne Encounters
Dragonnes travel in prides across the Feywild,
but sometimes are made into hunting beasts for various
Eladrin nobles. Metallic dragons – especially Brass
dragons, sometime take in these creatures as pets as
well.

Page 367 of 521


4E Races and Classes
Encounter Groups
Dryad Dryads often surround themselves with other
creatures of the wilderness or charmed humanoids who
do the dryads every bidding. Some capricious dryads
Deepwood Dryad Level 3 Lurker have created harems, and are always on the look-out to
Medium Fey Humanoid XP 150 add to their collection of “beauties”.
Initiative +9 Senses Perception +8, low-light vision
HP 35; Bloodied 17
AC 17; Fortitude 13, Reflex 17, Will 17
Speed 6
A Entangling Overgrowth (standard; at-will)
Burst 3 in 15 squares; +6 vs. Fortitude; 1d6 + 3
damage and the target is immobilized until the end
of the dryad’s next turn.
r Charm Person (standard; recharges when no target
is charmed) Charm
Ranged 10; targets humanoids;+6 vs. Will; target is
dominated (save ends).
r Enchanted Slumber (standard; encounter) Sleep
Ranged 10; +6 vs. Will; target is slowed (save ends).
If save is failed, the target is unconscious (save
ends).
Tree Shape (standard; at-will) Polymorph
The dryad assumes the shape of a tree. She gains
resist 20 all damage and cannot move. The
transformation lasts until the end of the dryad’s next
turn. Sustain standard: The transformation lasts
until the end of the dryad’s next turn.
Alignment Unaligned Languages Sylvan
Skills Acrobatics +10, Athletics +10, Nature +8, Stealth
+10
Str 10 (+1) Dex 19 (+5) Wis 15 (+3)
Con 11 (+1) Int 14 (+3) Cha 18 (+5)

Deepwood Dryad Tactics


A deepwood dryad avoids combat when
possible, but if forced prepares by disguising itself as a
tree. The dryad attempts to charm targets or place them
in an enchanted slumber where they can be easily dealt
with. If either of these tactics fail, she uses her
entangling overgrowth to ensnare and choke the life
from opponents. If bloodied, a deepwood dryad will
often surrender or flee.

Dryad Lore
A character that makes a successful Nature
check knows the following.
DC 15: Deepwood dryads are spirits from the feywild
that bind themselves with a beautiful area of woodlands.
Their presence tends to cause the area to become rich
with wildlife. They tend to avoid mortals, luring them to
sleep or bewitching them to become slaves to the
dryad’s whims.
DC 20: Deepwood dryads are bound to an oak tree
within their dominion. If the tree is harmed or destroyed,
damage to it likewise reflects on the dryad herself.

Page 368 of 521


4E Races and Classes
Duergar Warrior Level 4 Soldier
Duergar Medium natural humanoid (dwarf) XP 175
Initiative +6 Senses Perception +4, darkvision
HP 55; Bloodied 27
Duergar Sneak Level 3 Minion AC 20; Fortitude 17, Reflex 16, Will 16
Medium natural humanoid (dwarf) XP 37 Immune illusions
Initiative +5 Senses Perception +3, darkvision Saving Throws +5 against poison
HP 1; A minion never takes damage on a miss Speed 5
AC 19; Fortitude 16, Reflex 15, Will 15 M War Pick (standard; at-will) Weapon
Immune illusions +11 vs. AC; 1d8 + 4 damage (1d10 + 6 damage
Saving Throws +5 vs. poison while enlarged) and target is marked
Speed 5
R Poisoned Crossbow (standard; at-will) Poison,
M War pick (standard; at-will) Weapon Weapon
+10 vs. AC; 4 damage (6 damage while enlarged) +11 vs. AC; 1d8 + 4 damage (1d10 + 6 damage
R crossbow (standard; at-will) Weapon while enlarged) and ongoing 5 poison damage (save
+10 vs. AC; 4 damage (6 damage while enlarged) ends)
Enlargement (minor; encounter) Enlargement (minor; encounter)
A duergar grows to take up a 2 x 2 square. The A duergar grows to take up a 2 x 2 square. Its
duergar gains a +2 attack and damage bonus. The attack damage increases one die size and it gains a
enlargement lasts until the duergar is slain. +2 power bonus to attacks and damage. This lasts
Invisibility (standard; encounter) Illusion until the duergar is bloodied.
A duergar becomes invisible until the end of its next Invisibility (standard; encounter) Illusion
turn. A duergar becomes invisible until the end of its next
Alignment Unaligned Languages Common, turn.
undercommon Alignment Unaligned Languages Common,
Skills Stealth +8 undercommon
Str 16 (+4) Dex 14 (+3) Wis 15 (+3) Skills Stealth +9
Con 14 (+3) Int 11 (+1) Cha 10 (+1) Str 17 (+5) Dex 14 (+4) Wis 15 (+4)
Equipment scale mail, shield, war pick, crossbow Con 15 (+4) Int 11 (+2) Cha 10 (+2)
Equipment scale mail, shield, war pick, crossbow
Duergar Sneak Tactics
A duergar sneak approaches its opponent Duergar Warrior Tactics
invisibly and enlarges before making an attack. If unable A duergar warrior usually lurks on the battlefield
to reach an opponent, a duergar sneak will use its invisibly, enlarging and charging an opponent as an
crossbow until it can close into melee. opening attack. In some cases it may set up an ambush
with others, attempting to catch opponents in a crossfire
with crossbow attacks, and then enlarging to surprise
foes who attempt to melee them.

Page 369 of 521


4E Races and Classes
Duergar Stonecaster Level 4 Artillery (Leader) Duergar Warcaster Level 4 Controller
Medium natural humanoid (dwarf) XP 175 Medium natural humanoid (dwarf) XP 175
Initiative +4 Senses Perception +6, darkvision Initiative +2 Senses Perception +4, darkvision
HP 56; Bloodied 28 HP 55; Bloodied 27
AC 16; Fortitude 16, Reflex 16, Will 16 AC 18; Fortitude 16, Reflex 16, Will 16
Immune Illusions Immune Illusions
Saving Throw +5 vs. poison Saving Throw +5 vs. poison
Speed 5 Speed 5
M Hand axe (standard; at-will) M Darkfire hand axe (standard; at-will) Fire,
+11 vs. AC; 1d6 + 2 damage Necrotic
R Acid bolt (standard; at-will) Acid +9 vs. AC; 1d6 + 4 damage plus 1d6 fire and
Ranged 15; +9 vs. Reflex; 1d6 + 4 acid damage and necrotic damage
ongoing 2 acid damage (save ends) R Darkfire bolt (standard; at-will) Fire, Necrotic
R Wall of Stone (standard; daily) Conjuration +7 vs. Reflex; 2d4 + 4 fire and necrotic damage
Ranged 10; creates a continuous wall 6 squares a Darkfire Blast (standard; encounter) Fire, Necrotic
long and 4 squares high. Each square of the wall Burst 2 in 10; +7 vs. Reflex; 2d6 + 4 fire and necrotic
has resist 10 all damage and 50 hit points. The wall damage.
remains until destroyed. a Noxious Burst (standard; daily) Necrotic
c Healing Word (minor; encounter) Healing +8 vs. Fortitude; 2d8 + 4 necrotic damage and target
Close burst 5; targets one ally; target can spend a is weakened (save ends)
healing surge. Enlargement (minor; encounter)
Enlargement (minor; encounter) A duergar grows to take up a 2 x 2 square. The
A duergar grows to take up a 2 x 2 square. The duergar gains a +2 attack and damage bonus. The
duergar gains a +2 attack and damage bonus. The enlargement lasts until the duergar is slain.
enlargement lasts until the duergar is slain. Invisibility (standard; encounter) Illusion
Invisibility (standard; encounter) Illusion A duergar becomes invisible until the end of its next
A duergar becomes invisible until the end of its next turn.
turn. Alignment Unaligned Languages Common, uncommon
Alignment Unaligned Languages Common, Skills Arcana +7, Stealth +7
undercommon Str 10 (+2) Dex 11 (+2) Wis 16 (+4)
Skills Arcana +7, Stealth +9 Con 15 (+3) Int 16 (+5) Cha 12 (+3)
Str 10 (+2) Dex 14 (+4) Wis 18 (+6) Equipment leather armor, hand axe
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
Equipment leather armor, hand axe Duergar Warcaster Tactics
A duergar warcaster opens with a noxious burst
Duergar Stonecaster Tactics directed at enemies and then blasts away with darkfire
A duergar stonecaster remains behind a wall of bolts. It defends itself with its darkfire hand axe while
minions or defenders and hurls acid bolts at its enlarging if attacked, and looks for clusters of enemies
opponents. It uses wall of stone to block an opponent’s to unleash a darkfire blast into. A warcaster reserves its
escape or bar an opponent from following a retreat. The invisibility power to escape a combat that goes poorly.
duergar stonecaster uses healing word to heal a
bloodied ally defender. Duergar stonecasters rarely use Duergar Lore
their enlargement ability and reserve invisibility to A character that makes a successful
escape a combat they are losing. Dungeoneering roll knows the following information.
DC 15: Duergar are an offshoot of dwarves that fled
deep underground to avoid enslavement by the giants.
They developed the ability to increase their stature to
that of giants and vanish from the sight of their enemies.
DC 20: Duergar ruthlessly mine precious mithral from
deep in the earth and will seek out and kill other races
that acquire mithral, believing that the mineral to be
theirs, lying in wait to be taken, and for any other race to
possess it to be theft of the worst sort.

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4E Races and Classes
Bronze Einherjar Level 11 Elite Soldier
Einherjar Warrior Champion
Medium immortal humanoid XP 1,200
Initiative +10 Senses Perception +11
Bronze Einherjar Warrior Level 11 Soldier HP 237; Bloodied 118
Medium Immortal Humanoid XP 600 AC 27; Fortitude 24, Reflex 23, Will 21
Initiative +10 Senses Perception +7 Immune poison Resist 20 radiant
HP 109; Bloodied 54 Saving Throws +2
AC 27; Fortitude 24, Reflex 23, Will 22 Speed 5, fly 8
Immune poison Resist 15 radiant Action Points 1
Speed 5
M Longsword (standard; at-will) Weapon
M Longsword (standard; at-will) Weapon +18 vs. AC; 2d6 + 5 damage and the target is
+18 vs. AC ; 2d6 + 5 damage and the target is marked
marked
m Whirlwind of Steel (standard; recharge 5 6)
m Reckless Strike (standard; encounter) Weapon Weapon
+16 vs. AC; Einherjar may move 3 squares; 4d6 + 5 Close burst 1; +16 vs. Reflex; 2d6 + 5 damage
damage
m Thicket of Blades (standard; daily) Weapon
m Thicket of Blades (standard; daily) Weapon +18 vs. AC; 6d6 + 5 damage, and the target is
+18 vs. AC; 6d6 + 5 damage, and the target is slowed (save ends).
slowed (save ends).
R Longbow (standard; at-will) Weapon
Berserk
Ranged 15/30; +18 vs. AC; 2d6 + 5 damage
When a bronze einherjar warrior is bloodied, it deals
+2d6 to damage. c Warrior’s Challenge (minor; at-will)
Alignment Unaligned Languages Common Close burst 10; targets one enemy; target is marked.
Skills Athletics +14 If target makes an attack that does not include the
Str 19 (+9) Dex 17 (+8) Wis 14 (+7) einherjar, it suffers 5 damage.
Con 13 (+6) Int 12 (+6) Cha 11 (+5) m Combat Superiority (immediate reaction; at-will)
Equipment Chain mail, shield, longsword When an adjacent marked target shifts, the einherjar
can make a basic melee attack against the target.
Bronze Einherjar Warrior Tactics Berserk
A bronze einherjar warrior charges into melee A bloodied einherjar deals an extra +2d6 damage
combat swinging its longsword and calling ranged Second Wind
The einherjar expends a healing surge and regains
attackers cowards. It uses thickets of blades and
Reckless strike as soon as it is able. Where possible, it 59 hit points
fights one opponent at a time until either the einherjar or Alignment Unaligned Languages Common
Skills Athletics +15
his opponent is dead.
Str 20 (+10) Dex 17 (+8) Wis 13 (+6)
Con 15 (+7) Int 11 (+5) Cha 12 (+6)
Equipment chainmail, shield, longsword

Bronze Einherjar Champion Tactics


A bronze einherjar champion spends its first round
challenging two opponents then charges and attacks. It
uses whirlwind of steel whenever possible and adjacent
to two or more enemies. The bronze einherjar champion
waits to use its second wind until is below 58 hit points
so that it heals and still benefits from it’s berserk ability.

Page 371 of 521


4E Races and Classes
Silver Einherjar Warrior Level 16 Soldier Silver Einherjar Level 16 Elite Soldier
Medium Immortal Humanoid XP 1,400 Champion
Initiative +14 Senses Perception +10 Medium immortal humanoid XP 2,800
Slashing Silver Steel aura 1; enemies that start their Initiative +14 Senses Perception +10
turn in area take 10 damage and are slowed until the Slashing Silver Steel aura 1; enemies that start their
end of its turn. turn in area take 10 damage and are slowed until the
HP 149; Bloodied 74 end of its turn.
AC 33; Fortitude 30, Reflex 29, Will 27 HP 317; Bloodied 158
Saving Throws +1 AC 35; Fortitude 32, Reflex 31, Will 27
Speed 5, Fly 5 Saving Throws +1
M Longsword (standard; at-will) Weapon Speed 5, Fly 5
+23 vs. AC ; 2d8 + 5 damage and target is marked M Longsword (standard; at-will) Weapon
m Storm of Blows (standard; encounter) Weapon +23 vs. AC; 2d8 + 5 damage and target is marked
+23 vs. AC; 2d8 + 5 damage; shift one square and m Storm of Blows (standard; recharges when first
make a secondary attack; +23 vs. AC; 2d8 + 5 bloodied) Weapon
damage; shift one square and make tertiary attack; +23 vs. AC; 2d8 + 5 damage; shift one square and
+23 vs. AC; 2d8 + 5 damage and einherjar shifts make a secondary attack; +23 vs. AC; 2d8 + 5
one square damage; shift one square and make tertiary attack;
Berserk +23 vs. AC; 2d8 + 5 damage and einherjar shifts
When a silver einherjar warrior is bloodied, it gains one square
+2d6 to damage. m Whirlwind of Steel (standard; recharge 5 6)
Alignment Unaligned Languages Common Weapon
Skills Athletics +18 Close burst 1; +21 vs. Reflex; 2d8 + 5 damage
Str 20 (+13) Dex 18 (+12) Wis 14 (+10)
Con 13 (+9) Int 12 (+9) Cha 11 (+8) R Longbow (standard; at-will) Weapon
Equipment Elderscale armor, shield, longsword Ranged 15/30; +23 vs. AC; 2d8 + 5 damage
c Warrior’s Challenge (minor; at-will)
Close burst 10; targets one enemy; target is marked.
Silver Einherjar Tactics If target makes an attack that does not include the
A silver einherjar selects its target – usually the
einherjar, it suffers 5 damage.
most powerful-looking foe, and rushes forward to attack.
It uses storm of blows to make its way through a string of m Combat Superiority (immediate reaction; at-will)
foes to its target, and tries to keep its opponent in its When an adjacent marked target shifts, the einherjar
slashing silver steel aura as it wears down its foe with its can make a basic melee attack against the target.
longsword. Berserk
A bloodied einherjar deals an extra +2d6 damage
Second Wind
The einherjar expends a healing surge and regains
79 hit points
Alignment Unaligned Languages Common
Skills Athletics +18
Str 22 (+14) Dex 18 (+12) Wis 14 (+10)
Con 15 (+10) Int 12 (+9) Cha 11 (+8)
Equipment Elderscale armor, shield, longsword

Silver Einherjar Champion Tactics


A silver einherjar champion challenges its target –
usually the most powerful-looking foe, and rushes
forward to attack. It uses storm of blows to make its way
through a string of foes to its target, and tries to keep its
opponent in its slashing silver steel aura as it wears
down its foe with its longsword. It reserves it longbow
against opponents who remain out of melee. The silver
einherjar waits to use its second wind until it is below 78
hit points so that it may retain its berserk ability while
gaining the maximum healing benefit.

Page 372 of 521


4E Races and Classes
Gold Einherjar Warrior Level 21 Soldier Gold Einherjar Level 21 Elite Soldier
Medium Immortal Humanoid XP 3,200 Champion
Initiative +14 Senses Perception +13 Medium immortal humanoid XP 6,400
HP 190; Bloodied 95 Initiative +14 Senses Perception +13
AC 37; Fortitude 35, Reflex 34, Will 32 HP 400; Bloodied 200
Speed Fly 5 AC 37; Fortitude 35, Reflex 34, Will 32
M Longsword (standard; at-will) Weapon Speed Fly 5
+28 vs. AC; 3d6 + 8 damage and the target is M Longsword (standard; at-will) Weapon
marked +28 vs. AC; 3d6 + 8 damage and the target is
m Vorpal Tornado (standard; encounter) Weapon marked
+28 vs. AC; 3d6 + 8 damage and the target is m Vorpal Tornado (standard; encounter) Weapon
pushed 1 square and knocked prone. +28 vs. AC; 3d6 + 8 damage and the target is
m Devastation’s Wake (standard; daily) Weapon pushed 1 square and knocked prone.
+28 vs. AC; 9d6 + 8 damage; Miss half damage. m Devastation’s Wake (standard; daily) Weapon
Until the start of the einherjar’s next turn, any enemy +28 vs. AC; 9d6 + 8 damage; Miss half damage.
that moves adjacent provokes a secondary attack; Until the start of the einherjar’s next turn, any enemy
+28 vs. AC; 3d6 + 8 damage that moves adjacent provokes a secondary attack;
Berserk +28 vs. AC; 3d6 + 8 damage
When a silver einherjar warrior is bloodied, it gains m Whirlwind of Steel (standard; recharge 5 6)
+3d6 to damage. Weapon
Teleport (move; encounter) Close burst 1; +26 vs. Reflex; 3d6 + 5 damage
Teleport 10 squares
Alignment Unaligned Languages Common R Longbow (standard; at-will) Weapon
Skills Athletics +21 Ranged 15/30; +28 vs. AC; 2d8 + 5 damage
Str 22 (+16) Dex 20 (+15) Wis 15 (+13) c Warrior’s Challenge (minor; at-will)
Con 14 (+12) Int 13 (+11) Cha 12 (+11) Close burst 10; targets one enemy; target is marked.
Equipment Godplate armor, shield, longsword If target makes an attack that does not include the
einherjar, it suffers 10 damage.
Gold Einherjar Warrior m Combat Superiority (immediate reaction; at-will)
A gold einherjar selects its opponent – usually When an adjacent marked target shifts, the einherjar
the most powerful and challenges that opponent to one- can make a basic melee attack against the target.
on-one combat. If refused, the gold einherjar challenges Berserk
the “coward”, teleports to his foe and unleashes A bloodied einherjar deals an extra +3d6 damage
devastation’s wake and vorpal tornado. It then Second Wind
continues to fight until victorious or slain. The einherjar expends a healing surge and regains
100 hit points
Teleport (move; encounter)
Einherjar Warrior Lore Teleport 10 squares
A character who makes a successful Arcana
Alignment Unaligned Languages Common
skill check knows the following information.
Skills Athletics +21
DC 15: Einherjar are warriors who lived a life of battle
Str 24 (+17) Dex 20 (+15) Wis 15 (+13)
and died a glorious death while fighting. They pass on
Con 16 (+13) Int 13 (+11) Cha 12 (+11)
to an afterlife of constant battle. If slain, they arise from
Equipment Godplate armor, shield, longsword
the dead the next day devoid of wounds and ready to
renew their fight. Luckily, they don’t normally hold
grudges against those who kill them. Gold Einherjar Champion Tactics
DC 20: Einherjar only arise from death in the special A gold einherjar selects its opponent – usually
plane set aside for their constant battle. If they die the most powerful and challenges that opponent to one-
elsewhere, their spirit is sent back to this plane to on-one combat. If refused, the gold einherjar challenges
rejuvenate. However, rare powerful magic can destroy the “coward”, teleports to his foe and unleashes
them permanently or prevent them from returning from devastation’s wake and vorpal tornado. It then
the dead. continues to fight until victorious or slain. The gold
DC 25: Master craftsmen among the einherjar craft einherjar champions waits until it is below 99 hit points
magical hunting horns that can summon their kind to before using its second wind ability so it can retain its
combats in the mortal world. These artisans pass these berserk bonus while maximizing healing.
bronze, silver or golden horns on to mortals to expand
the battlefields beyond their battle halls in Valhalla.

Page 373 of 521


4E Races and Classes
Minor Air Elemental Level 6 Minion
Elemental Medium elemental magical beast (air) XP 62
Initiative +12 Senses Perception +8, low-light vision
HP 1; A minion never takes damage on a miss
Elementals are spirits of the Elemental Chaos. AC 20; Fortitude 17, Reflex 20, Will 16
In their natural state, they have no distinct form, but Immune disease, poison
when summoned by powerful spellcasters they are Speed Fly 20 (hover)
forged into forms defined by the magic that calls them.
While this usually results in a humanoid form, this is not M Slam (standard; at-will)
always the case and they can assume the outward +9 vs. Reflex; 5 damage
appearance the spellcaster desires. The listings below m Whirlwind (standard; encounter)
assume a vague, bipedal form. The air elemental shifts its speed and can pass
through enemy squares. Make one attack against
each creature whose square the dust devil passes
Air Elemental through; +9 vs. Reflex; 5 damage and tiny or small
Air elementals are always in motion. They are targets are knocked prone.
peaceful and calm, often accompanied by a soft breeze Air Mastery
as they pass. When angered, their motions become An air elemental gains +1 bonus to AC and defenses
violent and the air swirls around them into a violent against flying opponents.
frenzy. Melt into Air (move; encounter)
The air elemental becomes invisible until the end of
Dust Devil Level 2 Minion the encounter. If the air elemental attacks, it
Small elemental magical beast (Air) XP 32 becomes visible.
Initiative +6 Senses Perception +6, low-light vision Alignment Unaligned Languages Auran
HP 1; A minion never takes damage on a miss Str 12 (+4) Dex 21 (+8) Wis 11 (+3)
AC 17; Fortitude 12, Reflex 15, Will 12 Con 14 (+5) Int 4 (+0) Cha 11 (+3)
Immune disease, poison
Speed Fly 20 (hover) Minor Air Elemental Tactics
M Slam (standard; at-will) If possible, a minor air elemental starts an
+6 vs. Reflex; 4 damage encounter invisible with its melt into air ability. A minor
m Whirlwind (standard; encounter) air elemental uses whirlwind the first chance it gets and
The dust devil shifts its speed and can pass through then uses its slam against remaining opponents.
enemy squares. Make one attack against each
creature whose square the dust devil passes
through; +6 vs. Reflex; 4 damage and tiny targets
are knocked prone.
Air Mastery
An air elemental gains +1 bonus to AC and defenses
against flying opponents.
Melt into Air (move; encounter)
The air elemental becomes invisible until the end of
the encounter. If the air elemental attacks, it
becomes visible.
Alignment Unaligned Languages Auran
Str 10 (+1) Dex 17 (+4) Wis 11 (+1)
Con 10 (+1) Int 4 (-2) Cha 11 (+1)

Dust Devil Tactics


If possible, a dust devil starts an encounter
invisible with its melt into air ability. A dust devil uses
whirlwind the first chance it gets and then uses its slam
against remaining opponents.

Page 374 of 521


4E Races and Classes
Air Elemental Level 9 Lurker Towering Air Elemental Level 10 Minion
Medium elemental magical beast (air) XP 400 Large elemental magical beast (air) XP 125
Initiative +13 Senses Perception +9, low-light vision Initiative +16 Senses Perception +10, low-light vision
Winds of Change aura 3; flying creatures are checked. HP 1; A minion never takes damage on a miss
HP 74; Bloodied 37 AC 24; Fortitude 22, Reflex 22, Will 22
AC 23; Fortitude 20, Reflex 23, Will 18 Immune disease, poison
Immune disease, poison Speed Fly 20 (hover)
Speed Fly 20 (hover) M Slam (standard; at-will)
M Slam (standard; at-will) Reach 2; +13 vs. Reflex; 7 damage
+14 vs. AC; 1d8 + 5 damage Whirlwind (standard; encounter)
m Whirlwind (standard; encounter) The air elemental shifts its speed and can pass
The air elemental shifts its speed and can pass through enemy squares. Make one attack against
through enemy squares. Make one attack against each creature whose square the dust devil passes
each creature whose square the air elemental through; +13 vs. Reflex; 1d4 + 3 damage and tiny
passes through; +12 vs. Reflex; 1d8 + 5 damage targets are knocked prone.
and small or small targets are knocked prone. Air Mastery
R Fling (standard; at-will) An air elemental gains +1 bonus to AC and defenses
Ranged 20; +12 vs. Reflex; targets tiny creatures; against flying opponents.
1d8 + 5 damage and the target is shifted 1 square Melt into Air (move; encounter)
through the air and knocked prone. The air elemental becomes invisible until the end of
Air Mastery the encounter. If the air elemental attacks, it
An air elemental gains +1 bonus to AC and defenses becomes visible.
against flying opponents. Alignment Unaligned Languages -
Melt into Air (move; encounter) Str 14 (+7) Dex 25 (+12) Wis 11 (+5)
The air elemental becomes invisible until the end of Con 16 (+8) Int 6 (+3) Cha 11 (+5)
the encounter. If the air elemental attacks, it
becomes visible. Towering Air Elemental Tactics
Alignment Unaligned Languages Auran If possible, a towering air elemental starts an
Str 12 (+5) Dex 21 (+9) Wis 11 (+4) encounter invisible with its melt into air ability. A
Con 14 (+6) Int 4 (+1) Cha 11 (+4) towering air elemental uses whirlwind the first chance it
gets and then uses its slam against remaining
Air Elemental Tactics opponents.
An air elemental begins an encounter invisible
with its melt into air ability, then uses whirlwind to catch
as many foes as possible. From there, it uses fling to
toss enemies about, closing to melee with slams if it
cannot otherwise harm foes.

Page 375 of 521


4E Races and Classes
Huge Air Elemental Level 12 Minion Windborne Air Elemental Level 16 Lurker
Huge elemental magical beast (air) XP 175 Large elemental magical beast (air) XP 1,400
Initiative +19 Senses Perception +11, low-light vision Initiative +19 Senses Perception +13, low-light vision
HP 1; A minion never takes damage on a miss Winds of Change aura 3; flying creatures are checked.
AC 26; Fortitude 22, Reflex 27, Will 20 HP 118; Bloodied 59
Immune disease, poison AC 30; Fortitude 28, Reflex 28, Will 28
Speed Fly 20 (hover) Immune disease, poison
M Slam (standard; at-will) Speed Fly 20 (hover)
Reach 3; +15 vs. Reflex; 7 damage M Slam (standard; at-will)
m Double Slam (standard; at-will) +19 vs. Reflex; 2d6 + 7 damage
Reach 3; +15 vs. Reflex; make two attacks; 7 Reach 2;+19 vs. Reflex; 2d8 + 6 damage
damage m Double Slam (standard; at-will)
m Whirlwind (standard; encounter) Reach 2; +19 vs. Reflex; make two attacks; 2d8 + 6
The air elemental shifts its speed and can pass damage
through enemy squares. Make one attack against m Whirlwind (standard; encounter)
each creature whose square the dust devil passes The air elemental shifts its speed and can pass
through; +15 vs. Reflex; 7 damage and tiny targets through enemy squares. Make one attack against
are knocked prone. each creature whose square the air elemental
Air Mastery passes through; +19 vs. Reflex; 2d8 + 7 damage
An air elemental gains +2 bonus to AC and defenses and medium or smaller targets are knocked prone.
against flying opponents. R Fling (standard; at-will)
Melt into Air (move; encounter) Ranged 20; +19 vs. Reflex; targets small or smaller
The air elemental becomes invisible until the end of creatures; 2d8 + 7 damage and the target is shifted
the encounter. If the air elemental attacks, it 4 squares through the air and is knocked prone.
becomes visible. Air Mastery
Alignment Unaligned Languages Auran An air elemental gains +2 bonus to AC and defenses
Str 18 (+10) Dex 29 (+15) Wis 11 (+6) against flying opponents.
Con 18 (+10) Int 6 (+4) Cha 11 (+6) Melt into Air (move; encounter)
The air elemental becomes invisible until the end of
Huge Air Elemental Tactics the encounter. If the air elemental attacks, it
If possible, a huge air elemental starts an becomes visible.
encounter invisible with its melt into air ability. A greater Alignment Unaligned Languages Auran
air elemental uses whirlwind the first chance it gets and Str 14 (+10) Dex 25 (+15) Wis 11 (+8)
then uses its slam against remaining opponents. Con 16 (+11) Int 6 (+6) Cha 11 (+8)

Windborne Air Elemental Tactics


A windborne air elemental begins an encounter
invisible with its melt into air ability, then uses whirlwind
to catch as many foes as possible. From there, it uses
fling to toss enemies about, closing to melee with slams
if it cannot otherwise harm foes.

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4E Races and Classes
Greater Air Elemental Level 16 Minion Unbound Air Elemental Level 24 Lurker
Huge elemental magical beast (air) XP 350 Huge elemental magical beast (Air) XP 6,050
Initiative +22 Senses Perception +13, low-light vision Initiative +20 Senses Perception +12, low-light vision
HP 1; A minion never takes damage on a miss Winds of Change aura 3; flying creatures are checked
AC 30; Fortitude 27, Reflex 33, Will 23 HP 114; Bloodied 57
Immune disease, poison AC 29; Fortitude 26, Reflex 31, Will 23
Speed Fly 20 (hover) Immune disease, poison
M Slam (standard; at-will) Speed Fly 20 (hover)
Reach 3; +19 vs. Reflex; 9 damage M Slam (standard; at-will)
m Double Slam (standard; at-will) Reach 3;+27 vs. Reflex; 2d8 + 8 damage
Reach 3; +19 vs. Reflex; make two attacks; 9 m Double Slam (standard; at-will)
damage Reach 3; +27 vs. Reflex; make two attacks; 2d8 + 8
m Whirlwind (standard; encounter) damage
The air elemental shifts its speed and can pass m Whirlwind (standard; encounter)
through enemy squares. Make one attack against The air elemental shifts its speed and can pass
each creature whose square the dust devil passes through enemy squares. Make one attack against
through; +15 vs. Reflex; 7 damage and tiny targets each creature whose square the dust devil passes
are knocked prone. through; +27 vs. Reflex; 2d8 + 8 damage and large
Air Mastery or smaller targets are knocked prone.
An air elemental gains +2 bonus to AC and defenses R Fling (standard; at-will)
against flying opponents. Ranged 20; +27 vs. Reflex; targets medium or
Melt into Air (move; encounter) smaller creatures; 2d8 + 8 damage and the target is
The air elemental becomes invisible until the end of shifted 4 squares through the air and is knocked
the encounter. If the air elemental attacks, it prone.
becomes visible. Air Mastery
Alignment Unaligned Languages Auran An air elemental gains +4 bonus to AC and defenses
Str 20 (+13) Dex 31 (+18) Wis 11 (+8) against flying opponents.
Con 18 (+12) Int 8 (+7) Cha 11 (+8) Melt into Air (move; encounter)
The air elemental becomes invisible until the end of
Greater Air Elemental Tactics the encounter. If the air elemental attacks, it
If possible, a greater air elemental starts an becomes visible.
encounter invisible with its melt into air ability. A greater Alignment Unaligned Languages Auran
air elemental uses whirlwind the first chance it gets and Str 18 (+16) Dex 29 (+21) Wis 11 (+12)
then uses its slam against remaining opponents. Con 18 (+16) Int 6 (+10) Cha 11 (+12)

Unbound Air Elemental Tactics


An unbound air elemental begins an encounter
invisible with its melt into air ability, then uses whirlwind
to catch as many foes as possible. From there, it uses
fling to toss enemies about, closing to melee with slams
if it cannot otherwise harm foes.

Page 377 of 521


4E Races and Classes
Elder Air Elemental Level 22 Minion
Huge elemental magical beast (air) XP 1,037 Primordial Air Titan Level 22 Minion
Initiative +29 Senses Perception +16, low-light vision Large elemental magical beast (air) XP 1,038
HP 1; A minion never takes damage on a miss Initiative: +19 Senses Perception +18, low-light vision
AC 36; Fortitude 33, Reflex 38, Will 28 HP 1; a missed attack never damages a minion
Immune disease, poison AC 34; Fortitude 25, Reflex 23, Will 24
Speed Fly 20 (hover) Speed fly 20 (hover)
M Slam (standard; at-will) M Tornadic Lash (standard; at-will)
Reach 3; +25 vs. Reflex; 11 damage Reach 2; +25 vs. AC; 11 damage, +11 damage if the
m Double Slam (standard; at-will) primordial air titan has combat advantage.
Reach 3; +25 vs. Reflex; make two attacks; 11 c Wind Flurry (standard; recharge 5 6)
damage Close burst 2; +23 vs. Reflex; 12 damage and
m Whirlwind (standard; encounter) targets are knocked prone.
The air elemental shifts its speed and can pass Melt into Air (move; recharge 6)
through enemy squares. Make one attack against The primordial air titan becomes invisible until the
each creature whose square the dust devil passes end of the encounter. If the air titan attacks, it
through; +15 vs. Reflex; 7 damage and tiny targets becomes visible.
are knocked prone. Alignment Unaligned Languages Primordial
Air Mastery Str 22 (+17) Dex 27 (+19) Wis 24 (+18)
An air elemental gains +4 bonus to AC and defenses Con 24 (+18) Int 10 (+11) Cha 8 (+10)
against flying opponents.
Melt into Air (move; encounter) Primordial Air Titan Tactics
The air elemental becomes invisible until the end of A primordial air titan starts the encounter
the encounter. If the air elemental attacks, it invisible with its melt into air ability, then unleashes on
becomes visible. an opponent with a wind flurry and follows up with
Alignment Unaligned Languages Auran unceasing tornadic lashes.
Str 22 (+17) Dex 33 (+22) Wis 11 (+11)
Con 18 (+15) Int 10 (+11) Cha 11 (+11)

Ancient Air Elemental Tactics


If possible, an ancient air elemental starts an
encounter invisible with its melt into air ability. A greater
air elemental uses whirlwind the first chance it gets and
then uses its slam against remaining opponents.

Page 378 of 521


4E Races and Classes
Earth Elemental Minor Earth Elemental Level 6 Minion
Earth elementals are dour and business-like. Medium elemental magical beast (earth) XP 62
They are straightforward in their approach to problems Initiative +2 Senses Perception +3, tremorsense 10
and emotionless in carrying out a task. HP 1; A minion never takes damage on a miss
AC 22; Fortitude 20, Reflex 14, Will 16
Earthglide: The creature can move through stone or Immune petrifaction, disease, poison Resist 3 all
dirt obstacles, or travel underground at its normal damage
movement rate, leaving no indication of its passage. Speed earthglide 5
Destroying any obstacle an earthgliding creature in M Slam (standard; at-will)
likewise deals the same damage to the earthgliding +9 vs. AC; 5 damage
creature on a successful attack. c Pound (standard; encounter)
Close burst 1; +7 vs. Reflex; 5 damage and target is
knocked prone
Alignment Unaligned Languages Terran
Str 21 (+8) Dex 8 (+2) Wis 11 (+3)
Con 17 (+6) Int 4 (+0) Cha 11 (+3)

Minor Earth Elemental Tactics


A minor earth elemental rises from the ground
and swipes at targets. It uses its pound attack when
adjacent to two or more targets. Once engaged, it will
not retreat from combat. When traveling between
targets it uses its earthglide ability to avoid other foes
and ranged attacks until it can emerge beside its next
target.

Stone Sliver Level 2 Minion


Small elemental magical beast (earth) XP 32
Initiative +0 Senses Perception +1, tremorsense 10
HP 1; A minion never takes damage on a miss
AC 18; Fortitude 15, Reflex 11, Will 13
Immune petrifaction, poison, disease Resist 3 all
damage
Speed earthglide 5
M Slam (standard; at-will)
+7 vs. AC; 4 damage
c Pound (standard; encounter)
Close burst 1; +5 vs. Reflex; 4 damage and target is
knocked prone
Alignment Unaligned Languages Terran
Str 17 (+4) Dex 8 (+0) Wis 11 (+1)
Con 13 (+2) Int 4 (-2) Cha 11 (+1)

Stone Sliver Tactics


A stone sliver rises from the ground and swipes
at targets. It uses its pound attack when adjacent to two
or more targets. Once engaged, it will not retreat from
combat.

Page 379 of 521


4E Races and Classes
Earth Elemental Level 9 Brute Huge Earth Elemental Level 12 Minion
Medium elemental magical beast (earth) XP 400 Huge elemental magical beast (earth) XP 175
Initiative +3 Senses Perception +4, tremorsense 10 Initiative +5 Senses Perception +6, tremorsense 20
Earthmire aura 3; An enemy that starts it turn in the HP 1; A minion never takes damage on a miss
area is slowed until the start of its next turn. AC 28; Fortitude 24, Reflex 24, Will 24
HP 117; Bloodied 58 Immune disease, petrifaction, poison Resist 5 all
AC 25; Fortitude 18, Reflex 18, Will 18 damage
Immune petrifaction, disease, poison Resist 5 all Speed 6
damage M Slam (standard; at-will)
Speed earthglide 5 Reach 3; +15 vs. AC; 7 damage
M Slam (standard; at-will) m Double Slam (standard; at-will)
+9 vs. AC; 1d10 + 4 damage Reach 3; +15 vs. AC; make two attacks; 7 damage
c Pound (standard; encounter) c Pound (standard; encounter)
Close burst 1; +7 vs. Reflex; 1d10 + 4 damage and Close burst 3; +13 vs. Reflex; 7 damage and the
target is knocked prone target is knocked prone.
m Earth Tomb (standard; recharges when no target is Alignment Unaligned Languages Terran
restrained) Str 29 (+15) Dex 8 (+5) Wis 11 (+6)
+7 vs. Fortitude; Targets bloodied creature; 1d10 + 5 Con 21 (+11) Int 6 (+4) Cha 11 (+6)
damage and the target knocked prone and
restrained (save ends). Huge Earth Elemental Tactics
Alignment Unaligned Languages Terran A greater earth elemental rises from the ground
Str 21 (+9) Dex 8 (+3) Wis 11 (+4) and swipes at targets. It uses its pound attack when
Con 17 (+7) Int 4 (+1) Cha 11 (+4) adjacent to two or more targets. Once engaged, it will
not retreat from combat.
Earth Elemental Tactics
An earth elemental uses its earthglide to Greater Earth Elemental Level 16 Minion
approach opponents undetected, then surfaces and Huge elemental magical beast (earth) XP 350
uses earth tomb to drag the opponent down into the Initiative +7 Senses Perception +8, tremorsense 20
ground, leaving them half-buried. It then resurfaces and HP 1; A minion never takes damage on a miss
uses its slam attacks (often driving foes like nails into the AC 32; Fortitude 33, Reflex 22, Will 23
earth). It uses its pound attack when multiple enemies Immune disease, petrifaction, poison Resist 10 all
are nearby. damage
Speed 7
Towering Earth Elemental Level 10 Minion M Slam (standard; at-will)
Large elemental magical beast (earth) XP 125 Reach 3; +19 vs. AC; 8 damage
Initiative +4 Senses Perception +5, tremorsense 15 m Double Slam (standard; at-will)
HP 1; A minion never takes damage on a miss Reach 3; +19 vs. AC; make two attacks; 8 damage
AC 26; Fortitude 25, Reflex 17, Will 19
Immune disease, petrifaction, poison Resist 5 all c Pound (standard; encounter)
damage Close burst 3; +17 vs. Reflex; 8 damage
Speed earthglide 5 Alignment Unaligned Languages Terran
Str 31 (+18) Dex 8 (+7) Wis 11 (+8)
M Slam (standard; at-will) Con 21 (+13) Int 8 (+7) Cha 11 (+8)
Reach 2; +13 vs. AC; 6 damage
m Pound (standard; encounter)
Close burst 2; +11 vs. Reflex; 6 damage and target
is knocked prone.
Alignment Unaligned Languages Terran
Str 25 (+12) Dex 8 (+4) Wis 11 (+5)
Con 19 (+9) Int 6 (+3) Cha 11 (+5)

Towering Earth Elemental Tactics


A towering earth elemental rises from the
ground and swipes at targets. It uses its pound attack
when adjacent to two or more targets. Once engaged, it
will not retreat from combat.

Page 380 of 521


4E Races and Classes
Stonecrusher Earth Elemental Level 16 Brute Unbound Earth Elemental Level 24 Brute
Large elemental magical beast (earth) XP 1,400 Huge elemental magical beast (earth) XP 6,050
Initiative +7 Senses Perception +8, tremorsense 15 Initiative +12 Senses Perception +12, tremorsense
Earthmire aura 3; enemies that start their turn in the 20
area are slowed until the start of their next turn. Earthmire aura 3; enemies that start their turn in the
HP 189; Bloodied 94 area are slowed until the start of their next turn.
AC 32; Fortitude 28, Reflex 28, Will 28 HP 271; Bloodied 135
Immune disease, petrifaction, poison Resist 10 all AC 40; Fortitude 36, Reflex 36, Will 36
damage Immune disease, petrifaction, poison Resist 15 all
Speed 6 damage
M Slam (standard; at-will) Speed 6
Reach 2; +19 vs. AC; 2d8 + 7 damage M Slam (standard; at-will)
m Double Slam (standard; at-will) Reach 3; +29 vs. AC; 3d6 + 8 damage
Reach 2; +19 vs. AC; 2d8 + 7 damage m Double Slam (standard; at-will)
c Pound (standard; encounter) Reach 3; +29 vs. AC; make two attacks; 3d6 + 8
Close burst 2; +17 vs. Reflex 2d8 + 7 damage and damage
the target is knocked prone. c Pound (standard; encounter)
m Earth Tomb (standard; recharges when no target is Reach 3; +27 vs. Reflex; 3d6 + 8 damage and the
restrained) target is knocked prone.
Reach 2; +17 vs. Fortitude; 2d8 + 7 damage and the m Earth Tomb (standard; recharges when no target is
target is knocked prone. The target is also dazed restrained)
and restrained (save ends both). Reach 3; +27 vs. Fortitude; 3d6 + 8 damage and the
Alignment Unaligned Languages Terran target is knocked prone. The target is also dazed
Str 25 (+15) Dex 8 (+7) Wis 11 (+8) and restrained (save ends both).
Con 19 (+12) Int 6 (+6) Cha 11 (+8) Alignment Unaligned Languages Terran
Str 33 (+23) Dex 8 (+11) Wis 11 (+12)
Stonecrusher Earth Elemental Con 21 (+17) Int 10 (+12) Cha 11 (+12)
A stonecrusher earth elemental uses its
earthglide to approach opponents undetected, then
surfaces and uses earth tomb to drag the opponent Primordial Earth Titan Level 22 Minion
down into the ground, leaving them half-buried. It then Large elemental magical beast (earth) XP 1,037
resurfaces and uses its slam attacks (often driving foes Initiative: +17 Senses Perception +18, tremorsense
like nails into the earth). It uses its pound attack when 15
multiple enemies are nearby. HP 1; a missed attack never damages a minion
AC 34; Fortitude 25, Reflex 23, Will 24
Elder Earth Elemental Level 22 Minion Speed 8, burrow 4
Huge elemental magical beast (earth) XP 1,037 M Rockslide slam (standard; at-will)
Initiative +10 Senses Perception +11, Tremorsense Reach 2; +25 vs. AC; 12 damage
20 m Overhead Double Slam (standard; at-will)
HP 1; A minion never takes damage on a miss Reach 2; +23 vs. Reflex; 14 damage
AC 38; Fortitude 38, Reflex 27, Will 27 a Stone Slivers (standard; recharge 5 6)
Immune disease, petrifaction, poison Resist 15 all The primordial earth titan slams its fist into the
damage ground and spikes of earth erupt in the target area.
Speed 6 Area burst 2 within 10; +23 vs. Reflex; 17 damage
M Slam (standard; at-will) and area becomes difficult ground until the start of
Reach 3; +27 vs. AC; 9 damage the primordial earth titan’s next turn.
m Double Slam (standard; at-will) Alignment Unaligned Languages Primordial
Reach 3; +27 vs. AC; make two attacks; 9 damage Str 27 (+19) Dex 22 (+17) Wis 24 (+18)
c Pound (standard; encounter) Con 24 (+18) Int 10 (+11) Cha 8 (+10)
Reach 3; +25 vs. Reflex; 9 damage and the target is
knocked prone.
Alignment Unaligned Languages Terran
Str 33 (+22) Dex 8 (+10) Wis 11 (+11)
Con 21 (+16) Int 10 (+11) Cha 11 (+11)

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4E Races and Classes
Fire Elemental Minor Fire Elemental Level 6 Minion
Medium elemental magical beast (fire) XP 62
Fire elementals are cruel, delighting in burning Initiative +6 Senses Perception +3, darkvision
all they can touch. HP 1; A minion never takes damage on a miss
AC 18; Fortitude 17, Reflex 18, Will 15
Immune disease, fire, poison
Speed 10
M Flaming Slam (standard; at-will) Fire
+11 vs. Reflex; 5 fire damage
R Flaming Bolt (standard; at-will) Fire
Ranged 10; +11 vs. Reflex; 5 fire damage
Alignment Unaligned Languages Ignan
Str 12 (+4) Dex 17 (+6) Wis 11 (+3)
Con 14 (+5) Int 4 (+0) Cha 11 (+3)

Minor Fire Elemental Tactics


A minor fire elemental attacks with its flaming
bolt, attempting to keep some distance from melee
attacks. If forced into melee, it strikes with its slams and
tries to get some distance to resume using its flaming
bolt attack.

Fire Elemental Level 9 Artillery


Medium elemental magical beast (fire) XP 400
Initiative +7 Senses Perception +4, darkvision
Fiery Aura aura 2; targets that enter or start their turn in
the aura take 5 fire damage
HP 74; Bloodied 37
AC 21; Fortitude 21, Reflex 21, Will 21
Immune disease, fire, poison Vulnerable 5 cold
Speed 10
M Flaming Slam (standard; at-will) Fire
+14 vs. Reflex; 1d8 + 5 fire damage and ongoing 5
fire damage (save ends).
R Flaming Bolt (standard; at-will) Fire
Emberling Level 2 Minion Ranged 10; +11 vs. Reflex; 1d8 + 5 fire damage and
Small elemental magical beast (fire) XP 32 ongoing 5 fire damage (save ends).
Initiative +2 Senses Perception +1, darkvision c Flaming Gout (standard; recharge 6) Fire
HP 1; A minion never takes damage on a miss Close blast 3; +11 vs. Reflex; 1d8 + 5 fire damage
AC 14; Fortitude 12, Reflex 14, Will 13 and ongoing 5 fire damage (save ends).
Immune disease, fire, poison r Wall of Fire (standard; encounter) Conjuration,
Speed 10 Fire
M Flaming Slam (standard; at-will) Fire Area wall 8 in 10; Creates a wall 8 squares long and
+5 vs. Reflex; 4 fire damage. 2 squares high. The wall lasts until the end of the
R Flaming Bolt (standard; at-will) Fire fire elemental’s next turn. creatures starting or
Ranged 5; + 5 vs. Reflex; 4 fire damage ending turn adjacent to wall take 1d8 + 5 fire
Alignment Unaligned Languages Ignan damage; creatures moving into the wall’s space or
Str 10 (+1) Dex 13 (+2) Wis 11 (+1) starting there take 3d8 + 5 fire damage. The wall is
Con 10 (+1) Int 4 (-2) Cha 11 (+1) treated as very difficult terrain. The wall blocks line
of sight. Sustain Minor: the wall persists.
Alignment Unaligned Languages Ignan
Emberling Tactics Str 12 (+5) Dex 17 (+7) Wis 11 (+4)
An emberling attacks with its flaming bolt, Con 14 (+6) Int 4 (+1) Cha 11 (+4)
attempting to keep some distance from melee attacks. If
forced into melee, it strikes with its slams and tries to get
some distance to resume using its flaming bolt attack. Fire Elemental Tactics
A fire elemental erects its wall of fire to block
escape, and then approaches and use its flaming gout to
Page 382 of 521
4E Races and Classes
catch as many enemies as possible. It then attempts to Greater Fire Elemental Level 16 Minion
keep somewhat distant to blast foes with its flaming bolt, Huge elemental magical beast (fire) XP 350
using melee only when cornered. Initiative +16 Senses Perception +8, darkvision
HP 1; A minion never takes damage on a miss
Towering Fire Elemental Level 10 Minion AC 28; Fortitude 28, Reflex 28, Will 28
Large elemental magical beast (fire) XP 125 Immune disease, fire, poison
Initiative +10 Senses Perception +5, darkvision Speed 10
HP 1; A minion never takes damage on a miss M Flaming Slam (standard; at-will) Fire
AC 22; Fortitude 21, Reflex 23, Will 19 Reach 3; +21 vs. Reflex; 8 fire damage and ongoing
Immune disease, fire, poison 5 fire damage (save ends).
Speed 10 m Double Flaming Slam (standard; at-will) Fire
M Flaming Slam (standard; at-will) Fire Reach 3; +21 vs. Reflex; 8 fire damage and ongoing
Reach 2; +15 vs. Reflex; 7 fire damage 5 fire damage (save ends).
m Double Flaming Slam (standard; at-will) Fire R Flaming Bolt (standard; at-will) Fire
Reach 2; +15 vs. Reflex; make two attacks; 7 fire +21 vs. Reflex; 8 fire damage and ongoing 5 fire
damage damage (save ends).
R Flaming Bolt (standard; at-will) Fire Alignment Unaligned Languages Ignan
Ranged 15; +15 vs. Reflex; 7 fire damage Str 20 (+13) Dex 27 (+16) Wis 11 (+8)
Alignment Unaligned Languages Ignan Con 27 (+16) Int 6 (+6) Cha 11 (+8)
Str 14 (+7) Dex 21 (+10) Wis 11 (+5)
Con 16 (+8) Int 6 (+3) Cha 11 (+5) Greater Fire Elemental Tactics
A greater fire elemental attacks with its flaming
Towering Fire Elemental Tactics bolt, attempting to keep some distance from melee
A towering fire elemental attacks with its flaming attacks. If forced into melee, it strikes with its slams and
bolt, attempting to keep some distance from melee tries to get some distance to resume using its flaming
attacks. If forced into melee, it strikes with its slams and bolt attack.
tries to get some distance to resume using its flaming
bolt attack.

Huge Fire Elemental Level 12 Minion


Huge elemental magical beast (fire) XP 175
Initiative +13 Senses Perception +6, darkvision
HP 1; A minion never takes damage on a miss
AC 24; Fortitude 24, Reflex 27, Will 20
Immune disease, fire, poison
Speed 10
M Flaming Slam (standard; at-will) Fire
Reach 3; +17 vs. Reflex; 7 fire damage
m Double Flaming Slam (standard; at-will) Fire
Reach 3; +17 vs. Reflex; 7 fire damage
R Flaming Bolt (standard; at-will) Fire
Ranged 20; +17 vs. Reflex; 7 fire damage
Alignment Unaligned Languages Ignan
Str 18 (+10) Dex 25 (+13) Wis 11 (+6)
Con 18 (+10) Int 6 (+4) Cha 11 (+6)

Huge Fire Elemental Tactics


A huge fire elemental attacks with its flaming
bolt, attempting to keep some distance from melee
attacks. If forced into melee, it strikes with its slams and
tries to get some distance to resume using its flaming
bolt attack.

Page 383 of 521


4E Races and Classes
Infernowrath Fire Elemental Level 16 Artillery Elder Fire Elemental Level 22 Minion
Large elemental magical beast (fire) XP 1,400 Huge elemental magical beast (fire) XP 1,037
Initiative +13 Senses Perception +8, darkvision Initiative +20 Senses Perception +11, darkvision
Fiery Aura aura 2; targets that enter or start their turn in HP 1; A minion never takes damage on a miss
the aura take 6 fire damage AC 34; Fortitude 34, Reflex 34, Will 34
HP 118; Bloodied 59 Immune disease, fire, poison
AC 28; Fortitude 26, Reflex 28, Will 23 Speed 10
Immune disease, fire, poison Vulnerable 10 cold M Flaming Slam (standard; at-will) Fire
Speed 10 Reach 3; +27 vs. Reflex; 11 fire damage
M Flaming Slam (standard; at-will) Fire m Double Flaming Slam (standard; at-will) Fire
Reach 2; +21 vs. Reflex; 1d10 + 7 fire damage and Reach 3; +27 vs. Reflex; 11 fire damage and
ongoing 10 fire damage (save ends) ongoing 15 fire damage (save ends)
m Double Flaming Slam (standard; at-will) Fire R Flaming Bolt (standard; at-will) Fire
Reach 2; +21 vs. Reflex; make two attacks; 1d10 + +27 vs. Reflex; 11 fire damage and ongoing 15 fire
7 fire damage and ongoing 10 fire damage (save damage (save ends)
ends). c Flaming Gout (standard; recharge 5 6) Fire
R Flaming Bolt (standard; at-will) Fire Close blast 5; +27 vs. Reflex; 11 fire damage and
Ranged 10; +11 vs. Reflex; 1d10 + 7 fire damage ongoing 15 fire damage.
and ongoing 5 fire damage (save ends). Alignment Unaligned Languages Ignan
c Flaming Gout (standard; recharge 6) Fire Str 22 (+17) Dex 29 (+20) Wis 11 (+11)
Close blast 3; +11 vs. Reflex; 1d10 + 7 fire damage Con 18 (+15) Int 6 (+9) Cha 11 (+11)
and ongoing 5 fire damage (save ends).
r Wall of Fire (standard; encounter) Conjuration, Elder Fire Elemental Tactics
Fire An elder fire elemental attacks with its flaming
Area wall 8 in 10; Creates a wall 8 squares long and bolt, attempting to keep some distance from melee
2 squares high. The wall lasts until the end of the attacks. If forced into melee, it strikes with its slams and
fire elemental’s next turn. creatures starting or tries to get some distance to resume using its flaming
ending turn adjacent to wall take 1d10 + 7 fire bolt attack.
damage; creatures moving into the wall’s space or
starting there take 3d10 + 7 fire damage. The wall is
treated as very difficult terrain. The wall blocks line
of sight. Sustain Minor: the wall persists.
Alignment Unaligned Languages Ignan
Str 14 (+10) Dex 21 (+13) Wis 11 (+8)
Con 16 (+11) Int 6 (+6) Cha 11 (+8)

Infernowrath Fire Elemental Tactics


An infernowrath fire elemental erects its wall of
fire to block escape, and then approaches and use its
flaming gout to catch as many enemies as possible. It
then attempts to keep somewhat distant to blast foes
with its flaming bolt, using melee only when cornered.

Page 384 of 521


4E Races and Classes
Unbound Fire Elemental Level 24 Artillery Primordial Fire Titan Level 22 Minion
Huge elemental magical beast (fire) XP 6,050 Large elemental magical beast (fire) XP 1,038
Initiative +19 Senses Perception +12, darkvision Initiative: +17 Senses Perception +18, darkvision
Fiery Aura aura 2; targets that enter or start their turn in HP 1; a missed attack never damages a minion
the aura take 10 fire damage AC 34; Fortitude 25, Reflex 23, Will 24
HP ; Bloodied A minion never takes damage on a miss Speed 8
AC 36; Fortitude 33, Reflex 36, Will 29 M Fiery fist (standard; at-will) Fire
Immune disease, fire, poison Reach 2; +23 vs. AC; 11 fire damage and ongoing
Speed 10 10 fire.
M Flaming Slam (standard; at-will) Fire m Double Fiery fist (standard; at-will) Fire
+27 vs. Reflex; 2d6 + 8 fire damage plus ongoing 15 Reach 2; +23 vs. Reflex; 11 fire damage ongoing 10
fire damage (save ends) fire.
m Double Flaming Slam (standard; at-will) Fire r Blast of Flame (standard; recharge 5 6) Fire
+27 vs. Reflex; 2d6 + 8 fire damage and ongoing 15 Area 2 in range 10; +23 vs. Reflex; 12 damage and
fire damage (save ends) ongoing fire 5 (save ends).
R Flaming Bolt (standard; at-will) Fire c Funeral Pyre (standard; daily, zone) Fire
+27 vs. Reflex; 11 fire damage and ongoing 15 fire Close blast 3; +23 vs. Reflex; 10 fire damage and
damage (save ends) target immobilized (save ends); Anyone starting turn
c Flaming Gout (standard; recharge 5 6) Fire or ending turn in zone takes 10 fire damage. Sustain
Close blast 5; +27 vs. Reflex; 2d6 + 8 fire damage minor: zone persists.
and ongoing 15 fire damage. Alignment Unaligned Languages Primordial
r Wall of Fire (standard; encounter) Conjuration, Str 24 (+17) Dex 27 (+19) Wis 24 (+18)
Fire Con 24 (+18) Int 10 (+11) Cha 8 (+10)
Area wall 8 in 10; Creates a wall 8 squares long and
2 squares high. The wall lasts until the end of the Primordial Fire Titan Tactics
fire elemental’s next turn. creatures starting or A primordial fire titan opens with its funeral pyre
ending turn adjacent to wall take 2d6 + 8 fire attack, attempting to catch multiple opponents. It then
damage; creatures moving into the wall’s space or moves into the zone and uses it fiery fists to pummel
starting there take 6d6 + 8 fire damage. The wall is immobilized targets and provide itself protection against
treated as very difficult terrain. The wall blocks line melee attacks. It uses its blast of flame to scour
of sight. Sustain Minor: the wall persists. opponents who stay at range.
Alignment Unaligned Languages Ignan
Str 18 (+16) Dex 25 (+19) Wis 11 (+12)
Con 18 (+16) Int 6 (+10) Cha 11 (+12)

Unbound Fire Elemental


An unbound fire elemental erects its wall of fire
to block escape, and then approaches and use its
flaming gout to catch as many enemies as possible. It
then attempts to keep somewhat distant to blast foes
with its flaming bolt, using melee only when cornered.

Page 385 of 521


4E Races and Classes
Water Elemental Water Elemental Level 9 Controller
Medium elemental magical beast (water) XP 400
Waveling Level 2 Minion Initiative +5 Senses Perception +10
Small elemental magical beast (water) XP 31 Downpour aura 3; fire attacks deal 5 less damage to
Initiative +1 Senses Perception +6 targets in aura
HP 1; minion never takes damage on a miss HP ; Bloodied
AC 16; Fortitude 14, Reflex 12, Will 12 AC 23; Fortitude 21, Reflex 18, Will 18
Speed 4, swim 20 Resist Insubstantial
Speed 4, swim 20
M Tidal Slam (standard; at-will)
+7 vs. AC; 4 damage M Tidal Slam (standard; at-will)
+14 vs. AC; 1d8 + 5 damage
c Vortex (standard; sustain minor; encounter)
Close burst 1;+5 vs. Reflex; targets creatures in c Tidal Surge (standard; at-will)
water; 4 damage and the target is shifted one Close blast 3; +12 vs. Reflex; 1d8 + 5 damage
square clockwise and immobilized until the end of m Drench (standard; encounter)
the waveling’s next turn. Any creature that enters +12 vs. Will of creator; An area or zone of fire is
the area or starts it turn in the area is subject to destroyed. All its effects end, including those that
attack. normally last until a target saves.
Alignment Unaligned Languages Aquan c Vortex (standard; sustain minor; encounter)
Str 14 (+3) Dex 10 (+1) Wis 11 (+1) Close burst 1; +12 vs. Reflex; targets creatures in
Con 13 (+2) Int 4 (-2) Cha 11 (+1) water; 4 damage and the target is shifted one
square clockwise and immobilized (save ends). Any
Waveling Tactics creature that enters the area or starts it turn in the
A waveling moves towards its enemies and uses area is subject to attack. If the water elemental
vortex, sustaining it as long as possible. If unable to use moves, immobilized targets move with it.
vortex, it slams the opponent. Natural Blending
A submerged water elemental is invisible.
Alignment Unaligned Languages Aquan
Str 16 (+7) Dex 12 (+5) Wis 11 (+4)
Minor Water Elemental Level 6 Minion Con 17 (+7) Int 4 (+1) Cha 11 (+4)
Medium elemental magical beast (water) XP 62
Initiative +4 Senses Perception +6
HP 1 ; A minion never takes damage on a miss Water Elemental Tactics
AC 20; Fortitude 18, Reflex 16, Will 15 A water elemental moves towards its enemies and
Speed uses vortex, sustaining it as long as possible. If unable
to use vortex, it slams the opponent with a tidal surge
M Tidal Slam (standard; at-will) and then uses its tidal slam attacks.
+11 vs. AC; 5 damage
c Vortex (standard; sustain minor; encounter)
Close burst 1; +9 vs. Reflex; targets creatures in
water; 5 damage and the target is shifted one
square clockwise and immobilized until the end of
the water elemental’s next turn. Any creature that
enters the area or starts its turn in the area is subject
to attack.
Alignment Unaligned Languages Aquan
Str 16 (+6) Dex 12 (+4) Wis 11 (+3)
Con 17 (+6) Int 4 (+0) Cha 11 (+3)

Minor Water Elemental Tactics


A minor water elemental moves towards its
enemies and uses vortex, sustaining it as long as
possible. If unable to use vortex, it slams the opponent.

Page 386 of 521


4E Races and Classes
Greater Water Elemental Level 16 Minion
Towering Water Elemental Level 10 Minion Huge elemental magical beast (water) XP 350
Large elemental magical beast (water) XP 125 Initiative +13 Senses Perception +13
Initiative +7 Senses Perception +10 HP 1; A minion never takes damage on a miss
HP 1; A minion never takes damage on a miss AC 30; Fortitude 30, Reflex 27, Will 23
AC 24; Fortitude 23, Reflex 20, Will 18 Speed 4, swim 20
Speed 4, swim 20 M Tidal Slam (standard; at-will)
M Tidal Slam (standard; at-will) Reach 3; +21 vs. AC; 9 damage
Reach 2; +15 vs. AC; 7 damage c Vortex (standard; sustain minor; encounter)
c Vortex (standard; sustain minor; encounter) Close burst 2; +13 vs. Reflex; targets creatures in
Close burst 2; +13 vs. Reflex; targets creatures in water; 9 damage and the target is shifted one
water; 7 damage and the target is shifted one square clockwise and immobilized until the end of
square clockwise and immobilized until the end of the water elemental’s next turn. Any creature that
the water elemental’s next turn. Any creature that enters the area or starts its turn in the area is subject
enters the area or starts its turn in the area is subject to attack.
to attack. Alignment Unaligned Languages Aquan
Alignment Unaligned Languages Aquan Str 26 (+16) Dex 20 (+13) Wis 11 (+8)
Str 20 (+10) Dex 14 (+7) Wis 11 (+5) Con 21 (+13) Int 8 (+7) Cha 11 (+8)
Con 19 (+9) Int 6 (+3) Cha 11 (+5)
Greater Water Elemental Tactics
Towering Water Elemental Tactics A greater water elemental moves towards its
A towering water elemental moves towards its enemies and uses vortex, sustaining it as long as
enemies and uses vortex, sustaining it as long as possible. If unable to use vortex, it slams the opponent.
possible. If unable to use vortex, it slams the opponent.

Huge Water Elemental Level 12 Minion


Huge elemental magical beast (water) XP 175
Initiative +10 Senses Perception +11
HP 1; A minion never takes damage on a miss
AC 26; Fortitude 26, Reflex 23, Will 20
Speed 4, swim 20
M Tidal Slam (standard; at-will)
Reach 3; +15 vs. AC; 8 damage
c Vortex (standard; sustain minor; encounter)
Close burst 3; +13 vs. Reflex; targets creatures in
water; 8 damage and the target is shifted one
square clockwise and immobilized until the end of
the water elemental’s next turn. Any creature that
enters the area or starts its turn in the area is subject
to attack.
Alignment Unaligned Languages Aquan
Str 24 (+13) Dex 18 (+10) Wis 11 (+6)
Con 21 (+11) Int 6 (+4) Cha 11 (+6)

Huge Water Elemental Tactics


A huge water elemental moves towards its
enemies and uses vortex, sustaining it as long as
possible. If unable to use vortex, it slams the opponent.

Page 387 of 521


4E Races and Classes
Elder Water Elemental Level 22 Minion
Tidalwave Water Elemental Level 16 Controller Huge elemental magical beast (water) XP 1,037
Large elemental magical beast (water) XP 1,400 Initiative +17 Senses Perception +16
Initiative +5 Senses Perception +10 HP 1; A minion never takes damage on a miss
Downpour aura 3; fire attacks deal 10 less damage to AC 36; Fortitude 36, Reflex 33, Will 27
targets in aura Speed 4, swim 20
HP 155; Bloodied 77 M Tidal Slam (standard; at-will)
AC 30; Fortitude 27, Reflex 24, Will 23 Reach 3; +27 vs. AC; 11 damage
Resist Insubstantial c Vortex (standard; sustain minor; encounter)
Speed 4, swim 20 Close burst 2; +25 vs. Reflex; targets creatures in
M Tidal Slam (standard; at-will) water; 11 damage and the target is shifted one
+21 vs. AC; 2d8 + 7 damage square clockwise and immobilized until the end of
m Double Tidal Slam (standard; at-will) the water elemental’s next turn. Any creature that
+21 vs. AC; make two attacks; 2d8 + 7 damage enters the area or starts its turn in the area is subject
c Tidal Surge (standard; at-will) to attack.
Close blast 6; +12 vs. Reflex; 1d8 + 5 damage and Alignment Unaligned Languages Aquan
the target is knocked prone Str 28 (+20) Dex 22 (+17) Wis 11 (+11)
m Drench (standard; encounter) Con 21 (+16) Int 10 (+11) Cha 11 (+11)
+21 vs. Will of creator; An area or zone of fire is
destroyed. All its effects end, including those that Elder Water Elemental Tactics
normally last until a target saves. An elder water elemental moves towards its
c Vortex (standard; sustain minor; encounter) enemies and uses vortex, sustaining it as long as
Close burst 2; +19 vs. Reflex; targets creatures in possible. If unable to use vortex, it slams the opponent.
water; 4 damage and the target is shifted one
square clockwise and immobilized (save ends). Any
creature that enters the area or starts it turn in the
area is subject to attack. If the water elemental
moves, immobilized targets move with it.
Natural Blending
A submerged water elemental is invisible.
Alignment Unaligned Languages Aquan
Str 20 (+13) Dex 14 (+10) Wis 11 (+8)
Con 19 (+12) Int 6 (+6) Cha 11 (+8)

Tidalwave Water Elemental Tactics


A tidalwave water elemental moves towards its
enemies and uses vortex, sustaining it as long as
possible. If unable to use vortex, it slams the opponent
with its tidal surge attack, then resorts to double tidal
slams.

Page 388 of 521


4E Races and Classes
Unbound Water Elemental Level 24 Controller
Huge elemental magical beast (water) XP 6,050
Initiative +16 Senses Perception +17
Downpour aura 5; fire attacks deal 15 less damage to
targets in aura
HP 221; Bloodied 110
AC 38; Fortitude 35, Reflex 32, Will 29
Resist Insubstantial
Speed 4, swim 20
M Tidal Slam (standard; at-will)
Reach 3; +29 vs. AC; 3d6 + 8 damage
m Double Tidal Slam (standard; at-will)
Reach 3; make two attacks; +29 vs. AC; 3d6 + 8
damage
c Tidal Surge (standard; at-will)
Close blast 9; +27 vs. Reflex; 3d6 + 9 damage and
the target is knocked prone
m Drench (standard; encounter)
+29 vs. Will of creator; An area or zone of fire is
destroyed. All its effects end, including those that
normally last until a target saves.
m Drown (standard; encounter)
+27 vs. Reflex; 3d6 + 8 damage and bloodied target
is swallowed. While swallowed, the target is
considered underwater and must hold his breath as
if taking damage (see DMG, p159).
c Vortex (standard; sustain minor; recharge 5 6)
Close burst 1; +12 vs. Reflex; targets creatures in
water; 4 damage and the target is shifted one
square clockwise and immobilized (save ends). Any
creature that enters the area or starts it turn in the
area is subject to attack. If the water elemental
moves, immobilized targets move with it.
Natural Blending
A submerged water elemental is invisible.
Alignment Unaligned Languages Aquan
Str 24 (+19) Dex 18 (+16) Wis 11 (+12)
Con 21 (+17) Int 6 (+10) Cha 11 (+12)

Unbound Water Elemental Tactics


An unbound water elemental moves towards its
enemies and uses vortex, sustaining it as long as
possible. If unable to use vortex, it slams the opponent
with a tidal surge then double tidal slams. As soon as an
opponent is bloodied, it attempts to drown them. If it
currently using vortex, it waits until vortex is recharged
before drowning a foe.

Page 389 of 521


4E Races and Classes
Elemental Animal
Elemental animals are creatures native to the
elemental chaos. They share many aspects with
creatures from the mortal world, with an elemental touch.

Acid Shark Level 5 Minion


Large elemental beast (acid, aquatic) XP 50
Initiative +6 Senses Perception +5, darkvision
HP 1; A minion never takes damage on a miss
AC 19; Fortitude 17, Reflex 17, Will 17
Resist 10 acid
Speed swim 12
M Acid Bite (standard; at-will) Acid
+10 vs. AC; 5 damage plus ongoing 3 acid damage
(save ends)
Alignment Unaligned Languages -
Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
Con 13 (+3) Int 1 (-3) Cha 2 (-2)

Acid Bull Shark Level 5 Skirmisher Acid Shark Lore


Large elemental beast (acid, aquatic) XP 200 A character that makes a successful Arcana skill
Initiative +6 Senses Perception +5, darkvision check knows the following.
Acid bile aura 1; targets that enter or start their turn in DC 15: Acid sharks swim the boundaries between earth
the aura take 3 acid damage and water nodes in the elemental chaos. There they
HP 61; Bloodied 30 devour chunks of earth or other solid matter, expanding
AC 19; Fortitude 17, Reflex 17, Will 17 the water’s reach as they convert the solid earth into
Resist 10 acid water by breaking it down with their internal acids.
Speed swim 12
M Acid Bite (standard; at-will) Acid
+10 vs. AC; 1d8 + 4 damage plus ongoing 3 acid
damage (save ends)
m Thrashing Jaws (immediate reaction; when first
bloodied) Acid
The acid shark makes a basic attack
Alignment Unaligned Languages -
Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
Con 13 (+3) Int 1 (-3) Cha 2 (-2)

Acid Shark Tactics


Acid sharks will charge and take a cursory bite
out of their foes. Once they determine a foe to be
edible, they rush to attack, biting their prey until either
they or it are dead.

Page 390 of 521


4E Races and Classes
Fire Lion Level 5 Minion
Medium elemental beast (fire) XP 50
Initiative +7 Senses Perception +8, low-light vision
HP 1; A minion never takes damage on a miss
AC 19; Fortitude 18, Reflex 18, Will 16
Resist 10 fire
Speed 8
M Fiery Claws and Bite (standard; at-will) Fire
+12 vs. AC; 5 damage plus 3 fire damage; make a
secondary attack; +10 vs. AC; 5 damage plus 3 fire
damage
Pounce (standard; encounter)
A fire lion shifts 6 squares and makes a fiery claws
and bite attack
Alignment Unaligned Languages -
Str 17 (+5) Dex 17 (+5) Wis 12 (+3)
Con 15 (+4) Int 2 (-2) Cha 6 (+0)

Firemane Lion Level 5 Soldier


Medium elemental beast (fire) XP 50
Initiative +7 Senses Perception +8, low-light vision
HP 63; Bloodied 31
AC 19; Fortitude 18, Reflex 18, Will 16
Resist 10 fire
Speed 8
M Fiery Claws and Bite (standard; at-will) Fire
+12 vs. AC; 1d4 + 4 damage plus 3 fire damage and
target is marked; make a secondary attack; +10 vs.
AC; 1d4 + 4 damage plus 3 fire damage
Pounce (standard; encounter)
A fire lion shifts 6 squares and makes a fiery claws
and bite attack
c Fire roar (standard; encounter)
Close blast 3; 3d6 + 4 fire damage
Alignment Unaligned Languages -
Str 17 (+5) Dex 17 (+5) Wis 12 (+3)
Con 15 (+4) Int 2 (-2) Cha 6 (+0)

Fire Lion Tactics


Fire lions charge foes, using their pounce ability
to get in a devastating attack. Firemane lions use their
fire roar before leaping to the attack.

Fire Lion Lore


A character who makes a successful Arcana
skill check knows the following.
DC 15: Fire lions roam the arid plains of fire nodes in
the elemental chaos. There they hunt the fleet-footed
creatures of the burning plains.

Page 391 of 521


4E Races and Classes
Flame Hawk Level 1 Minion Frost Badger Level 1 Minion
Tiny elemental beast (fire) XP 25 Small elemental beast (cold) XP 25
Initiative +3 Senses Perception +7, low-light vision Initiative +3 Senses Perception +1, low-light vision
HP 1; A minion never takes damage on a miss HP 1; A minion never takes damage on a miss
AC 15; Fortitude 13, Reflex 13, Will 13 AC 13; Fortitude 14, Reflex 15, Will 13
Resist 5 fire Resist 5 cold
Speed 2, fly 10 (hover) Speed 6, burrow 2
M Fiery claws (standard; at-will) Fire M FFrost Claws (standard; at-will) Cold
+6 vs. AC; 1 damage plus 3 fire damage +4 vs. AC; 1 damage plus 3 cold damage
Alignment Unaligned Languages - Alignment Unaligned Languages -
Str 6 (-2) Dex 17 (+3) Wis 14 (+2) Str 8 (-1) Dex 17 (+3) Wis 12 (+1)
Con 10 (+0) Int 2 (-4) Cha 6 (-2) Con 15 (+2) Int 2 (-4) Cha 6 (-2)

Flame Hawk Tactics Frost Badger Tactics


Flame hawks swoop in on opponents, tearing at Frost badgers are aggressive and will charge
them with their fiery claws. any foe that approaches their frozen burrow. They
generally fight to the death.
Flame Hawk Lore
A character that makes a successful Arcana skill Frost Badger Lore
check knows the following information. A character that makes a successful Arcana
DC 15: Flame hawks are born from rising flames in fire skill check knows the following information.
nodes of the elemental chaos, but spend their time DC 15: Frost badgers lair in the icy tundras of the
hunting the skies of that realm, preying on native air elemental chaos, digging into the earth in search of
creatures of that realm. crystals that they devour.

Page 392 of 521


4E Races and Classes
Ice Tiger Level 5 Minion
Medium elemental beast XP 50
Initiative +6 Senses Perception +8, low-light vision
HP 1; A minion never takes damage on a miss
AC 19; Fortitude 20, Reflex 17, Will 16
Resist 10 Cold
Speed 8
M Frozen Claws and bite (standard; at-will) Cold
+10 vs. AC; 4 damage and 3 cold damage; make a
secondary attack; +8 vs. AC; 4 damage and 3 cold
damage.
Pounce (standard; encounter)
The ice tiger shifts 6 squares and makes a frozen
claws and bite attack
Alignment Unaligned Languages -
Skills Athletics +9
Str 21 (+7) Dex 15 (+4) Wis 12 (+3)
Con 17 (+5) Int 2 (-2) Cha 6 (+0)

Icestalker Tiger Level 5 Skirmisher


Medium elemental beast (cold) XP 200
Initiative +6 Senses Perception +8, low-light vision
Hunter’s Chill aura 2; targets that enter or start their
turn in the aura are slowed until the end of their next
turn.
HP 65; Bloodied 32
AC 19; Fortitude 20, Reflex 17, Will 16
Resist 10 Cold
Speed 8
Ice Tiger Lore
A character that makes a successful Arcana skill
M Frozen Claws and bite (standard; at-will) Cold check knows the following information.
+10 vs. AC; 4 damage and 3 cold damage; make a DC 15: Ice tigers stalk the barren tundra and icy jungles
secondary attack; +8 vs. AC; 1d10 + 4 damage and of the elemental chaos. They are sometimes summoned
3 cold damage and target is slowed until the end of to the mortal world to fight for powerful spellcasters.
its next turn.
Pounce (standard; encounter)
The ice tiger shifts 6 squares and makes a frozen
claws and bite attack
Alignment Unaligned Languages -
Skills Athletics +9, Stealth +9
Str 21 (+7) Dex 15 (+4) Wis 12 (+3)
Con 17 (+5) Int 2 (-2) Cha 6 (+0)

Icestalker Tiger Tactics


An ice tiger springs from hiding, using pounce to
quickly close with a foe and tear them to pieces.

Page 393 of 521


4E Races and Classes
Lava Scorpion Level 2 Minion Lightning Wasp Level 6 Minion
Medium elemental beast (earth, fire) XP 32 Medium elemental beast (air, lightning) XP 62
Initiative +3 Senses Perception +1, Tremorsense 15 Initiative +6 Senses Perception +9, low-light vision
HP 1; A minion never takes damage on a miss HP 1; A minion never takes damage on a miss
AC 18; Fortitude 14, Reflex 12, Will 12 AC 22; Fortitude 18, Reflex 18, Will 18
Resist 5 Fire Resist 10 lightning
Speed 8 Speed 4, fly 15
M Pincers (standard; at-will) Fire M Sting (standard; at-will) Lightning, Poison
+9 vs. AC; 3 damage and 1 fire damage and the +13 vs. AC; 2 damage and 3 lightning damage and
target is grabbed (until escape) ongoing 3 poison damage (save ends).
M Sting (standard; at-will) Fire, Poison Alignment Unaligned Languages -
+9 vs. AC (+13 vs. AC against a grabbed opponent); Str 18 (+7) Dex 12 (+4) Wis 13 (+4)
1 damage and 3 fire damage and ongoing 1 poison Con 14 (+5) Int 1 (-2) Cha 11 (+3)
damage (save ends).
Burning Grasp Lightning Wasp Tactics
A target grabbed by a lava scorpion takes 1 fire A lightning wasp rushes its foes, stinging until
damage at the start of its turn (no attack roll needed) slain or it kills its opponent.
Alignment Unaligned Languages -
Str 13 (+2) Dex 10 (+1) Wis 10 (+1) Lightning Wasp Lore
Con 14 (+3) Int 1 (-4) Cha 2 (-3) A character that makes a successful Arcana skill
check knows the following information.
Lava Scorpion Tactics DC 15: Lightning wasps make their home in huge
A lava scorpion attempts to catch foes in its thunderheads in the elemental chaos. They are
pinchers and sting them. It is too stupid to retreat or sometimes summoned to the mortal world to do the
plan combat strategies. bidding of powerful spellcasters.
DC 20: Lightning wasps do not congregate into natural
Lava Scorpion Lore thunderheads in the Elemental Chaos; instead the close
A character that makes a successful Arcana skill proximity of multiple lightning wasps causes the
check knows the following information. thunderhead to form, much in a manner that wasps in
DC 15: Lava scorpions crisscross the cooling magma in the mortal world create their own nests.
flame-spewing areas of the elemental chaos. They are
sometimes lured to the mortal world to do the bidding of
a powerful spellcaster.

Page 394 of 521


4E Races and Classes
Mist Snake Level 9 Minion Thunder Boar Level 5 Minion
Large elemental beast (air, water) XP 100 Medium elemental beast (thunder) XP 50
Initiative +11 Senses Perception +14, low-light vision Initiative +2 Senses Perception +3, low-light vision
HP 1; A minion never takes damage on a miss HP 1; A minion never takes damage on a miss
AC 23; Fortitude 21, Reflex 21, Will 21 AC 17; Fortitude 18, Reflex 15, Will 16
Speed 4, climb 4, swim 4 Resist 10 thunder
M Bite (standard; at-will) Speed 8
+14 vs. AC; 7 damage and the target is grabbed M Thunder Gore (standard; at-will) Thunder
(until escape) +8 vs. AC; 3 damage and 3 thunder damage
Crush (minor; at-will) Ferocity
+14 vs. AC; targets grabbed creature; 7 damage The thunder boar ignores the first hit it takes in an
Alignment Unaligned Languages – encounter
Skills Stealth +12 Alignment Unaligned Languages -
Str 17 (+7) Dex 17 (+7) Wis 12 (+5) Str 15 (+4) Dex 10 (+2) Wis 13 (+3)
Con 13 (+5) Int 1 (-1) Cha 2 (+0) Con 17 (+5) Int 2 (-2) Cha 4 (-1)

Mist Snake Tactics Thunderstrike Boar Level 5 Brute


Mist snakes usually lie in wait in pools of water or Medium elemental beast (thunder) XP 200
high in trees, and strike from ambush. They attempt to Initiative +2 Senses Perception +3, low-light vision
enwrap foes and squeeze the life from them. HP 77; Bloodied 38
AC 17; Fortitude 17, Reflex 15, Will 16
Mist Snake Lore Resist 10 thunder
A character that makes a successful Arcana skill Speed 8
check knows the following information. M Thunder Gore (standard; at-will) Thunder
DC 15: Mist snakes haunt the watery and mist- +8 vs. AC; 1d8 + 4 damage and 3 thunder damage
shrouded regions where earth, air and water nodes of c Thunder Snort (standard; encounter) Thunder
the elemental chaos mix. They strike from ambush and Close burst 3; 3d6 + 4 thunder damage
attempt to crush foes in their watery coils. Ferocity (immediate interrupt; when reduced to 0 or less
hit points)
The thunder boar heals 19 hit points
Alignment Unaligned Languages -
Str 15 (+4) Dex 10 (+2) Wis 13 (+3)
Con 17 (+5) Int 2 (-2) Cha 4 (-1)

Thunder Boar Tactics


A thunder boar rushes its opponent and use its
gore to decimate its foes. A thunderstrike boar uses its
thunder snort when two or more foes are in range.

Thunder Boar Lore


A character who makes a successful Arcana
skill check knows the following information.
DC 15: Thunder boars dwell in the storm-tossed jungles
and grassy plains of the elemental chaos. They are
extremely aggressive and resilient to even killing attacks,
fighting on longer after they should otherwise be dead.

Page 395 of 521


4E Races and Classes
Elephant Mammoth Level 16 Elite Brute
Huge natural beast XP 2,800
Herds of elephants roam the warmer plains of Initiative +8 Senses Perception+14
the world, and they are sometimes trained for work or HP 403; Bloodied 201
war by other races. AC 30; Fortitude 34, Reflex 25, Will 24
Mammoths are feral elephants that are found in Saving Throws +2
the more frigid climates of the world. Unlike their Speed 8
elephant counterpart, they resist being tamed or trained. Action Points 1
M Gore (standard; at-will)
Reach 2; +21 vs. AC; 2d8 + 7 damage and target is
Plains Elephant Level 16 Brute knocked prone.
Huge natural beast (mount) XP 1,400
m Slam and Stamp (standard; at-will)
Initiative +8 Senses Perception+15
Reach 2; +21 vs. AC; 2d6 + 7 damage; make a
HP 191; Bloodied 95
secondary attack; +19 vs. AC; 2d8 + 7 damage
AC 28; Fortitude 31, Reflex 23, Will 25
Speed 8 c Tossing Gore (immediate reaction; when first
bloodied)
M Gore (standard; at-will) Close burst 2; +19 vs. Reflex; 2d8 + 7 damage plus
Reach 2; +21 vs. AC; 2d8 + 7 damage and target is
the target is pushed through the air 2 squares and
knocked prone.
lands prone.
m Slam and Stamp (standard; at-will) Trample (standard; recharge 5 6)
Reach 2; +21 vs. AC; 2d6 + 7 damage; make a The elephant shifts 6 squares and can move through
secondary attack; +19 vs. AC; 2d8 + 7 damage enemy squares. If the elephant passes through an
c Tossing Gore (standard; encounter) enemy’s square, make a basic attack against that
Close blast 2; +19 vs. Reflex; 2d6 + 7 damage plus opponent. The mammoth cannot stop its movement
the target is pushed through the air 2 squares and in a target’s square or attack an enemy more than
lands prone. once.
Trample (standard; encounter) Alignment Unaligned Languages -
The elephant shifts 6 squares and can move through Str 30 (+18) Dex 10 (+8) Wis 13 (+9)
enemy squares. If the elephant passes through an Con 21 (+13) Int 2 (+4) Cha 7 (+6)
enemy’s square, make a basic attack against that
opponent. The elephant cannot stop its movement Mammoth Tactics
in a target’s square or attack an enemy more than Mammoths are slightly more aggressive than
once. their elephant cousins and will usually charge any
Thunderous Charge (while mounted by a friendly rider creature that approaches them. Once engaged, they
of 16th level or higher; at-will) Mount usually fight to the death.
When it charges, the elephant can make a gore
attack in addition to its rider’s charge attack.
Alignment Unaligned Languages -
Str 28 (+17) Dex 10 (+8) Wis 15 (+10)
Con 21 (+13) Int 2 (+4) Cha 7 (+6)

Elephant Tactics
Elephants are rarely aggressive, but if they feel
threatened, will charge opponents, attempting to trample
them underfoot.

Page 396 of 521


4E Races and Classes
Primal Hunter Level 10 Skirmisher (Leader)
Feywild Animal Medium natural beast XP 500
Initiative: +10 Senses Perception +7;low-light vision
HP 105; Bloodied 52
Feywild animals are unlike any creatures found AC 24; Fortitude 22, Reflex 22, Will 22
in the mortal world. They often combine elements of Speed 8
many animals mixed with humanoid qualities. Most
feywild animals lope along on four legs, but can rise to M Claws (standard; at-will)
stand on two, usually while attacking. +15 vs. AC; 2d6+5 damage
m Wolf Pack Tactics (standard; encounter)
Before primordial hunter attacks, shift an adjacent
Feywild Primal Brute Level 16 Brute (Leader)
ally or the target 1 square as a free action.
Large natural beast XP 1,400
+15 vs. AC; 3d10+5 damage
Initiative: +9 Senses Perception +13;low-light vision
Alignment Unaligned Languages –
HP 191; Bloodied 95
Skills Athletics +15, Stealth +13
AC 28; Fortitude 28, Reflex 28, Will 28
Str 21 (+10) Dex 17 (+8) Wis 17 (+8)
Speed 8
Con 17 (+8) Int 2 (-) Cha 8 (+4)
M Claws (standard; at-will)
+19 vs. AC; 3d8+7 damage
Primal Hunter
m Visejaw Strike (standard; recharge 4 5 6) A primal hunter strikes from ambush, using its
+17 vs. Fortitude; 2d12+7 damage and opponent is powerful claws to rend opponents. Where possible, the
grabbed (until escape). primal hunter strikes in flanking pairs, positioning targets
m Crush (standard; at-will) to gain combat advantage.
The primal brute deals 2d12+7 damage to an
opponent it has grabbed (no attack roll required).
Alignment Unaligned Languages –
Str 24 (+15) Dex 19 (+12) Wis 21 (+13)
Con 21 (+13) Int 2 (+4) Cha 8 (+7)

Primal Brute Tactics


A primal brute rushes its enemy and bites with
its vise-like jaws. One it has caught an opponent in its
vicious teeth, it crushes them with its powerful arms.

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4E Races and Classes
Feywild Animal Lore
Primal Protector Level 6 Soldier (Leader) A character that makes a successful Nature skill
Small natural beast XP 250 check knows the following.
Initiative: +6 Senses Perception +7;low-light vision DC 15: Primal animals are amalgam creatures native to
HP 70; Bloodied 35 the Feywild. They possess the traits of many animals
AC 22; Fortitude 18, Reflex 18, Will 18 with a bit of humanoid stature. They are sometimes
Speed 8 summoned by druids to the mortal world to aid them in a
M Claws (standard; at-will) cause.
+13 vs. AC; 1d10+4 damage DC 20: Primal animals are said to be the servants of the
powerful and mysterious Animal Lords of the feywild.
m Guarding Attack (standard; encounter) According to legend, a council of Animal Lords, led by
Until the end of the primal protector’s next turn, if an
the powerful Cat Lord, directs the actions of their primal
ally is adjacent to the primal protector, the ally gains
animal servants.
a +2 power bonus to AC against the target’s attacks.
+13 vs. AC; 3d8+4 damage
Alignment Unaligned Languages – Encounter Groups
Str 19 (+7) Dex 16 (+6) Wis 16 (+6) In the feywild, primal animals are often
Con 16 (+6) Int 2 (-1) Cha 8 (+2) encountered as a leader of a pack of wild animals. On
the mortal world, they are often encountered as
companions to druids and/or elves.
Primal Protector
Primal protectors tend to be defensive,
remaining near another ally and allowing enemies to
come to it. If attacked by ranged combat, the primal
protector often seeks cover behind solid obstacles rather
than attempt to close with the enemy.

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4E Races and Classes
Fiendish Animal
Fiendish Giant Rat Level 5 Minion
Fiendish animals are carefully bred or adapted Small immortal beast XP 25
stock of normal animals with a nasty disposition that Initiative +5 Senses Perception +7, darkvision
dwell on the infernal planes of the astral sea. They are HP 1; A minion never takes damage on a miss
exceptionally aggressive and cruel, seeming to delight in AC 19; Fortitude 16, Reflex 18, Will 15
causing harm. Immune disease Resist 5 poison
Speed 6, climb 3
Fiendish Asp Level 1 Minion M Bite (standard; at-will) Disease
Tiny immortal beast XP 25 +10 vs. AC; 5 damage and filth fever (see Rat in the
Initiative +5 Senses Perception +6, darkvision MM)
HP 1; A minion never takes damage on a miss Smite (free action; encounter)
AC 15; Fortitude 12, Reflex 14, Will 13 The fiendish giant rat gains a +1 bonus to hit and
Resist 10 poison damage until the start of its next turn.
Speed 3, climb 3, swim 3 Alignment Unaligned Languages -
M Poison bite (standard; at-will) Poison Str 12 (+3) Dex 17 (+5) Wis 10 (+2)
+6 vs. AC; 1 plus ongoing 3 poison (save ends) Con 12 (+3) Int 2 (-2) Cha 6 (+0)
Smite (free action; encounter)
The fiendish asp gains a +1 bonus to hit and Fiendish Giant Rat Tactics
damage until the start of its next turn. A fiendish giant rat prefers to attack targets en
Alignment Unaligned Languages - masse. Unlike normal giant rats, they fight to the last.
Str 4 (-3) Dex 17 (+3) Wis 12 (+1)
Con 11 (+0) Int 1 (-5) Cha 2 (-4)
Fiendish Animal Lore
A character that makes a successful Arcana
Fiendish Asp Tactics check knows the following information.
Fiendish asps strike from a hidden position, DC 15: Fiendish animals are creatures specially bred or
sliding back into the darkness after poisoning their foes. adapted to the infernal planes of the Astral Sea. They
are cruel and capricious and will willingly inflict harm on
Fiendish Black Widow Level 2 Minion others.
Tiny immortal beast XP 32
Initiative +8 Senses Perception +6, darkvision,
tremorsense 15
HP 1; A minion never takes damage on a miss
AC 16; Fortitude 13, Reflex 15, Will 12
Resist 10 poison
Speed 6, spiderclimb 4
M Bite (standard; at-will) Poison
+7 vs. AC; 2 damage plus ongoing 2 poison damage
(save ends)
a Web (standard; encounter)
Burst 3 in 10; +5 vs. Reflex; target is immobilized
(save ends). Any creature that enters the area is
slowed (save ends). If the save is failed, the target
is immobilized (save ends). The area remains until
the end of the encounter. The fiendish black widow
is immune to its own web.
Smite (free action; encounter)
The fiendish black widow gains a +1 bonus to hit
and damage until the start of its next turn.
Alignment Unaligned Languages -
Str 11 (+1) Dex 17 (+4) Wis 10 (+1)
Con 12 (+2) Int 1 (-4) Cha 2 (-3)

Fiendish Black Widow Tactics


A fiendish black widow tosses its web on
opponents, then proceeds to poison its victims with its
venomous bite.
Page 399 of 521
4E Races and Classes
Red Clan Formian Warrior Level 3 Soldier
Formian medium immortal magical beast XP 125
Initiative +6 Senses Perception +7, see hive mind
Formians are ant-like creatures of the plane HP 46; Bloodied 23
known as Arcadia in the Astral Sea. There they tend AC 19; Fortitude 16, Reflex 16, Will 14
massive horticultural farms and sometimes march forth Immune poison Resist 5 variable (1/encounter)
from their lands to combat creatures of the other planes Speed 8
and add land to their massive gardens and farms.
M Bite (standard; at-will) Poison
+10 vs. AC; 2d4 + 3 damage plus ongoing 2 poison
Red Clan Formian Worker Level 2 Minion (save ends)
small immortal magical beast XP 32
M Spear (standard; at-will)
Initiative +5 Senses Perception +6, see hive mind
Reach 2; +10 vs. AC; 1d8 + 3 damage
HP 1; A minion never takes damage on a miss
AC 14; Fortitude 14, Reflex 14, Will 12 R Shortbow (standard; at-will) Weapon
Resist 5 variable (1/encounter) Ranged 15/30; +10 vs. AC; 1d8 + 3 damage
Speed 8 m Repelling Strike (standard; encounter) Weapon
M Bite (standard; at-will) Reach 2; +10 vs. AC; 1d8 + 3 damage and the
+7 vs. AC; 4 damage target is pushed 1 square
Hive Mind En Masse
A formian can communicate and is aware of the A formian warrior gains a +1 bonus to hit and AC for
status of all other formians within 20 squares. each adjacent formian warrior.
Alignment Lawful Languages see hive mind Hive Mind
Skills Stealth +8 A formian can communicate and is aware of the
Str 13 (+2) Dex 14 (+3) Wis 10 (+1) status of all other formians within 20 squares
Con 13 (+2) Int 6 (-1) Cha 9 (+0) Alignment Lawful Languages see hive mind
Str 17 (+4) Dex 16 (+4) Wis 12 (+2)
Con 14 (+3) Int 10 (+1) Cha 11 (+1)
Red Clan Formian Worker Tactics Equipment Spear, shield
Red clan formian workers shy away from
combat, preferring to alert nearby red clan formian
warriors of any threats or intrusions. Red clan formian Red Clan Formian Warrior Tactics
workers only use their bite as a weapon of last resort. Red clan formian warriors are generally
Three red clan formian workers operating in intolerant of intruders and will attempt to drive away or
concert can reproduce the effects of the make whole slay intruders. Red clan formian warriors on the march
ritual once a day without need for components or a ritual strike in concentrated formations that simply overwhelm
book. their enemies.

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4E Races and Classes
Red Clan Formian Level 6 Controller Red Clan Formian Level 14 Soldier
Taskmaster Royal Guard
Medium immortal magical beast XP 250 Medium immortal magical beast XP 125
Initiative +6 Senses Perception +11, see hive mind Initiative +12 Senses Perception +15, see hive mind
HP 70; Bloodied 35 HP 135; Bloodied 67
AC 20; Fortitude 19, Reflex 18, Will 19 AC 30; Fortitude 27, Reflex 24, Will 24
Immune poison Resist 5 variable (1/encounter) Immune poison Resist 10 variable (1/encounter)
Speed 8 Speed 8
M Poison Sting (standard; at-will) Poison M Bite (standard; at-will) Poison
+11 vs. AC; 2d4 + 4 damage and ongoing 5 poison +21 vs. AC; 2d4 + 3 damage plus ongoing 2 poison
(save ends). (save ends)
R Psychic Bolt (standard; at-will) Psychic M Spear (standard; at-will)
Ranged 10; +10 vs. Will; 1d10 + 4 psychic damage Reach 2; +21 vs. AC; 1d8 + 3 damage and target is
r Dominate Mind (standard; recharges when no target marked.
is dominated) Charm R Shortbow (standard; at-will) Weapon
Ranged 5; +10 vs. Will; target is dominated (save Ranged 15/30; +21 vs. AC; 1d8 + 3 damage
ends) m Repelling Strike (standard; encounter) Weapon
Hive Mind Reach 2; +21 vs. AC; 2d8 + 3 damage and the
A formian can communicate and is aware of the target is pushed 3 squares
status of all other formians within 20 squares En Masse
Alignment Lawful Languages telepathy 20, see A formian warrior gains a +1 bonus to hit and AC for
hive mind each adjacent formian warrior or royal guard.
Skills Diplomacy +12, Insight +12, Intimidate +12, Hive Mind
Stealth +11 A formian can communicate and is aware of the
Str 18 (+7) Dex 16 (+6) Wis 16 (+6) status of all other formians within 20 squares
Con 14 (+5) Int 11 (+3) Cha 19 (+7) Alignment Lawful Languages see hive mind
Str 23 (+13) Dex 16 (+10) Wis 16 (+10)
Red Clan Formian Taskmaster Tactics Con 15 (+9) Int 10 (+7) Cha 15 (+9)
A red clan formian taskmaster opens with its Equipment Spear, shield
dominate mind ability. It then strikes other opponents
with psychic bolts. It reserves use of its poison sting for Red Clan Formian Warrior Tactics
when cornered in melee. Red clan formian warriors are generally
intolerant of intruders and will attempt to drive away or
slay intruders. Red clan formian warriors on the march
strike in concentrated formations that simply overwhelm
their enemies.

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4E Races and Classes
Red Clan Formian Level 12 Elite Soldier (Leader) Red Clan Level 16 Elite Controller (Leader)
Myrmarch Formian Queen
Large immortal magical beast XP 700 Huge Outsider XP 2,800
Initiative +12 Senses Perception +17, see hive mind Initiative +8 Senses Perception +18, see hive mind
HP 262; Bloodied 131 HP 332; Bloodied 166
Regeneration 5 AC 30; Fortitude 28, Reflex 28, Will 28
AC 28; Fortitude 24, Reflex 24, Will 24 Immune charm, poison Resist 10 variable
Immune poison Resist 10 variable (2/encounter) (2/encounter)
Saving Throws +2 Saving Throws +2
Speed 10 Speed 1 (see combat form)
Action Points 1 Action Points 1
M Sting (standard; at-will) Poison M Poison Bite (standard; at-will) Poison
+19 vs. AC; 2d4 + 5 plus ongoing 10 poison (save (Reach 2 in combat form); +21 vs. AC; 1d10 + 7
ends). damage plus ongoing 10 poison damage (save
R Javelin (standard; at-will) Weapon ends). On a successful save ongoing 5 poison
Ranged 5/10; +19 vs. AC; 1d10 + 5 damage damage (save ends).
r Dominate Mind (standard; recharges when no target M Claws (standard; at-will) see combat form
is dominated) Charm Reach 2; +21 vs. AC; 2d8 + 7 damage
Ranged 10; +17 vs. Will; target is dominated (save R Sorcerous Bolt (standard; at-will) Poison
ends) Ranged 20; +20 vs. Reflex; 2d6 + 7 poison damage
a Order’s Wrath (standard; recharges when bloodied) r Dominate Mind (standard; recharges when no target
Area 3 in 10; +17 vs. Fortitude; 1d8 + 5 damage and is dominated) Charm
the target is dazed until the end of the formian Ranged 10; +17 vs. Will; target is dominated (save
myrmarch’s next turn. ends)
r Dictum (standard; encounter) Charm, Psychic a Order’s Wrath (standard; recharges when bloodied)
Ranged 15; +17 vs. Will; 2d6 + 5 psychic damage Area 3 in 10; +17 vs. Fortitude; 1d8 + 5 damage and
and the target is stunned until the end of the the target is dazed until the end of the formian
myrmarch’s next turn. queen’s next turn.
Hive Mind r Dictum (standard; encounter) Charm, Psychic
A formian can communicate and is aware of the Ranged 15; +17 vs. Will; 2d6 + 5 psychic damage
status of all other formians within 20 squares and the target is stunned until the end of the queen’s
Alignment Lawful Languages see hive mind next turn.
Skills Diplomacy +14, Insight +14, Stealth +15 Second Wind (standard; encounter) Healing
Str 19 (+10) Dex 18 (+10) Wis 16 (+9) The formian queen regains 83 hit points
Con 18 (+10) Int 16 (+9) Cha 17 (+9) Hive Mind
Equipment 5 javelins A formian can communicate and is aware of the
status of all other formians within 20 squares
Red Clan Formian Myrmarch Combat Form (immediate reaction; when first bloodied)
A red clan formian myrmarch usually opens The formian queen bursts from her egg sack,
combat by dominating one foe while using order’s wrath reducing in size to Large, gaining a Speed of 10, fly
on as many other foes as possible. It then uses dictum 15 (clumsy) and claw attacks.
on any remaining opponent. After exhausting its ranged Alignment Lawful Languages telepathy 20, see
attacks, the myrmarch moves forward, preferably against hive mind
a weakened foe and uses its sting. If bloodied it Skills Arcana +18, Bluff +18, Diplomacy +18, Insight
attempts to bargain for its life if it senses it foes will +18, Intimidate +18
defeat it. Str 20 (+13) Dex 10 (+8) Wis 20 (+13)
Con 20 (+13) Int 20 (+13) Cha 21 (+13)

Red Clan Formian Queen Tactics


The red clan formian queen attempts to avoid
combat by tricking foes into being submissive to her will.
If unable to dissuade others into backing down from
combat, she uses order’s wrath to stun as many
opponents as possible and her dominate mind to turn
allies against their own. She uses dictum to prevent
individuals from reaching melee combat, and lashes out
with her poison bite against those who get too close.

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4E Races and Classes
Once bloodied, the red clan formian queen
again unleashes with order’s wrath and rushes into
melee using claws and bites to devastate her opponents.
She waits until after being bloodied before using her
second wind so that she can maximize her ability to
regain powers and free herself from her egg sac.

Formian Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 15: Formians are also known as ant centaurs and
hail from the lawful plane of Arcadia in the Astral Sea.
Formians are xenophobic and rarely leave their
agricultural estates in that far realm. Formians are
unable to communicate with other races except through
their mind-dominating taskmasters.
DC 20: Formians are led by myrmarchs and powerful
queens. Myrmarchs are powerful warriors, while queens
are sluggish creatures with powerful spellcasting
abilities. Sometimes, when a nest of formians outgrows
the ability of its farms to sustain its folk, the Myrmarchs
lead armies of formians to seize new land to expand
their gardens.
DC 25: Formian queens under duress are able to shed
their egg sacs and engage opponents with a ferocious
battle form.

Encounter Groups
Formians are usually encountered in work bands
in their home estates, and in war parties when hunting
for new croplands.

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4E Races and Classes
Frost Worm Level 14 Solo Lurker
Frost Worm Huge natural beast (cold) XP 5,000
Initiative +11 Senses Perception +7, darkvision
Shivering Aura aura 3; targets in area take 2 cold
Frost Wyrmling Level 6 Elite Lurker damage and are slowed until the end of their next
Large natural beast (cold) XP 500 turn.
Initiative +7 Senses Perception +3, darkvision HP 700; Bloodied 350
Shivering Aura aura 2; targets in area take 1 cold AC 28; Fortitude 31, Reflex 23, Will 24
damage and are slowed until the end of their next Resist 20 cold Vulnerable 10 fire
turn. Saving Throws +5
HP 232; Bloodied 116 Speed 6, burrow 2
AC 20; Fortitude 19, Reflex 15, Will 16 Action Points 2
Resist 10 cold M FFrozen Bite (standard; at-will) Cold
Saving Throws +2 Reach 3; +19 vs. AC; 2d8 + 5 damage plus 10 cold
Speed 5, burrow 2 damage
Action Points 1
c Cone of Cold (standard; recharges when bloodied)
M Frozen Bite (standard; at-will) Cold Cold
+11 vs. AC; 2d6 + 4 damage plus 5 cold damage Close blast 5; +18 vs. Reflex; 4d8 + 5 cold damage
c Cone of Cold (standard; recharge 6) Cold and target is slowed (save ends).
+9 vs. Reflex; 3d6 + 4 cold damage and target is c Trill (move; encounter) Charm
slowed (save ends). Close burst 10; +18 vs. Will; target is stunned (save
c Trill (move; encounter) Charm ends)
Close burst 5;+9 vs. Will; target is stunned (save c Death Throes (immediate reaction; when reduced to
ends) 0 or less hit points)
c Death Throes (immediate reaction; when reduced to Close burst 10; +18 vs. Reflex; 2d10 + 5 damage
0 or less hit points) and 2d8 + 5 cold damage
Close burst 5; +9 vs. Reflex; 1d10 + 4 damage and Alignment Unaligned Languages –
1d8 + 4 cold damage. Skills Stealth +12
Alignment Unaligned Languages - Str 26 (+15) Dex 10 (+7) Wis 11 (+7)
Skills Stealth +8 Con 20 (+12) Int 2 (+3) Cha 11 (+7)
Str 19 (+7) Dex 10 (+3) Wis 11 (+3)
Con 16 (+6) Int 2 (+0) Cha 11 (+3) Frost Worm Tactics
A frost worm opens up with a trilling to stun as
Frost Wyrmling Tactics many targets as possible. It then closes with unaffected
A frost wyrmling opens up with a trilling to stun prey and unleashes a cone of cold. From there, it uses
as many targets as possible. It then closes with moves towards prey and attacks with its bite, using its
unaffected prey and unleashes a cone of cold. From burrow movement to avoid ranged attackers until it can
there, it uses moves towards prey and attacks with its close with them.
bite, using its burrow movement to avoid ranged
attackers until it can close with them.

Page 404 of 521


4E Races and Classes
Frost Wyrm Level 25 Solo Lurker
Gargantuan natural beast (cold) XP 35,000
Initiative +16 Senses Perception +14, darkvision
Shivering Aura aura 3; targets in area take 5 cold
damage and are slowed until the end of their next
turn.
HP 700; Bloodied 350
AC 39; Fortitude 44, Reflex 32, Will 34
Resist 30 cold Vulnerable 15 fire
Saving Throws +5
Speed 6, burrow 2
Action Points 2
M FFrozen Bite (standard; at-will) Cold
Reach 4; +30 vs. AC; 2d10 + 9 damage plus 15 cold
damage
c Cone of Cold (standard; recharges when bloodied)
Cold
Close blast 5; +28 vs. Reflex; 4d10 + 9 cold damage
and target is slowed (save ends).
c Trill (move; encounter) Charm
Close burst 10; +28 vs. Will; target is stunned (save
ends). On a successful save, target is dazed (save
ends).
c Death Throes (immediate reaction; when reduced to
0 or less hit points)
Close burst 15; +28 vs. Reflex; 3d6 + 9 damage and
2d10 + 9 cold damage
Frost Wyrm Lore Alignment Unaligned Languages –
A character that makes a successful Nature roll Skills Stealth +17
knows the following information. Str 35 (+24) Dex 10 (+12) Wis 15 (+14)
DC 15: Frost worms dwell in artic regions where they Con 25 (+19) Int 2 (+8) Cha 11 (+12)
burrow under the surface of the ice. Their distinctive trill
can paralyze a foe. When slain, they explode in a Frost Wyrm Tactics
deadly shower of ice and body parts. A frost wyrm opens up with a trilling to stun as
DC 20: Frost worms are the mutated offspring of worms many targets as possible. It then closes with unaffected
that fed on the corpse of the icy primordial Ymir, creator prey and unleashes a cone of cold. From there, it uses
of the frost giants. moves towards prey and attacks with its bite, using its
burrow movement to avoid ranged attackers until it can
close with them.

Page 405 of 521


4E Races and Classes
Fungus
Shrieker Level 0 Lurker
Medium natural beast (blind, plant) XP 12
Initiative -1 Senses Perception +1, tremorsense 2
HP 7; Bloodied 3
AC 14; Fortitude 12, Reflex 6, Will 7
Speed 1
C Shriek (standard; encounter) Thunder
+3 vs. Fortitude; 1d4 + 3 thunder damage and the
target is dazed (save ends). Creatures within 25
squares can likewise hear the shrieker’s shriek.
Reduce the range by 4 squares for every door in the
way and by 8 squares for every wall of 6 inches or
less thickness in the way. A wall of 1 foot or thicker
completely blocks the sound of a shrieker’s shriek.
Alignment Unaligned Languages -
Str 1 (-5) Dex 1 (-5) Wis 2 (-4)
Con 13 (+1) Int 1 (-5) Cha 1 (-5)

Shrieker Tactics
A shrieker unleashes its powerful shriek when
approached within its tremorsense or attacked. The
shrieking not only dazes opponents, but alerts everyone
within hearing distance.

Violet Fungus Level 1 Skirmisher


Medium natural beast (blind, plant) XP 100
Initiative +1 Senses Perception +0, tremorsense 5
HP 24; Bloodied 12
AC 15; Fortitude 13, Reflex 13, Will 13
Immune poison
Speed 2
M Tentacle (standard; at-will) Poison
Reach 2;+6 vs. AC; 1d6 + 3 damage plus ongoing 2
poison (save ends)
Alignment Unaligned Languages -
Str 14 (+2) Dex 8 (-1) Wis 11 (+0)
Con 16 (+3) Int 1 (-5) Cha 9 (-1)

Violent Fungus Tactics


Violet fungi attack anything that comes within its
tremorsense ability.

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4E Races and Classes
Mature Beholder Gas Sporeling Level 6 Minion
Gas Spore Medium natural beast (plant) XP 62
Initiative +3 Senses Perception -1
HP 1; A minion never takes damage on a miss
Beholder Gas Spore Level 17 Minion AC 20; Fortitude 18, Reflex 15, Will 11
Large natural beast (plant) XP 400 Immune charm, petrifaction, poison
Initiative +8 Senses Perception +3 Speed fly 2 (hover) (can’t run or shift)
HP 1; A minion never takes damage on a miss M Bite (standard; at-will) Poison
AC 31; Fortitude 29, Reflex 24, Will 19 +11 vs. AC; 1d4 + 4 damage plus ongoing 2 poison
Immune charm, petrifaction, poison damage.
Speed fly 3 (hover) (can’t run or shift)
c Explode (immediate reaction; when reduced to 0 hit
M Bite (standard; at-will) Poison points or less) Poison
+22 vs. AC; 1d6 + 7 damage plus ongoing 5 poison Close burst 5; +9 vs. Reflex; 3d6 + 4 damage and
damage. ongoing 5 poison damage. Exploding destroys the
c Explode (immediate reaction; when reduced to 0 hit beholder gas spore.
points or less) Poison Deceptive Appearance
Close burst 10; +20 vs. Reflex; 6d6 + 7 damage and Observers must make a successful DC 20
ongoing 10 poison damage. Exploding destroys the Perception check to distinguish a mature beholder
beholder gas spore. gas sporeling from a beholder.
r Faux Eye Ray (standard; encounter) Poison Spore Host
Ranged 15; 1d10 + 7 poison damage and ongoing 5 A target that dies from poison damage from the
poison damage. beholder gas spore’s attack will produce 1d6 + 4
Deceptive Appearance beholder gas sporelings in 24 hours. The creation of
Observers must make a successful DC 25 the beholder gas sporelings destroys the target’s
Perception check to distinguish a beholder gas body.
spore from a beholder. Alignment Unaligned Languages -
Spore Host Str 3 (-1) Dex 10 (+3) Wis 1 (-1)
A target that dies from poison damage from the Con 16 (+6) Int 1 (-1) Cha 1 (-1)
beholder gas spore’s attack will produce 1d6 + 4
beholder gas sporelings in 24 hours. The creation of Mature Beholder Gas Sporelings Tactics
the beholder gas sporelings destroys the target’s Beholder gas sporelings moves towards targets
body. as rapidly as possible, enticing them to attack it. If
Alignment Unaligned Languages - targets are unable or unwilling to attack, the beholder
Str 3 (+4) Dex 10 (+8) Wis 1 (+3) gas spore attempts to infect foes by biting.
Con 21 (+13) Int 1 (+3) Cha 1 (+3)
Beholder Gas Sporeling Level 1 Minion
Beholder Gas Spore Tactics Small natural beast (plant) XP 25
Beholder gas spore moves towards targets as Initiative +0 Senses Perception -1
rapidly as possible, enticing them to attack it. If targets HP 1; A minion never takes damage on a miss
are unable or unwilling to attack, the beholder gas spore AC 15; Fortitude 13, Reflex 12, Will 6
attempts to infect foes with a blast of its faux eye ray or Immune charm, petrifaction, poison
by biting. Speed fly 1 (hover) (can’t run or shift)
c Explode (immediate reaction; when reduced to 0 hit
points or less) Poison
Close burst 3; +6 vs. Reflex; 1d4 + 2 damage and
ongoing 1 poison damage. Exploding destroys the
beholder gas spore.
Deceptive Appearance
Observers must make a successful DC 15
Perception check to distinguish a beholder gas
sporeling from a beholder.
Alignment Unaligned Languages -
Str 3 (-4) Dex 10 (+0) Wis 1 (-5)
Con 16 (+3) Int 1 (-5) Cha 1 (-5)

Beholder Gas Sporelings Tactics


Beholder gas sporelings move away from
targets when possible, threatening foes by puffing up to
Page 407 of 521
4E Races and Classes
make themselves look larger. They use their bite as a
last resort tactic.

Beholder Gas Spore Lore


A character who makes a successful Nature skill
roll knows the following information.
DC 15: Beholder gas spores are a curious fungus that
grows to resemble their namesake. However, they are
destroyed by a single puncture which causes them to
violently explode and infect nearby creatures with deadly
spores.
DC 20: Beholders sometime use gas spores as decoys
to dissuade intruders. However, beholders are just as
susceptible to the poison as any other creature, and
rarely are foolish enough to remain in an area near the
exploding spores.

Beholder Gas Spore Encounters


Gas spores are usually encountered singly,
though they may be used as a sort of mine field to
dissuade interlopers. Exceptionally brave or foolish
beholders may use gas spores as decoys, barriers or
traps to harass foes.

Page 408 of 521


4E Races and Classes
Genie
Genies are powerful spirits of the Elemental
chaos. Given humanoid form and great magical power
by the ancient primordials, genies rule and protect lesser
elemental spirits within their realm.
Note that efreet are considered genies as well.

Efreet
Powerful magical spirits of smokeless fire, the
efreet rule areas of sweeping fire in the elemental chaos.
Ifrit are a lesser form of efreet that are often enslaved to
use their magical abilities for the benefit of a mortal
being.

Ifrit Level 14 Brute


Large elemental humanoid (fire) XP 1,000
Initiative +10 Senses Perception +14
Body of Fire aura 1; targets the ifrit grabs or is grabbed
by take 5 fire damage.
HP 164; Bloodied 82
AC 26; Fortitude 27, Reflex 25, Will 24
Immune fire
Speed 6, fly 8 (hover)
M Scimitar (standard; at-will) Weapon Ifrit Lore
Reach 2; +17 vs. AC; 1d10 + 6 damage (crit 3d10 +
A character who makes a successful Arcana
6 damage)
skill check knows the following.
R Flame Ray (minor; recharges when first bloodied) DC 25: Ifrit are the “commoners” of the efreeti race who
Fire are bred and enslaved to the various nobles houses.
Ranged 10; +15 vs. Reflex; 1d10 + 6 fire damage Many ifrit have mixed parentage and therefore most
Shape Change (standard; encounter) Polymorph efreet do not count them as “true” efreeti.
An ifrit can assume the shape of any creature of
large size or smaller. It gains the appearance and
basic attacks of the new form, but none of the
creature’s other qualities. An ifrit can change back
as a minor action.
Alignment Evil Languages Primordial
Skills Bluff +14, Insight +14, Intimidate +14
Str 23 (+13) Dex 17 (+10) Wis 15 (+9)
Con 14 (+9) Int 12 (+8) Cha 15 (+9)
Equipment Scimitar

Ifrit Tactics
An ifrit starts combat by blasting foes with its
flame ray and then closing to melee. It uses its shape
change ability to assume a form it believes will frighten
its opponent when it has a chance to change shape.

Page 409 of 521


4E Races and Classes
Jinni Jinni Dervish Level 22 Skirmisher
Powerful magical spirits of air, the Jinni rule Large elemental humanoid (air) XP 4,150
kingdoms made of cloud and wind in the air nodes of the Initiative +18 Senses Perception +17
elemental chaos. Djinni are a lesser form of jinni that HP 202; Bloodied 153
are often enslaved to use their magical abilities for the AC 36; Fortitude 33, Reflex 34, Will 31
benefit of a mortal being. Resist 20 lightning, 20 thunder
Speed 7, Fly 10 (hover)
Djinni Level 6 Skirmisher M Scimitar (standard; at-will) Thunder, Weapon
Large elemental humanoid (air) XP 250 Reach 2;+29 vs. AC; 2d10 + 7 damage (crit 6d10 +
Initiative +9 Senses Perception +10 8 damage) and 1d8 thunder damage (crit 2d8
HP 70; Bloodied 35 thunder damage)
AC ; Fortitude, Reflex, Will R Wind bow (standard; at-will) Weapon
Resist 10 lightning, 10 thunder Range 30/50; +29 vs. AC; 2d6 + 7 damage
Speed 6, Fly 10 (hover) C Whirling Thundersteel Strike (standard; recharge
M Slam (standard; at-will) 5 6) Thunder
+11 vs. AC; 1d8 + 5 damage Requires scimitar; close burst 2; +27 vs. AC; 2d10 +
R Lightning Stroke (standard; at-will) Lightning 7 damage (crit 6d6 + 8 damage) and 1d8 thunder
Ranged 10; +9 vs. Reflex; 1d10 + 5 lightning damage and the target is dazed (save ends).
damage Alignment Unaligned Languages Primordial
Gaseous Form (standard; sustain standard; encounter) Skills Acrobatics +23, Insight +17, Intimidate +20
Polymorph Str 22 (+17) Dex 24 (+18) Wis 15 (+12)
The djinni becomes insubstantial. It can enter and Con 18 (+14) Int 22 (+16) Cha 18 (+15)
move through a porous obstacle that would Equipment Scimitar, longbow
otherwise prevent movement (such as a door or a
cracked window). It remains in this form as long as Jinni Dervish Tactics
it sustains the power. The Jinni dervish attempts to stay at
Alignment Unaligned Languages Primordial considerable range from its opponent and attack with its
Skills Acrobatics +12, Insight +10, Stealth +12 bow. Once it has softened its targets up by bloodying
Str 18 (+7) Dex 19 (+7) Wis 15 (+5) them, it moves into melee to finish them off in melee,
Con 14 (+5) Int 14 (+5) Cha 15 (+5) using its whirling thundersteel strike whenever possible.

Djinni Tactics
A djinni flies above opponents, striking them with
lightning stroke attacks. It only closes to melee if greatly
enraged or cornered.

Page 410 of 521


4E Races and Classes
Jinni Windlord Level 23 Artillery
Large elemental humanoid (air) XP 5,100
Initiative +19 Senses Perception +15
Wind Dance aura 2; any creature in the aura is checked
HP 169; Bloodied 84
AC 35; Fortitude 35, Reflex 36, Will 34
Resist 20 lightning, 20 thunder
Speed 7, Fly 10 (hover)
M Wind Scimitar (standard; at-will) Thunder,
Weapon
Reach 2; +28 vs. AC ; 2d10 + 8 damage (crit 6d10 +
8 damage) plus 1d8 thunder damage (crit 2d8
thunder damage)
R Eldritch Bolt (standard; at-will) Lightning
Ranged 20; +26 vs. Reflex; 3d6 + 8 lightning
damage
r Curse of the Jinni (standard; encounter; recharges
when first bloodied) Lightning
Ranged 10; + 26 vs. Fortitude; 1d6 + 8 lightning
damage and the target’s resistance to lightning is
negated until the end of the encounter (no save).
M Tornado Flurry (standard; recharge 5 6)
Weapon
Requires scimitar; The Jinni moves up to its speed
plus 2 and can move through enemies’ spaces,
provoking opportunity attacks as normal. When it
enters a creature’s space (ally or enemy), the bound
Jinni makes a scimitar attack against that creature.
The creature remains in its space, and the Jinni
must leave the space after it attacks. The Jinni must Jinni Lore
end its tornado flurry in an unoccupied square. A character who makes a successful Arcana
Wind Shield (immediate interrupts, when the Jinni is skill check knows the following information.
damaged by a ranged attack; at-will) DC 20: Jinni are elemental spirits of the air that rule
A blast of wind deflects the attack. The attacker over lesser air creatures in the Elemental Chaos. They
must reroll the attack at –2 to hit. have many magical abilities related to wind, thunder and
Alignment Unaligned Languages Primordial lightning. Jinni favor free choice and enjoy freedom,
Skills Arcana +19, Diplomacy +22, Insight +20 though they are not above taking slaves of “lesser”
Str 24 (+18) Dex 27 (+19) Wis 18 (+15) races. They also tend to admire art and things of
Con 25 (+18) Int 16 (+14) Cha 22 (+17) beauty.
Equipment scimitar DC 25: Powerful spellcasters are sometimes able to
trap jinni in containers such as bottles or lamps and use
Jinni Windlord Tactics them as slaves. However, despite various legends, only
the most powerful lords of the jinni are capable of
A Jinni windlord uses its ability to fly to keep
actually granting magical wishes.
distant from an opponent, preferring to hurl eldritch bolts
DC 30: Jinni nobles often hold court in their home
at its foes. It only uses its scimitar when commanded or
realms. Creatures of other races are allowed to present
cornered in melee, and strikes first with its tornado flurry
themselves to ask for favors or seek justice in genie
if possible.
affairs – such as a jinni or elemental seeking vengeance
against a mortal spellcaster that may have imprisoned or
enslaved it or a family member.
DC 35: Sometimes immature noble janni youths leave
their realms in the Elemental Chaos to seek adventure
or adopt parents or friends in the mortal realm.
Unfortunately, these youths are often pampered brats
who can bring misfortune and misery to those they
associate with.

Page 411 of 521


4E Races and Classes
Frost Giant Warrior Level 15 Soldier
Giant Large elemental humanoid (giant) XP 1,200
Initiative +9 Senses Perception +7
HP 148; Bloodied 74
Frost Giant AC 31; Fortitude 28, Reflex 22, Will 23
Resist 10 cold
Masters of icy fjords, frost giants are raiders and Speed 7
brigands who seek to slake their desire for combat, food M Frozen Battleaxe (standard; at-will) Cold,
and slaves. Weapon
Frost giants typically dwell in artic climates, Reach 2; +15 vs. AC; 2d6 + 5 damage plus 2d6 cold
glaciers or high in snow-covered mountains. damage, and the target is marked until the end of
the frost giant’s next turn.
Frost Giant Raider Level 15 Skirmisher c Sweeping Battleaxe (standard; encounter) Cold,
Large elemental humanoid (giant) XP 1,200 Weapon
Initiative +9 Senses Perception +12 Close burst 2; +13 vs. AC; 2d6 + 5 damage plus 2d6
HP 148; Bloodied 74 cold damage, and the target is marked until the end
AC 148; Fortitude 27, Reflex 25, Will 23 of the frost giant’s next turn.
Resist 10 cold r Ice Sling (standard; at-will) Cold, Weapon
Speed 7 Ranged 15/30; +15 vs. AC; 1d8 + 5 damage plus
R Ice Sling (standard; at-will) Cold, Weapon 1d6 cold damage and the target is slowed until the
Ranged 15/30; +20 vs. AC; 1d8 + 5 damage plus end of the frost giant’s next turn.
2d6 cold damage and the target is slowed until the Icy Footing
end of the frost giant’s next turn. When in icy terrain, an effect that pushes, pulls or
M Frozen Longsword (standard; at-will) Cold, slides an frost giant moves 2 less than the effect
Weapon states. Likewise, the frost giant can make a save to
+20 vs. AC; 1d10 + 5 damage plus 1d6 cold prevent being knocked prone.
damage. Alignment Chaotic evil Languages Giant
Skirmisher Skills Intimidate +12
If a frost giant moves at least 4 squares, it gains Str 22 (+13) Dex 10 (+7) Wis 10 (+7)
+1d6 damage Con 20 (+12) Int 10 (+7) Cha 11 (+7)
Icy Footing Equipment Chain mail, battleaxe, sling
When in icy terrain, an effect that pushes, pulls or
slides an frost giant moves 2 less than the effect Frost Giant Warrior Tactics
states. Likewise, the frost giant can make a save to Frost giants warriors use their ice sling until they
prevent being knocked prone. can close into melee range, then hammer foes with their
Alignment Chaotic evil Languages Giant battleaxe. It uses its sweeping battleaxe when
Skills Stealth +14 confronting two or more opponents at a time.
Str 21 (+12) Dex 15 (+9) Wis 10 (+7)
Con 20 (+12) Int 10 (+7) Cha 11 (+7)
Equipment Leather armor, longsword, sling

Frost Giant Raider Tactics


A frost giant raider prefers to keep opponents at
arms length, using its sling to slow them down and
moving into reach to finish bloodied foes off with its
longsword. Where possible, a frost giant raider uses hit
and fade tactics against opponents.

Page 412 of 521


4E Races and Classes
Frost Giant Thane Level 17 Elite Soldier Frost Giant Runeweaver Level 16 Controller
Large elemental humanoid (giant) XP 3,200 Large elemental humanoid (giant) XP 1,400
Initiative +10 Senses Perception +8 Initiative +10 Senses Perception +11
HP 328; Bloodied 164 Breath of Ymir aura 5; enemies are slowed and gain
AC 35; Fortitude 32, Reflex 24, Will 27 Vulnerability 5 cold (save ends)
Resist 15 cold HP 158; Bloodied 79
Saving Throws +2 AC 30; Fortitude 28, Reflex 25, Will 26
Speed 7 Resist 15 cold
Action Points 1 Speed 8
M Frostrime Battleaxe (standard; at-will) Cold, M Frozen Warhammer (standard; at-will) Cold,
Weapon Weapon
Reach 2;+24 vs. AC; 2d8 + 7 damage plus 3d6 cold +21 vs. AC; 1d10 + 7 damage plus 1d10 cold
damage and target is immobilized and marked until damage.
the end of the frost giant’s next turn. r Ice Prison (standard; at-will) Cold
c Battleaxe Chop (standard; at-will) Cold, Weapon Ranged 10; +19 vs. Fortitude; 2d8 + 3 fire damage
Close blast 2; +20 vs. Reflex; 2d8 + 7 damage plus and target is restrained (save ends).
3d6 cold damage and the target is immobilized and a Ice Razors (standard; recharge 6) Cold
marked until the end of the frost giant’s next turn. Area burst 2 within 10; +19 vs. Reflex; 2d8 + 3 fire
r Icicle Javelin (standard; at-will) Cold, Weapon damage and the target is slowed (save ends).
Ranged 15/30; +24 vs. AC; 1d10 + 6 damage, and Alignment Evil Languages Giant
the target is slowed until the end of the frost giant’s Skills Intimidate +13
next turn. Str 21 (+13) Dex 15 (+10) Wis 16 (+11)
Lead by Example (minor; encounter) Con 22 (+14) Int 10 (+8) Cha 11 (+8)
Close burst 5; All friendly frost giants in burst gain a Equipment Darkhide armor, warhammer
+1 bonus to hit and deal +2 damage until the frost
giant thane is bloodied. Frost Giant Runeweaver Tactics
Icy Footing A frost giant runeweaver attempts to lure foes
When in icy terrain, an effect that pushes, pulls or into its aura and then step back and blast with ice razors
slides an frost giant moves 2 less than the effect or ice prison. Once out of ranged attacks, the
states. Likewise, the frost giant can make a save to runeweaver closes in with its frozen warhammer to finish
prevent being knocked prone. its foes off.
Alignment Chaotic Evil Languages Giant
Skills Insight +13, Intimidate +14
Str 23 (+14) Dex 11 (+8) Wis 10 (+8)
Con 20 (+13) Int 10 (+8) Cha 13 (+9)
Equipment Chain mail, battleaxe, 5 javelins

Frost Giant Thane Tactics


Before entering combat, a frost giant thane uses
its lead by example ability. It attempts to close within
reach of opponents and immobilize them with it battleaxe
attacks. If an opponent attempts to avoid it, the thane
peppers it with javelin attacks.

Page 413 of 521


4E Races and Classes
Frost Titan Level 19 Elite Soldier
Huge elemental humanoid (giant) XP 2,400
Initiative +17 Senses Perception +20
HP ; Bloodied A minion never takes damage on a miss
AC 35; Fortitude 34, Reflex 31, Will 31
Resist 25 cold
Saving Throws +2
Speed 8
Action Points 1
M Frostdeath Spear (standard; at-will) Cold,
Weapon
Reach 6; +26 vs. AC; 1d10 + 8 damage plus 4d6
cold damage, and the target is immobilized and
marked until the end of the frost titan’s next turn.
m Double Strike (standard; at-will) Cold, Weapon
The frost titan makes two frostdeath spear attacks.
r Hurl Ice (standard; recharge 5 6) Cold
Ranged 20; requires a source of ice; +24 vs. Reflex;
3d8 + 6 cold damage, and the target is immobilized
until the end of the frost titan’s next turn. A flying
creature hit by this attack crashes (DMG, p47).
a Ice Storm (standard; at-will) Cold
Area 3 in 10; +24 vs. Reflex; 2d10 cold damage and
ongoing 10 cold damage (save ends). Miss: Half
damage, and no ongoing damage.
Icy Footing
When in icy terrain, an effect that pushes, pulls or
slides an frost titan moves 3 less than the effect
states. Likewise, the frost giant can make a save to Frost Giant Lore
prevent being knocked prone. A character knows the following information
Alignment Evil Languages Giant, Primordial about frost giants with a successful Arcana check.
Skills Intimidate +19 DC 20: Frost giants are raiders and brigands who prefer
Str 28 (+18) Dex 22 (+15) Wis 22 (+15) to steal and fight. Frost giants often take slaves during
Con 22 (+15) Int 10 (+19) Cha 21 (+14) their raids, using them as laborers around their clan
Equipment spear strongholds. They also keep polar bears as pets.
Frost giants revere the primordial Ymir, who
Frost Titan Tactics created them, despite Ymir’s death and defeat in the war
A frost titan opens combat with an ice storm, between the gods and primordials.
then uses it spear to strike at opponents while they are DC 25: Frost giants sometimes raid white dragon lairs,
far enough away to not be able to retaliate. It uses its stealing the dragon’s treasure and enslaving the
hurl ice ability against ranged attackers or those who creatures as guardians.
attempt to flee it.
Encounter Groups
Frost giants are often encountered in raiding
groups, sometimes using goblinoids or amoral humans
to help gather slaves. Frost giants are sometimes
encountered while hunting game – including other races
– and may be accompanied by giant wolves, polar bears
or even feral dragons assisting them in tracking down
and retrieving prey.

Page 414 of 521


4E Races and Classes
Girallon Girallon Level 12 Brute
Medium natural humanoid XP 700
Girallons are four-armed relatives of gorillas.
Initiative +9 Senses Perception +12, low-light vision
Extremely aggressive, their kind has been bred among
HP 144; Bloodied 72
the fiendish realms of the Astral Sea as shock troopers
AC 24; Fortitude 25, Reflex 23, Will 21
to spread fear and misery.
Speed 8, climb 8
M Claw (standard; at-will)
Fiendish Girallon Berserker Level 15 Minion +15 vs. AC; 1d4 + 4 damage
Medium immortal humanoid XP 300
m Quad Claws (standard; at-will)
Initiative +10 Senses Perception +13, darkvision
+13 vs. AC; make four attacks; 1d4 + 4 damage
HP 1; A minion never takes damage on a miss
AC 27; Fortitude 27, Reflex 27, Will 27 m Rend (standard; encounter)
Resist 10 variable (1/encounter; see MM glossary) +15 vs. AC; 2d4 + 4 damage
Speed Alignment Unaligned Languages -
Skills Stealth +14
M Claw (standard; at-will)
Str 22 (+12) Dex 17 (+9) Wis 12 (+7)
+20 vs. AC; 5 damage
Con 14 (+8) Int 2 (+2) Cha 7 (+4)
m Quad Claws (standard; at-will)
+18 vs. AC; make four attacks; 5 damage
Smite (minor; encounter) Girallon Tactics
The fiendish girallon gains a +2 bonus to hit and A girallon charges foes, attempting to rend them
damage until the start of its next turn. to pieces. It prefers to fight a lone opponent, but if
Alignment Evil Languages - engaged by multiple attackers, it will split its four claw
Skills Intimidate +13, Stealth +15 attacks to attempt to strike each opponent in reach.
Str 23 (+13) Dex 17 (+10) Wis 12 (+8)
Con 14 (+9) Int 3 (+3) Cha 7 (+5)

Fiendish Girallon Tactics


A fiendish girallon stalks its prey, then moves in
close to use its quad claws while smiting a foe. Once
engaged, it refuses to back down from a fight.

Fiendish Girallon Bloodclaw Level 15 Brute


Medium immortal humanoid XP 300
Initiative +10 Senses Perception +13, darkvision
HP 174; Bloodied 87
AC 27; Fortitude 27, Reflex 27, Will 27
Resist 10 variable (2/encounter; see MM glossary)
Speed 8, climb 8
M Claw (standard; at-will)
+20 vs. AC; 1d4 + 6 damage
m Quad Claws (standard; at-will)
+18 vs. AC; make four attacks; 1d4 + 6 damage
m Rend (standard; recharge 5 6)
+20 vs. AC; 2d4 + 6 damage
Smite (minor; encounter)
The fiendish girallon gains a +2 bonus to hit and Girallon Lore
damage until the start of its next turn. A character that makes a successful Nature skill
Alignment Evil Languages - check knows the following information.
Skills Intimidate +13, Stealth +15 DC 20: Girallon are an offshoot of gorillas with an extra
Str 23 (+13) Dex 17 (+10) Wis 12 (+8) set of muscular arms. They are carnivorous and attack
Con 14 (+9) Int 3 (+3) Cha 7 (+5) with little or no provocation.
DC 25: During the time of the Bael Turath empire,
Fiendish Girallon Tactics demons took several girallons as gifts for services and
A fiendish girallon stalks its prey, then moves in brought them to the Abyss. There, the predatory
close to use its quad claws while smiting a foe. Once creatures mutated, become even more fierce and
engaged, it refuses to back down from a fight. vengeful.

Page 415 of 521


4E Races and Classes
Gnome Svirfneblin Captain Level 5 Soldier (Leader)
Small natural humanoid (gnome) XP 200
Initiative +7 Senses Perception +4, Darkvision
Svirfneblin Deep Miner Level 4 Skirmisher HP 60; Bloodied 30
Small natural humanoid (gnome) XP 175 AC 23; Fortitude 18, Reflex 18, Will 17
Initiative +7 Senses Perception +4, Darkvision Saving Throws +5 vs. Illusion
HP 52; Bloodied 26 Speed 4
AC 20; Fortitude 17, Reflex 17, Will 16 M War Pick (standard; at-will) Weapon
Saving Throws +5 vs. Illusion +12 vs. AC; 1d8 + 4 damage (2d8 + 4 crit) and the
Speed 4 target is marked
M War Pick (standard; at-will) Weapon m Victory Blow (standard; encounter) Weapon
+9 vs. AC; 1d8 + 4 damage (2d8 + 4 crit) +10 vs. Fortitude; 2d8 + 4 damage (4d8 + 4 crit) and
R Crossbow (standard; reload minor; at-will) all allies in 10 squares gain a +2 power bonus to hit
Weapon until the end of their next turn.
Ranged 15/30; +9 vs. AC; 1d8 + 4 damage R Crossbow (standard; reload minor; at-will)
Undetectable (minor; encounter) Weapon
A svirfneblin can make a Stealth check without Ranged 15/30;+12 vs. AC; 1d8 + 4 damage
requiring cover and gain a save at +2 against Undetectable (minor; encounter)
divination rituals. A svirfneblin can make a Stealth check without
Alignment Unaligned Languages Common, Elvin, requiring cover and gain a save at +2 against
Undercommon divination rituals.
Skills Athletics +10, Stealth +10 Alignment Unaligned Languages Common, Elvin,
Str 17 (+5) Dex 17 (+5) Wis 15 (+4) Undercommon
Con 12 (+3) Int 10 (+2) Cha 11 (+2) Skills Athletics +10, Stealth +10
Equipment Banded mail, buckler, war pick, crossbow, Str 17 (+5) Dex 17 (+5) Wis 15 (+4)
20 bolts Con 12 (+3) Int 10 (+2) Cha 11 (+2)
Equipment Banded mail, buckler, war pick, crossbow,
Svirfneblin Deep Miner Tactics 20 bolts
A svirfneblin deep miner avoids combat unless it
is inevitable, or if defending their homes or mines. When Svirfneblin Captain Tactics
forced to fight, they prefer to strike from a hidden Svirfneblin usually attack from hiding, unloading
position, peppering foes with crossbow bolts from with crossbows before moving to melee. The svirfneblin
multiple angles. When an enemy approaches they use captain engages the most fearsome foe he can find,
their undetectable ability to slip to another position to assisted by one or two deep miners, where possible.
continue firing. If cornered, they use their war picks with The captain uses his victory blow as soon as possible to
deadly effectiveness. land several strikes against his enemy. If the battle goes
poorly, the svirfneblin captain calls a retreat, slipping
away with his companions via his undetectable ability.

Page 416 of 521


4E Races and Classes
Svirfneblin Gem Lord Level 6 Lurker DC 20: Unlike most surface gnomes, deep gnomes tend
Small natural humanoid (gnome) XP 250 to be mirthless, driven to seek the wealth of the deep
Initiative +10 Senses Perception +8, darkvision earth. They are masters of illusion and stealth, as well
HP 54; Bloodied 27 as hoarders and misers.
AC 22; Fortitude 17, Reflex 18, Will 20
Immune Divination
Saving Throws +5 vs. illusions
Speed 5
M Dagger (standard; at-will) Weapon
+11 vs. AC; 1d4 + 2 damage
c Prismal Blast (standard; at-will) Radiant
Close blast 5; +9 vs. Reflex; targets one creature;
1d8 + 5 radiant damage and the target is slowed
until the end of the svirfneblin’s next turn.
c Glittering Shower (standard; encounter) Illusion
Close blast 5; +9 vs. Reflex; 1d6 + 5 illusion damage
and the target is restrained until the end of the
svirfneblin’s next turn.
r Summon Earth Elemental (move; daily)
Conjuration
Ranged 10; Summons a minor earth elemental in
one square in range. As a move action, the
svirfneblin gem lord can order the minor earth
elemental to move and attack. The elemental
remains until slain or 5 minutes pass.
Invisibility (standard; sustain standard; encounter)
Illusion
Ranged 5; The svirfneblin or one ally becomes
invisible until the end of the svirfneblin’s next turn.
The power can only be sustained if the target does
not attack and remains within 5 squares of the
svirfneblin gem lord.
Undetectable (minor; encounter)
A svirfneblin can make a Stealth check without
requiring cover and gain a save at +2 against
divination rituals.
Alignment Unaligned Languages Common, Elvin,
Undercommon
Skills Arcana +8, Dungeoneering +13, Stealth +11
Str 15 (+5) Dex 17 (+6) Wis 20 (+8)
Con 12 (+4) Int 10 (+3) Cha 11 (+3)
Equipment Dagger

Svirfneblin Gem Lord Tactics


A svirfneblin gem lord attacks from a hidden
position and always remains behind the protection of
several svirfneblin warriors. It usually opens with a
glittering shower attack, then continues to blast foes with
prismal blasts. If bloodied, it will use its invisibility to
escape.

Svirfneblin Lore
A character who makes a successful
Dungeoneering check knows the following information.
DC 15: Svirfneblin, or deep gnomes, are an offshoot of
the gnomish race who have pursuit a life of mining deep
in the underdark realms of the earth. They generally
avoid contact with other races whenever possible.
Page 417 of 521
4E Races and Classes
Golem BloodClay Golem Level 16 Elite Brute
Medium natural animate (construct) XP 1,400
Initiative +7 Senses Perception +8, darkvision
Bloodmire Golem Level 6 Elite Controller HP 193; Bloodied 96
Medium shadow animate (undead) XP 500 AC 30; Fortitude 31, Reflex 26, Will 27
Initiative +7 Senses perception +6; low-light vision Immune disease, poison, sleep
Blood Trail (aura 1); the squares surrounding a blood Saving Throws +2
golem are considered difficult terrain Speed 6; can’t shift
HP 151; Bloodied 75 Action Points 1
AC 24; Fortitude 20, Reflex 21, Will 18 M Slam (standard; at-will) see also cursed wounds
Immune disease +19 vs. AC; 2d8 + 7 damage and the target is dazed
Speed 6; can’t shift (see blood drain) (save ends).
M Blood-soaked Slam (standard; at-will) m Double Attack (standard; at-will) see also cursed
+13 vs. AC; 1d10+4 and target is slowed until the wounds
end of their next turn. +19 vs. AC; make two attacks; 2d8 + 7 damage and
r Blood Gout (standard; at-will) the target is dazed (save ends).
Ranged 10; +12 vs. Reflex; 1d10 + 4 damage and m Golem Rampage (standard; recharge 5 6) see also
the target is slowed until the end of their next turn. cursed wounds
Slick as Blood (immediate interrupt; at-will) The bloodclay golem moves up to its speed plus 2
When blood golem is grabbed; make a saving throw and can move through enemies’ spaces, provoking
to escape the grab. opportunity attacks as normal. When it enters a
Blood Drain (standard; recharge 5 6) creature’s space (ally or enemy), the golem makes a
The blood golem may shift one square to enter the slam attack against that creature. The creature
space of a dying creature. The bloodmire golem remains in its space, and the golem must leave the
regains 37 hit points and the target loses a healing space after it attacks. The golem must end its
surge and must make an immediate death saving rampage in an unoccupied space.
throw.
Bloody End (immediate reaction; when reduced to 0 hp)
m Hasted Attack (minor; encounter) see also cursed
wounds
Close burst 1; The blood golem collapses into a pool
+19 vs. AC; 2d8 + 7 damage and the target is dazed
of slick blood. All creatures in area are slowed (save
(save ends).
ends) and the area is treated as very difficult terrain
Cursed Wounds
until the end of the encounter.
A creature struck by a bloodclay golem cannot use
Alignment Unaligned Languages –
healing surges (save ends).
Str 16 (+6) Dex 19 (+7) Wis 16 (+6)
Alignment Unaligned Languages -
Con 13 (+4) Int 1 (-1) Cha 1 (-1)
Str 23 (+14) Dex 9 (+7) Wis 11 (+8)
Con 23 (+14) Int 3 (+4) Cha 3 (+4)
Bloodmire Golem Tactics
A bloodmire golem primarily attacks with a blood
gout, using its blood-soaked slam against any foe foolish
Bloodclay Golem Tactics
A bloodclay golem rampages towards opponents,
enough to engage it. It focuses its attacks on one
and then continues its attacks against any survivors with
opponent at a time, and once a target drops, it uses an
its double slam attacks, using its haste attack as soon as
action point to take an action to quickly move atop the
possible.
fallen foe and use blood drain, even it is not yet
damaged itself.

Page 418 of 521


4E Races and Classes
Bone Golem Level 10 Elite Soldier Caryatid Column Level 8 Elite Soldier
Medium natural animate (undead) XP 1,000 Medium natural animate (construct) XP 700
Initiative +15 Senses Perception +9; low-light vision Initiative +9 Senses Perception +4, darkvision
HP 221; Bloodied 110 HP 189; Bloodied 94
AC 28; Fortitude 24, Reflex 25, Will 22 AC 26; Fortitude 23, Reflex 23, Will 19
Immune disease, poison Immune disease, petrifaction, poison, sleep Resist 5 all
Saving Throws +2 damage
Speed 6; can’t shift Saving Throws +2
Action Points 1 Speed 6
M Bone Sword (standard; at-will) Weapon Action Points 1
+17 vs. AC; make two attacks; 1d6 + 3 damage and M Longsword (standard; at-will) Weapon
the target is marked. +15 vs. AC; 1d8 + 5 damage and the target is dazed
c Slashing Flurry (standard; encounter) Weapon until the end of its next turn.
Close burst 1;+15 vs. AC; 4d6 + 5 damage to each m Maiden’s Strike (standard; encounter) Weapon
target +13 vs. Reflex; 1d8 + 5 damage and the target’s
m Skewer (standard; at-will) Weapon weapon or implement is sundered.
+19 vs. AC; Targets marked creature; make four Column Form (minor; encounter)
attacks; 1d6 + 3 damage and the target is no longer A caryatid column begins an encounter as a column.
marked. While in column form it has Resist 20 all damage
m Golem Rampage (standard; recharge 5 6) and cannot move. Discerning its true nature
The bone golem moves up to its speed plus 2 and requires a DC 20 Perception check. As a minor
can move through enemies’ spaces, provoking action, the caryatid column dismiss its column form.
opportunity attacks as normal. When it enters a Alignment Unaligned Languages -
creature’s space (ally or enemy), the golem makes a Str 20 (+9) Dex 16 (+7) Wis 11 (+4)
bone sword attack against that creature. The Con 15 (+6) Int 6 (+2) Cha 1 (+0)
creature remains in its space, and the golem must Equipment Longsword
leave the space after it attacks. The golem must
end its rampage in an unoccupied space. Caryatid Column
Alignment Unaligned Languages – Tactics
Str 18 (+9) Dex 21 (+15) Wis 18 (+9) A caryatid
Con 15 (+7) Int 1 (+1) Cha 1 (+1) column is keyed to
attack individuals
Bone Golem Tactics based on the
A bone golem uses its rampage to move across command of its
the field and mark as many targets as possible. creator. If an
individual meets the
criteria to be attacked,
the caryatid column
drops its column form
and immediately
moves to attack. Its
first strike is an
attempt to sunder an
opponent’s weapon,
leaving it defenseless
and more likely to
leave the area it
protects.

Page 419 of 521


4E Races and Classes
Pig Iron Golem Level 30 Elite Brute
Large natural animate (construct) XP 38,000
Initiative +14 Senses Perception +15, darkvision
HP 680; Bloodied 340; see also poison rupture
AC 48; Fortitude 45, Reflex 40, Will 43
Immune disease, poison, sleep Resist 10 all damage,
20 fire
Saving Throws +2
Speed 4 (can’t shift)
Action Points 1
M Iron Sword (standard; at-will) Weapon
Reach 2; +33 vs. AC; 4d8 + 10 damage and the
target is dazed until the end of its next turn and
pushed 1 square.
m Double Strike (standard; at-will) Weapon
The iron golem makes two iron sword attacks
m Thunderous Slam (move; at-will)
Reach 2; +33 vs. AC; 1d6 + 10 damage and the
target is stunned until the end of its next turn.
c Sweep Aside (immediate reaction; when bloodied)
Close burst 2; Requires longsword; the iron golem
makes an iron sword attack against all enemies in
burst.
c Poison Breath (standard; recharge when bloodied)
Poison
Close blast 4; +29 vs. Fortitude; 3d10 + 10 poison
damage and ongoing 15 poison damage (save
ends). On a successful save, ongoing 10 poison
damage (save ends).
c Poison Rupture (immediate reaction; when reduced
to 0 hp) Poison
Close burst 2; +29 vs. Fortitude; 3d10 + 10 poison
damage and ongoing 15 poison damage (save
ends). On a successful save, ongoing 10 poison
damage (save ends). The space occupied by the
golem is difficult terrain until cleared.
Alignment Unaligned Languages -
Str 31 (+25) Dex 9 (+14) Wis 11 (+15)
Con 20 (+20) Int 3 (+11) Cha 1 (+10)
Equipment Longsword

Pig Iron Golem Tactics


A pig iron golem closes and unleashes its
poison breath before engaging in melee combat. It then
uses its double strike and thunderous slam to maul
opponents.

Page 420 of 521


4E Races and Classes
Shield Guardian Level 18 Soldier
Large natural animate (construct) XP 2,000
Initiative +11 Senses Perception +14, darkvision
HP 167; Bloodied 83
AC 36; Fortitude 31, Reflex 29, Will 29
Immune disease, poison, sleep
Speed 6
M Slam (standard; at-will)
Reach 2;+25 vs. AC; 1d8 + 7 damage and the target
is marked.
m Double Slam (standard; at-will)
The shield guardian makes two slam attacks
Guard (immediate reaction; at-will) see amulet bearer
If the amulet bearer is within 2 squares of the shield
guardian is attacked, the shield guardian becomes
the target of the attack instead.
c Shield Other (immediate reaction; recharge 5 6)
see amulet bearer
If the amulet bearer is within 10 squares of the
shield guardian and is hit by an attack, the amulet
bearer makes a save. On a successful save, the
shield guardian takes the damage from the attack.
The amulet bearer still suffers any non-damage
effects of the attack.
Amulet Bearer
At the start of the encounter, a shield guardian’s
special abilities of guard and shield other are linked
to the bearer of its magical amulet. It takes 24 hours
for an individual to attune itself to the amulet.
Alignment Unaligned Languages -
Str 22 (+15) Dex 10 (+9) Wis 10 (+9)
Con 15 (+11) Int 3 (+5) Cha 1 (+4)

Shield Guardian Tactics


A shield guardian remains close to its amulet
bearer, while preventing opponents from reaching its
charge with its slam attacks.

Shield Guardian Lore


A character who makes a successful Arcana
check knows the following information.
DC 20: Shield guardians are animated automatons
designed to protect spellcasters or other unarmed or ill-
defended charges. They will willingly sacrifice
themselves to save their charge.
DC 25: A shield guardian is keyed to protect an
individual bearing a special magical amulet.
DC 30: Shield guardians were the precursors to
creating the automatons known as warforged.

Page 421 of 521


4E Races and Classes
Stoneforge Golem Level 22 Elite Brute
Large elemental animate (construct, earth, fire) XP 8,300
Initiative +9 Senses Perception +10, darkvision
HP 538; Bloodied 269
AC 40; Fortitude 38, Reflex 33, Will 32
Immune disease, poison, sleep Resist 5 all damage
Saving Throws +2
Speed 6; can’t shift
Action Points 1
M Twin Scimitars (standard; at-will) Weapon
+25 vs. AC; make two attacks; 2d10 + 8 damage
(crit 8d10 + 8 damage) and the target is dazed until
the end of its next turn.
m Double Scimitar (standard; at-will) Weapon
+25 vs. AC; make two twin scimitar attacks (total 4
attacks)
r Hurl Scimitar (standard; at-will) Weapon
Ranged 10; +25 vs. AC; 2d10 + 8 damage. The
weapon returns to the golem after being thrown.
m Golem Rampage (standard; recharge 5 6)
The stoneforge golem moves up to its speed plus 2
and can move through enemies’ spaces, provoking
opportunity attacks as normal. When it enters a
creature’s space (ally or enemy), the golem makes a
twin scimitar attack against that creature. The
creature remains in its space, and the golem must
leave the space after it attacks. The golem must
end its rampage in an unoccupied space.
c Death Burst (immediate reaction; when reduced to 0
hp) Fire
The stoneforge golem explodes in a burst of stone,
metal and fiery magma. Close burst 1; +21 vs.
Reflex; 2d6 + 8 damage and ongoing 5 fire damage
(save ends), and the space it occupied is difficult
terrain until cleared.
Alignment Unaligned Languages -
Str 28 (+20) Dex 7 (+9) Wis 8 (+10)
Con 26 (+19) Int 3 (+7) Cha 3 (+7)
Equipment two scimitars

Stoneforge Golem Tactics


A stoneforge golem rushes forward, opening
with a rampage. It then moves into melee with its twin
scimitars and pounds a chosen opponent down before
moving on to the next.

Warning: Deadly Opponent


With a single critical (or two), the Stoneforge
Golem can devastate an individual in a single party
or possibly an entire party. When using this
creature, you may want to set up areas where the
characters can escape its rampage - an area too
narrow for the golem to enter, or enough height for
characters to fly above the golem.

Page 422 of 521


4E Races and Classes
Hag Black Annis Level 20 Solo Brute (unique)
Medium Fey humanoid XP 14,000
Initiative +15 Senses Perception +16, darkvision
Iron-clawed Annis Level 20 Brute Terrifying Visage aura 3; targets suffer a –2 penalty to
Medium fey humanoid XP 2,800 attack and are weakened. Aura ceases when black
Initiative +11 Senses Perception +11, darkvision annis is bloodied.
HP 224; Bloodied 112 HP 910; Bloodied 455
AC 32; Fortitude 33, Reflex 32, Will 32 AC 32; Fortitude 34, Reflex 30, Will 30
Resist 5 all damage Resist 5 all damage, 10 all ranged damage
Speed 8 Saving Throws +5
M Iron claws (standard; at-will) Speed 8
+23 vs. AC; 2d6 + 8 damage and the target is Action Points 2
grabbed (until escape). M Wicked Slam (standard; at-will) Poison
m Rend (standard; at-will) +23 vs. AC; 2d6 + 8 damage and the target is dazed
+23 vs. AC; 2d6 + 8 damage and the target is until the end of its next turn and takes ongoing 10
grabbed (until escape). If both attacks hit the same poison damage.
target, it takes an additional 2d6 + 8 damage and is m Rend (standard; at-will) Poison
stunned until the end of the annis’s next turn. +23 vs. AC; make two attacks; 2d6 + 8 damage and
m Rake (move; at-will) the target is dazed until the end of its next turn and
+23 vs. AC; targets grabbed creature; 2d6 + 8 takes ongoing 10 poison damage. If both attacks hit
damage the same target, deal an extra 2d6 + 8 damage.
Disguise self (minor; at-will) r Draw Closer (standard; at-will)
An annis can assume the shape of any humanoid of Ranged 20; +21 vs. Will; 2d6 + 8 damage and the
medium or small size. target is pulled 10 squares.
Alignment Chaotic Evil Languages Common, Elvin c Hag’s Curse (immediate reaction; when first
Skills Bluff + 15, Intimidate +15, Stealth +15 bloodied) Curse
Str 25 (+17) Dex 12 (+11) Wis 13 (+11) Close burst 3; +21 vs. Will; Target cannot use
Con 14 (+12) Int 13 (+11) Cha 10 (+10) healing surges and ongoing 10 damage (save ends
both). A target hit by the curse who is taking poison
Iron-clawed Annis Tactics damage cannot use healing surges until the end of
An iron-clawed annis prefers to attack from the encounter (no save).
ambush, often using disguises to lull enemies into Disguise Self (minor; at-will) Polymorph
lowering their defenses before striking. Once revealed, Black annis can assume the shape of any humanoid
an iron-clawed annis attempts to grab a single opponent of medium or small size.
and rend them to pieces. Once bloodied, an iron-clawed Alignment Chaotic Evil Languages Common
annis usually attempts to retreat, with a target in tow, if Skills Bluff +20, Intimidate +120, Stealth +20
possible. Str 25 (+17) Dex 20 (+15) Wis 13 (+11)
Con 14 (+12) Int 13 (+11) Cha 21 (+15)

Black Annis Tactics


Black annis prefers to remain in areas devoid of
light or masquerading as inoffensive individuals before
springing to attack. Black annis uses her rend whenever
possible, and will usually retreat to plan her revenge
against foes who bloody her.
Black annis has access to all rituals of 1st to 20th
level, and can use them once a day without paying
component costs or requiring a ritual book.

Page 423 of 521


4E Races and Classes
Murderous Night Hag Level 22 Minion DC 25: Some hags are not borne of the dark side of
Medium Immortal humanoid XP 1,037 nature but instead are the result of mortals gifted with
Initiative +22 Senses Perception +22, darkvision the power of dark magic through pacts similar to that
Shroud of Night aura 5; bright light in the area is which created the tiefling race. The most prominent of
reduced to dim light, and dim light becomes these are night hags so powerful that only a portion of
darkness. their essence manifests itself in the mortal realm, as a
HP 1; A minion never takes damage on a miss murderous avatar whose claws induce sleep and
AC 36; Fortitude 35, Reflex 34, Will 34 whispers inspire nightmares.
Speed 8 DC 30: Black Annis is one of the four most powerful
hags in existence, along with the Hag Countess, the Sea
M Narcoleptic Claws (standard; at-will) Sleep Bride and Baba Yaga. Black Annis is said to dwell in a
+27 vs. AC; 9 damage and the target is slowed
coastal cave that she dug with her own iron-hard claws.
(save ends). First Failed Save: The target falls
Her intimidating presence causes mortals to shrivel
unconscious until the end of the night hag’s next
before her power and weapons – especially arrows –
turn.
bounce harmlessly off her tough skin.
m Night Terrors (standard; at-will) Psychic DC 35: Despite her wicked demeanor, mortals bearing
+25 vs. Will; targets unconscious creatures; 9 offering of food can sometimes safely approach Black
psychic damage and the target remains unconscious Annis to request magical rituals be conducted for their
until the end of the night hag’s next turn. benefit.
Alignment Evil Languages Common, Supernal
Skills Bluff +23, Stealth +23
Str 26 (+19) Dex 24 (+18) Wis 23 (+17)
Con 20 (+16) Int 16 (+14) Cha 24 (+18)

Murderous Night Hag Tactics


A murderous night hag makes no attempt to
disguise its true nature, though it always attempts to
strike from ambush. It rushes an opponent and claws
them, sending them into a stupor, then stands over the
target, whispering nightmares into the victim’s ear.

Hag Lore
A character that makes a successful Arcana
check knows the following lore, in addition to the entry in
the MM.

Page 424 of 521


4E Races and Classes
Hippocampus Hippocampus Destier Level 3 Brute
Large natural beast (aquatic, mount) XP 150
Initiative +3 Senses Perception +6
Hippocampus Charger Level 1 Brute HP 56; Bloodied 28
Large natural beast (aquatic, mount) XP 100 AC 15; Fortitude 17, Reflex 15, Will 15
Initiative +2 Senses Perception +6 Speed swim 10
HP 26; Bloodied 13 M Tail Slap (standard; at-will)
AC 13; Fortitude 14, Reflex 14, Will 13 +5 vs. AC; 1d6 + 3 damage and the target is dazed until
Speed swim 10 the end of its next turn.
M Tail Slap (standard; at-will) Aquatic Agility +1 (while mounted by a friendly rider of
+5 vs. AC; 1d6 + 3 damage 3rd level or higher; at-will) Mount
Alignment Unaligned Languages - The rider gains a +1 bonus to all defenses.
Str 16 (+3) Dex 15 (+2) Wis 13 (+1) Alignment Unaligned Languages -
Con 16 (+3) Int 5 (-3) Cha 8 (-1) Str 18 (+5) Dex 15 (+3) Wis 13 (+2)
Con 16 (+4) Int 5 (-2) Cha 8 (+0)
Hippocampus Charger Tactics
A hippocampus charger is trained to fight in Hippocampus Destier Tactics
combat. It will strike with its tail against an opponent and A hippocampus destier is trained to fight in
defend its rider to the best of its ability. combat. It will strike with its tail against an opponent and
defend its rider to the best of its ability.
Encounter Groups
Hippocampus are most commonly only a danger Hippocampus Lore
once trained for war. They are usually encountered with A character that make a successful Nature
aquatic elves, though locathah, merfolk and tritons use check knows the following information.
them as well. DC 15: Hippocampus, or water horses, can usually be
found near shoals and reefs in shallow waters, where
they form small packs, usually consisting of many mares
led by one stallion. They are easily trained by aquatic
elves and other races as seaborne war mounts.
DC 20: Sahuagin hate hippocampus and will go out of
their way to hunt and destroy hippocampus herds to
deny their enemies use of the creatures.

Page 425 of 521


4E Races and Classes
Homunculus
Homunculus Blood Servant Level 1 Minion
Tiny shadow animate (construct, homunculus) XP 25
Initiative +2 Senses Perception +0; Low-light vision
HP 1; a missed attack never damages a minion
AC 14; Fortitude 13, Reflex 14, Will 13
Immune disease, poison
Speed 5, fly 3 (clumsy)
M Defensive Claws (standard; at-will)
+6 vs. AC; 3 damage.
Alignment Unaligned Languages –
Skills Stealth +7
Str 5 (-3) Dex 15 (+2) Wis 13 (+1)
Con 13 (+1) Int 10 (-) Cha 13 (-)

Homunculus Blood Servant Tactics


A homunculus blood servant attempts to avoid
combat where possible. Necromancers or other
creatures of the infernal realms generally use it for
spying or reconnaissance.

Page 426 of 521


4E Races and Classes
Hound Blink Hound Alpha Level 3 Elite Skirmisher
Medium fey beast XP 300
Initiative +6 Senses Perception +7, low-light vision
Golden Blink Hound Level 2 Skirmisher Pack Tactics aura 5; When a blink dog blinks, another
Medium fey beast XP 125 blink dog may teleport 6 squares to move adjacent
Initiative +6 Senses Perception +7, low-light vision to the attacker and take an opportunity attack.
HP 34; Bloodied 17 HP 94; Bloodied 47
AC 16; Fortitude 13, Reflex 15, Will 14 AC 17; Fortitude 14, Reflex 16, Will 15
Speed 8 Saving Throws +2
M Bite (action; recharge) Speed 8
+7 vs. AC; 1d6 + 3 damage Action Points 1
Blink (immediate interrupt; at-will) M Bite (standard; at-will)
When attacked, the blink hound makes a saving +8 vs. AC; 1d6 + 3 damage.
throw. If successful, it may teleport 1 square. m Takedown Bite (standard; at-will)
Dimensional Hop (move; at-will) +8 vs. AC; 1d6 + 3 damage and the target is
The blink hound teleports 6 squares knocked prone.
Combat Advantage
m Blink Attack (immediate reaction; when first bloodied)
A blink hound deals an extra 1d6 damage on melee
The blink hound makes a bite attack, then teleports
attacks against any target it has combat advantage
3 squares, makes a bite attack and then teleports 3
against.
squares.
Alignment Good Languages Elvin
Blink (immediate interrupt; at-will)
Str 10 (+1) Dex 17 (+4) Wis 13 (+2)
When attacked, the blink hound makes a saving
Con 10 (+1) Int 10 (+1) Cha 11 (+1)
throw. If successful, it may teleport 1 square.
Dimensional Hop (move; at-will)
Golden Blink Hound Tactics The blink hound teleports 6 squares
A blink hound will usually observe an individual Combat Advantage
some time to determine if they are good or not before A blink hound deals an extra 1d6 damage on melee
striking. Blink dogs prefer to strike in packs, alternating attacks against any target it has combat advantage
attacking and moving away so no one individual against.
becomes the focus of attacks. Blink dogs often use Alignment Good Languages Elvin
treacherous and pitfall-laden terrain to their advantage, Str 10 (+1) Dex 17 (+4) Wis 13 (+2)
luring opponents into pits, snares or other dangerous Con 10 (+1) Int 10 (+1) Cha 11 (+1)
deadfalls and avoid them with their blinking ability.
Blink Hound Alpha Tactics
A blink hound alpha leads from the front as it
coordinates its pack member’s attacks. It will often
attempt to lure an opponent to attack only to blink off and
allow a packmate to take make a strike against an
enemy, then reverse with its packmate to deliver a
vicious counterattack.

Page 427 of 521


4E Races and Classes
Blood Hound Level 5 Minion Devil Hound Level 15 Soldier
Medium natural beast XP 50 Medium elemental beast (fire) XP 1,200
Initiative +5 Senses Perception +8, darkvision Initiative +14 Senses Perception +17, low-light vision
HP 1; A minion never takes damage on a miss HP 147; Bloodied 73
AC 17; Fortitude 17, Reflex 17, Will 17 AC 31; Fortitude 28, Reflex 27, Will 27
Speed 8, climb 8 Resist 40 fire
M Bite (standard; at-will) Speed 8
+8 vs. AC; 5 damage M Bite (standard; at-will) Fire
m Blood Drain (standard; encounter) +22 vs. AC; 1d6 + 6 damage plus 5 fire damage
+6 vs. Fortitude; targets prone target; target loses a m Nip (standard; encounter) Fire
healing surge. +20 vs. Fortitude; 1d10 + 6 damage plus 5 fire
Combat Advantage damage and the target is grabbed (until escape).
If the blood hound has combat advantage against The target takes 5 fire damage each round it
the target, the target is also knocked prone on a hit. remains grabbed.
Alignment Evil Languages - m Takedown (standard; encounter) Fire
Skills Stealth +10 +20 vs. Reflex; 1d10 + 6 damage plus 5 fire damage
Str 17 (+5) Dex 16 (+5) Wis 13 (+3) and the target is knocked prone.
Con 12 (+3) Int 3 (-2) Cha 10 (+2) Gnaw
A devil hound deals +2d6 damage to prone
Blood Hound Tactics opponents.
A blood hound attempts to catch opponents by Alignment Evil Languages –
surprise, knocking them down then draining them of Skills Stealth +14
blood. They often surprise many opponents with their Str 21 (+12) Dex 14 (+9) Wis 13 (+8)
ability to run up or along sheer surfaces in pursuit of Con 19 (+11) Int 2 (+3) Cha 8 (+6)
prey.
Devil Hound Tactics
Blood Hound Lore Devil hounds leap at their targets, attempting to
A character that makes a successful Religion take them down or using their nip to hold and burn their
skill check knows the following. opponent.
DC 15: Blood hounds are domestic dogs that have
formed an unholy bond with its vampire master by
means of an unholy ritual. Like their master, they feed
on the blood of the fallen, but lack the vulnerabilities of
their undead masters.

Page 428 of 521


4E Races and Classes
Devil Hound Lore
A character that makes a successful Arcana skill
check knows the following.
DC 20: Devil hounds, sometimes called Tiefling hounds,
prefer cold weather climates, where they use their white
coats to hide in the snowy surroundings. The dogs are
extremely vicious and have been known to rip out the
throats of those they attack.
DC 25: Despite their name of devil hounds and
nickname of tiefling hounds, devil hounds have no
relation to either species and instead originally hailed
from the Elemental Chaos.

Page 429 of 521


4E Races and Classes
Dwarven Hound Level 3 Soldier Elvin Hound (Cooshee) Level 2 Skirmisher
Medium fey beast XP 150 Medium natural beast XP 125
Initiative +4 Senses Perception +7, low-light vision Initiative +6 Senses Perception +7, low-light vision
HP 48; Bloodied 24 HP 37; Bloodied 18
AC 17; Fortitude 15, Reflex, Will AC 16; Fortitude 15, Reflex 15, Will 13
Speed 7 Saving Throws +5 vs. sleep
M Bite (standard; at-will) Speed 10
+10 vs. AC; 1d6 + 3 damage and the target is M Bite (standard; at-will)
marked. +7 vs. AC; 1d8 + 4 damage
m Snap (immediate interrupt; at-will) Sprint (move; encounter)
Triggered when adjacent opponent shifts. The elvin hound runs 50 squares
+10 vs. AC; 1d6 + 3 damage and the target is Alignment Unaligned Languages -
marked. Skills Athletics +9, Stealth +9
Alignment Unaligned Languages - Str 17 (+4) Dex 17 (+4) Wis 12 (+2)
Str 13 (+2) Dex 12 (+2) Wis 13 (+2) Con 13 (+2) Int 2 (-3) Cha 8 (+0)
Con 16 (+4) Int 2 (-3) Cha 10 (+1)
Elvin Hound Tactics
Dwarven Hound Tactics An elvin hound strikes from ambush, chasing
Dwarven hounds stand their ground and defend down fleeing prey and tearing it to shreds.
whatever area they have been trained to protect.
Elvin Hound Lore
A character that makes a successful Nature
check knows the following.
DC 15: Elvin hounds are native to the Feywild, though
elves favor them as pets. They are fierce and powerful,
a single hound said to be the match of five orcs.

Page 430 of 521


4E Races and Classes
Halfling Riding Hound Level 1 Skirmisher Ravenous Hellhound Level 5 Minion
Medium natural beast (mount) XP 100 Medium elemental beast (fire) XP 50
Initiative +4 Senses Perception +6, low-light vision Initiative +4 Senses Perception +9, darkvision
HP 26; Bloodied 13 Fireskin (Fire) aura 0; any creature grabbing the
AC 15; Fortitude 13, Reflex 14, Will 13 hellhound takes 3 fire damage.
Speed 8 HP 1; A minion never takes damage on a miss
M Bite (standard; at-will) AC 17; Fortitude 17, Reflex 17, Will 17
+6 vs. AC; 1d4 + 2 damage Resist 20 fire
Harrier (move; while mounted by a friendly rider of 1st Speed 7
level or higher; at-will) Mount M Bite (standard; at-will)
The rider’s target grants combat advantage until the +8 vs. AC; 3 damage plus 2 fire damage.
start of the riding hound’s next turn. c Fire Breath (standard; encounter) Fire
Alignment Unaligned Languages - Close blast 3; +7 vs. Reflex; 5 fire damage
Str 12 (+1) Dex 15 (+2) Wis 13 (+1) Alignment Unaligned Languages -
Con 10 (+0) Int 2 (-4) Cha 11 (+0) Str 14 (+4) Dex 14 (+4) Wis 15 (+4)
Con 15 (+4) Int 2 (-2) Cha 10 (+2)
Halfling Riding Hound Tactics
A halfling riding hound snaps at foes with its Ravenous Hell Hound Tactics
bite, circling the foe as it fights. A ravenous hell hound charges its foes, stopping
just short to blast them with its fire breath, not hesitating
to include others of their kind in the fiery blast.

Halfling Riding Hound Lore


A character that makes a successful Nature skill
check knows the following information.
DC 15: A halfling war hound is a specially bred canine
used as a mount and protective pet by halfling clans.
DC 20: Though generally preferring bigger and more
ferocious animals, goblinoid creatures sometimes
employ halfling riding hounds to conduct raids or for
scouting on.

Page 431 of 521


4E Races and Classes
Spectral Yeth Hound Level 6 Minion
Medium shadow magical beast XP 62
Initiative +7 Senses Perception +10, darkvision
HP 1; A minion never takes damage on a miss
AC 20; Fortitude 18, Reflex 18, Will 18
Speed 8, fly 15 (hover)
M Bite (standard; at-will)
+11 vs. AC; 5 damage
Combat Advantage
If a spectral yeth hound has combat advantage, it
knocks the target prone on a successful hit.
Alignment Evil Languages Supernal
Str 17 (+6) Dex 15 (+5) Wis 14 (+5) Yeth Hound Lore
Con 15 (+5) Int 6 (+1) Cha 10 (+3) A character that makes a successful Arcana skill
check knows the following information.
Spectral Yeth Hound DC 15: Yeth hounds are native to the Shadowfell.
A spectral yeth hound flies towards opponent, During nights of the new moon, they can sometimes
biting as it approaches. It tries to position itself to gain cross into the mortal world to hunt. Their fearsome howl
combat advantage over foes whenever possible. is enough to cause fear and panic among others.
DC 20: Yeth hounds can manifest a part of themselves
Shadowstalking Yeth Hound Level 3 Lurker on other moonlight nights, or with the aid of a powerful
Medium shadow magical beast XP 150 spellcaster. However, in such cases a single blow is
Initiative +7 Senses Perception +8, darkvision enough to send them back to the land of shadows.
HP 39; Bloodied 19
AC 20; Fortitude 16, Reflex 15, Will 15 Encounter Groups
Speed 8, fly 15 (hover) Yeth hounds sometimes hunt in packs or will ally
M Bite (standard; at-will) themselves with powerful spellcasters who can draw
+11 vs. AC; 1d8 + 4 damage them to the mortal plane to hunt. In rare cases, they
accompany undead creatures such as vampires or
c Bay (standard; encounter) Fear
ghouls in search of prey.
Close burst 5; +9 vs. Will; target moves its speed + 2
away from the yeth hound. This move provokes
opportunity attacks.
Combat Advantage
If a spectral yeth hound has combat advantage, it
knocks the target prone on a successful hit.
Alignment Evil Languages Supernal
Str 17 (+4) Dex 15 (+3) Wis 14 (+3)
Con 15 (+3) Int 6 (-1) Cha 10 (+1)

Shadowstalking Yeth Hound


A shadowstalking yeth hound uses its bay as
soon as opponents come close, then bites those that run
from it. If bloodied, the shadowstalking yeth hound
usually retreats to lick its wounds and return when its
foes are ill-prepared to deal with it.

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4E Races and Classes
Human Archmage Level 16 Elite Controller
Human Medium natural humanoid (human) XP 2,800
Initiative +9 Senses Perception +12
HP 246; Bloodied 123
Human Knight Level 7 Elite Soldier (Leader) AC 32; Fortitude 26, Reflex 31, Will 30
Medium natural humanoid (human) XP 600 Resist 20 variable (1/encounter)
Initiative +6 Senses Perception +3 Saving Throws +2
HP 170; Bloodied 85 Speed 6
AC 23; Fortitude 21, Reflex 20, Will 20 Action Points 1
Saving Throws +2 M Dagger (standard; at-will) Weapon
Speed 5 +21 vs. AC; 1d4 + 1 damage
Action Points 1
R Magic Missile (standard; at-will) Force
M Longsword (standard; at-will) Weapon Ranged 20; +20 vs. Reflex; 2d4 + 7 damage
+14 vs. AC; 1d8 + 5 damage and the target is
r Prismatic Beams (standard; daily) Fire, Poison
marked.
Ranged 10; +20 vs. Fortitude, Reflex, Will; Fort: 2d6
R Crossbow (standard; at-will; load minor) Weapon + 7 poison damage and ongoing 5 poison damage
Ranged 150/30; +14 vs. AC; 1d8 + 1 damage and (save ends). Reflex: 2d6 + 7 damage and ongoing 5
the target is marked. fire damage (save ends). Will: Target is dazed (save
r Beckon Foe (standard; encounter) ends).
Ranged 5; +12 vs. Will; 2d10 + 4 damage, the target r Mesmeric Hold (standard; recharge 5 6)
is marked and the target is pulled 2 squares. Charm, Psychic
m Knight’s Retribution (standard; daily) Weapon Ranged 10; +20 vs. Will; make three attacks; 2d6 +
+14 vs. AC; 4d8 + 5 damage and the target is 7 psychic damage and the target is immobilized until
marked. Miss: half damage the end of the archmage’s next turn.
Knight’s Tactics c Arcane Fury (immediate reaction; when first
The knight and its allies deal an extra 1d6 damage bloodied) Force, Lightning
against enemies that the knight flanks. Close burst 10; Targets enemies; +20 vs. Reflex;
Knight Talent 6d6 + 7 force and lightning damage
The knight scores a critical on a natural 19 and 20. Orb of Imposition (free; encounter)
Inspiring Assault A target of the human archmage’s power suffers a –
Whenever it scores a critical hit, the knight and all 7 penalty to his saving throw.
allies in 5 squares regain 4 hit points. Alignment Unaligned Languages Common, Draconic
Unbreakable (Immediate reaction; recharges when Skills Arcana +18, History +18
bloodied) Str 11 (+8) Dex 13 (+9) Wis 18 (+12)
Triggered on a successful hit. Reduce the damage Con 14 (+10) Int 20 (+13) Cha 12 (+9)
from the attack by 7 points. Equipment Orb, dagger
Alignment Unaligned Languages Common
Skills Athletics +12, Intimidate +10
Str 19 (+7) Dex 12 (+4) Wis 10 (+3) Human Archmage Tactics
Con 14 (+5) Int 11 (+3) Cha 14 (+5) A human archmage floats above his opponents
Equipment Plate armor, shield, longsword, crossbow and unleashes a mesmeric hold and then prismatic
beams upon his opponents. If possible, the archmage
uses his orb to ensure that the target of the prismatic
Human Knight Tactics beams will remained dazed. From there, the archmage
A human knight leads from the front, directing uses his magic missile attack against foes until he can
lesser combatants as it generally takes on the most reuse mesmeric hold. The archmage uses his dagger
fearsome opponent in one-on-one combat. Once an only as a last resort.
enemy has been bloodied, a knight attempts to A human archmage knows many rituals and will
intimidate the foe into surrendering. use them to best effect to improve his chances of
success in or out of combat.

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4E Races and Classes
Fire Hydra Level 18 Solo Brute
Hydra Huge natural beast (reptile) XP 10,000
Initiative +13 Senses Perception +17; all-around
vision, low-light vision
Arctic Hydra Level 18 Solo Brute HP 880; Bloodied 440
Huge natural beast (reptile) XP 10,000 AC 31; Fortitude 33, Reflex 30, Will 29
Initiative +13 Senses Perception +17; all-around Resist 30 cold
vision, low-light vision Saving Throws +5
HP 880; Bloodied 440 Speed 6, burrow 6
AC 31; Fortitude 33, Reflex 30, Will 29 Action Points 2
Resist 30 cold M Bite (standard; at-will)
Saving Throws +5 Reach 3; +21 vs. AC; 1d8 + 6 damage
Speed 6, burrow 6
R Fire Blast (standard; at-will) Fire
Action Points 2
Ranged 10; + 18 vs. Reflex; 1d8 + 6 fire damage.
M Bite (standard; at-will) m Hydra Fury (standard; at-will)
Reach 3; +21 vs. AC; 1d8 + 6 damage
The fire hydra makes six basic attacks (any
R Frost Blast (standard; at-will) Cold combination of bite attacks and frost blast attacks).
Ranged 10; + 18 vs. Reflex; 1d6 + 6 cold damage Many-Headed
and the target is slowed until the end of its next turn. Each time the fire hydra becomes dazed or stunned,
m Hydra Fury (standard; at-will) it loses one attack on its next turn instead. Multiple
The arctic hydra makes six basic attacks (any such effects stack.
combination of bite attacks and frost blast attacks). Threatening Reach
Many-Headed The fire hydra can make opportunity attacks against
Each time the arctic hydra becomes dazed or all enemies within its reach (3 squares)
stunned, it loses one attack on its next turn instead. Alignment Unaligned Languages -
Multiple such effects stack. Str 22 (+15) Dex 18 (+13) Wis 16 (+12)
Threatening Reach Con 24 (+16) Int 2 (+5) Cha 8 (+8)
The arctic hydra can make opportunity attacks
against all enemies within its reach (3 squares) Fire Hydra Tactics
Alignment Unaligned Languages - Fire hydras are exceptionally aggressive, but
Str 22 (+15) Dex 18 (+13) Wis 16 (+12) attempt to keep their distance and blast foes with fire,
Con 24 (+16) Int 2 (+5) Cha 8 (+8) snapping at any foe that comes near.

Arctic Hydra Tactics


An artic hydra approaches foes blasting ice as it
approaches. Once in melee, it focuses its attacks on
biting foes.

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4E Races and Classes
Lernaean Hydra Level 23 Solo Brute
Huge natural beast (reptile) XP 25,500
Initiative +16 Senses Perception +19, all-around
vision, low-light vision
HP 1,090; Bloodied 545; see also immortality
Regeneration 15
AC 35; Fortitude 38, Reflex 35, Will 33
Resistance see below, sacrifice head
Saving Throws +5
Speed 6
Action Points 2
M Bite (standard; at-will)
Reach 3; +26 vs. AC; 1d8 + 8 damage
m Hydra Fury (standard; at-will)
The hydra makes a number of attacks equal to the
number of active heads it has (6 starting heads)
Immortality (immediate reaction; when first reduced to 0
hit points)
The hydra regains 272 hit points and is considered
to have one head.
Sacrifice Head (immediate reaction; when bloodied)
The hydra may choose to lose a head to reduce the
damage taken by 10 points. It may only sacrifice
one head per attack, and no heads grow back when
this power is used. The hydra cannot choose to
sacrifice its last head.
Many-Headed
Each time the hydra becomes dazed or stunned, it
loses one attack on its next turn instead, and grows
an extra head. The hydra cannot exceed a total of
12 heads. Multiple such effects stack.
Threatening Reach
The hydra can make opportunity attacks against all
enemies within its reach (3 squares)
Alignment Unaligned Languages -
Str 24 (+18) Dex 20 (+16) Wis 16 (+14)
Con 26 (+19) Int 2 (+7) Cha 8 (+10)

Lernaean Hydra
A lernaean hydra attempts to lure opponents
near it, and then viciously attacks. It is unafraid of death
and will not surrender or flee under normal
circumstances.

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4E Races and Classes
Ixitxachitl Sorcerer Level 7 Elite Controller
Ixitxachitl Small natural magical beast (aquatic) XP 600
Initiative +6 Senses Perception +9, darkvision
HP 138; Bloodied 69
Ixitxachitl are a race of intelligent and malevolent AC 19; Fortitude 19, Reflex 19, Will 19
manta rays which dwell in the sea. They seek to Saving Throws +2
enslave other sea races as slave labor to build Speed swim 6
monuments to their mad gods. Action Points 1
M Bite (standard; at-will)
Ixitxachitl Glider Level 1 Skirmisher +12 vs. AC; 1d6 + 1 damage
Small natural magical beast (aquatic) XP 100
R Sorcerous Bolt (standard; at-will) Poison
Initiative +5 Senses Perception +6, darkvision
Ranged 20; +11 vs. Reflex; 2d4 + 5 poison damage
HP 29; Bloodied 14
AC 15; Fortitude 13, Reflex 14, Will 13 r Spectral Ram (standard; recharge when first
Speed swim 6 bloodied) Force
+11 vs. Fortitude; 2d10 + 5 force damage and the
M Bite (standard; at-will)
target is pushed 3 squares and knocked prone.
+6 vs. AC; 1d6 + 1 damage
Gliding Strike (standard; encounter) a Sargasso (standard; daily) Zone
The ixitxachitl shifts 6 squares. It may make a basic Burst 2 in 20; +11 vs. Reflex; target is immobilized
attack at any point during the movement. After (save ends). Creates a zone of difficult terrain that
making the attack, it completes it move. lasts until the end of the encounter. A creature that
Alignment Chaotic evil Languages Common ends its move in the web is immobilized (save ends).
Skills Stealth +8, Nature +6 Invisibility (standard; sustain standard; daily) Illusion
Str 12 (+1) Dex 16 (+3) Wis 13 (+1) The ixitxachitl is invisible until the end of its next
Con 13 (+1) Int 12 (+1) Cha 7 (-1) turn.
Alignment Chaotic evil Languages Common
Skills Arcana +8, Stealth +11
Ixitxachitl Glider Tactics Str 12 (+4) Dex 16 (+6) Wis 12 (+4)
An ixitxachitl glider swoops in with a gliding Con 14 (+5) Int 11 (+3) Cha 17 (+6)
strike, then moves to melee with an opponent. Ixitxachitl
often strike in packs so they can constantly swoop in an
away from opponents. Ixitxachitl Sorcerer Tactics
An ixitxachitl sorcerer opens with sargasso, then
unleashes with a spectral ram on any target not caught
in the sargasso, attempting to use the movement from
spectral ram to force the victim into the area. It then
blasts away with its sorcerous bolt, using its bite when
no other options remain.

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4E Races and Classes
Ixitxachitl Level 5 Controller (Leader) Ixitxachitl Vampire Level 2 Skirmisher
Mouthpiece Small natural magical beast (aquatic) XP 125
Small natural magical beast (aquatic) XP 200 Initiative +6 Senses Perception +7, darkvision
Initiative +7 Senses Perception +11, darkvision HP 37; Bloodied 18
HP 50; Bloodied 25 AC 16; Fortitude 14, Reflex 14, Will 14
AC 17; Fortitude 17, Reflex 17, Will 19 Speed swim 6
Speed swim 6 M Bite (standard; at-will) see also blood healing
M Bite (standard; at-will) +7 vs. AC; 1d6 + 1 damage
+10 vs. AC; 1d6 + 1 damage m Blood Drain (standard; encounter)
r Command (standard; encounter) Charm +7 vs. AC; 1d6 + 1 damage and the target loses a
Ranged 10; +9 vs. Will; target is dazed until the end healing surge.
of the ixitxachitl’s next turn. The ixitxachitl may also Blood Healing
choose to knock the target prone or slide the target When a target loses a healing surge to the
3 squares. ixitxachitl’s bite, the ixitxachitl gains 10 temporary hit
c Unhallowed Ground (standard; sustain minor; daily) points.
Healing, Necrotic, Zone Alignment Chaotic evil Languages Common
Close burst 1; Enemies that start their turn in the Skills Stealth +9, Nature +7
zone suffer 1d6 + 4 necrotic damage. The ixitxachitl Str 12 (+2) Dex 16 (+4) Wis 13 (+2)
and any allies that are bloodied that start their turns Con 13 (+2) Int 12 (+2) Cha 7 (-1)
in the zone regain 4 hit points. The zone can be
moved 3 squares as a move action. Ixitxachitl Vampire Tactics
c Healing Word (minor; encounter) Healing An ixitxachitl vampire attempts to close with a
Close burst 5; targets one ally or self; target can target and drain the life from them. If bloodied, it will
spend a healing surge and gains an additional +1d6 usually retreat if it has drained at least one healing
hit points. surge.
Alignment Chaotic evil Languages Common
Skills Religion +11, Stealth +10
Str 12 (+3) Dex 16 (+5) Wis 19 (+6)
Con 14 (+4) Int 11 (+2) Cha 10 (+2)

Ixitxachitl Mouthpiece Tactics


An ixitxachitl opens up with command against an
enemy spellcaster. It prefers to stay back from combat,
using its bite attack against those who come too close.
It uses its bite attack from there until itself and/or several
of its companions are bloodied, then uses unhallowed
ground to create an area where the ixitxachitl can heal
themselves as they continue the fight.

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4E Races and Classes
Ixitxachitl Liche Level 13 Solo Controller Ixitxachitl Lore
Small natural magical beast (aquatic, undead) XP 4,000 A character who makes a successful Nature skill
Initiative +9 Senses Perception +13, darkvision check knows the following information.
Necromantic Aura (Necrotic) aura 5; any living DC 15: Ixitxachitl are intelligent manta rays that haunt
creature that enters or starts its turn in the aura coastal reefs, often creating complex cave-cities in the
takes 5 necrotic damage. coral reaches. They are spiteful, evil and prone to taking
HP 640; Bloodied 320 prisoners. While they are relatively harmless singularly,
Regeneration 10. If the ixitxachitl liche takes radiant they tend to strike in groups, using ambush and traps to
damage, its regeneration doesn’t function on its next capture prey.
turn. DC 20: Some ixitxachitl have gained a taste for blood
AC 29; Fortitude 28, Reflex 25, Will 25 and can use it to even heal their own wounds.
Immune disease, poison Resist 10 necrotic, 15 variable DC 25: Most ixitxachitl owe their allegiance to
(1/encounter; see MM glossary) demogorgon, a powerful demon of the Abyss. Those
Saving Throws +5 who curry demogorgon’s favor often acquire powerful
Speed swim 6 magical abilities, and may eventually transform
Action Points 2 themselves into an undead spellcaster known as a liche.
M Grave Bite (standard; at-will)
+18 vs. AC; 1d6 + 1 damage and the target is Encounter Groups
weakened until the end of its next turn. Ixitxachitl generally keep to their own kind, but
R Sorcerous Bolt (standard; at-will) Poison sometimes band with other evil undersea races in return
Ranged 20; +17 vs. Reflex; 2d4 + 6 poison damage. for prisoners or sacrifices.
r Mesmeric Hold (standard; recharge when bloodied)
Charm, Psychic
Range 10; +17 vs. Will (+21 vs. Will if one target);
make one, two or three attacks; 2d6 + 6 psychic
damage and the target is immobilized until the end
of the ixitxachitl liche’s next turn.
r Spectral Ram (standard; at-will) Force
Ranged 10; +17 vs. Fortitude; make two attacks;
2d10 + 6 force damage, and the target is pushed 3
squares and knocked prone.
a Ice Storm (standard; daily) Cold, Zone
Burst 3 in 20; +17 vs. Fortitude; 2d8 + 6 cold
damage and the target is immobilized (save ends).
Miss: half damage and the target is slowed (save
ends). Creates a zone of difficult terrain that lasts
until the end of the encounter.
Spellmaster (minor; recharge 5 6)
The ixitxachitl liche regains the use of mesmeric
hold.
Necrotic Master
The ixitxachitl liche can convert any attack power it
has to necrotic.
Alignment Chaotic evil Languages Common
Skills Arcana +15, Stealth +14
Str 13 (+7) Dex 17 (+9) Wis 14 (+8)
Con 16 (+9) Int 19 (+10) Cha 11 (+6)

Ixitxachitl Liche Tactics


An ixitxachitl liche prefers to strike from ambush,
opening with ice storm, using the three dimensions of its
watery surroundings to maximize the number of targets it
catches. It then uses mesmeric hold on foes and lashes
out with spectral ram attacks to keep opponents away
from it as it dashes them about. The ixitxachitl liche
uses sorcerous bolts when other powers are
unavailable, and uses its grave bite only as a last resort.

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4E Races and Classes
Jermlaine
Jermlaine Level 1 Minion
Tiny fey humanoid XP 25
Initiative +7 Senses Perception +8, low-light vision
HP 1; A minion never takes damage on a miss
AC 15; Fortitude 13, Reflex 13, Will 13
Speed 8
R Poisoned Javelin (standard; at-will) Poison,
Weapon
Ranged 3/5;+6 vs. AC; 1 damage plus target is
slowed (save ends). On a failed save, target is
slowed and weakened (save ends). On a second
failed save, target is unconscious (save ends).
Alignment Evil Languages Elvin
Skills Stealth +8
Str 3 (-4) Dex 17 (+3) Wis 16 (+3)
Con 8 (-1) Int 8 (-1) Cha 5 (-3)
Equipment 5 javelins

Jermlaine Tactics
Jermlaine enjoy setting tripwires, nets and other
traps to ensnare enemies before engaging them. They
also tend strike from boltholes similar in appearance to a
rat hole, hurling poisoned spears at targets. If they lose
half their number or more, jermlaine are likely to retreat
in full panic.

Jermlaine Lore
A character that makes a successful
Dungeoneering check knows the following information.
DC 15: Jermlaine are tiny pests that enjoy torturing
creatures larger than themselves. Like most bullies,
they will flee if strongly opposed.
DC 20: Jermlaine sometimes employ rats as mounts or
messengers and have been known to kidnap babies of
other larger humanoids to draw larger prey into a trap.
In some cases, Jermlaine may actually raise the
kidnapped child as their own, though its growth tends to
be severely stunted and it will be viciously loyal to its
jermlaine “parents”, despite the abuse it is likely to
receive.

Encounter Groups
Jermlaine have a natural rapport with rats and
other vermin, and often use them as mounts,
messengers or allies. Jermlaine sometimes “ally”
themselves with evil humanoids in return for prisoners to
torture.

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4E Races and Classes
prey while it swipes at other targets with its lesser
tentacles. If usually uses its ink cloud to cover an
Kraken escape from opponents who are powerful enough to
bloody it.
Kraken Hullcrusher Level 14 Solo Skirmisher
Huge natural magical beast (aquatic) XP 5,000
Initiative +9 Senses Perception +17, darkvision
Storm Surge aura 6; target is checked
HP 705; Bloodied 352
AC 28; Fortitude 26, Reflex 26, Will 26
Resist 20 variable (1/encounter; see MM glossary)
Saving Throws +5
Speed swim 4, see below jet
Action Points 2
M Suckered Tentacle (standard; at-will)
Reach 3; +19 vs. AC; 1d6 + 6 damage and bloodied
targets are grabbed (until escape). A grabbed target
cannot use Acrobatics to escape. The kraken
cannot make a suckered tentacle attack if all
tentacles are grabbing.
m Suckered Tentacles (standard; at-will)
Reach 3; +19 vs. AC; 1d6 + 6 damage and bloodied
targets are grabbed (until escape). A grabbed target
cannot use Acrobatics to escape. The kraken
cannot make a suckered tentacle attack against
another target while grabbing.
m Greater Tentacles (move; at-will)
Reach 4; +26 vs. AC; make two attacks; 2d8 + 6
damage and the target is grabbed (until escape). A
grabbed target cannot use Acrobatics to escape.
The kraken cannot make a greater tentacle attack
against another target while grabbing.
Multilimbed
Each time the kraken becomes dazed or stunned, it
loses one tentacle attack for the duration of the daze
or stun. Multiple such effects stack.
Constrict (standard; at-will)
A target that starts its turn grabbed by the kraken
takes 1d6 + 7 damage or 2d8 + 7 damage (greater
tentacle). No hit roll is required.
Threatening Reach
A kraken can make opportunity attacks against all
enemies within its reach (3 squares).
Ink Cloud (minor; recharge 5 6)
A kraken emits a black cloud that blocks sight.
Close blast 5; area blocks line of sight and provides
total concealment to those within the area. The ink
cloud lasts for the duration of the encounter
Jet (move; recharges when first bloodied)
The kraken shifts 58 squares in a straight line.
Alignment Evil Languages Aquan, Common
Skills Intimidate +17, Nature +17
Str 23 (+13) Dex 10 (+7) Wis 20 (+12)
Con 21 (+12) Int 21 (+12) Cha 20 (+12)

Kraken Hullcrusher Tactics


A kraken hullcrusher usually approaches from
beneath, using its greater tentacles to catch and crush

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4E Races and Classes
to draw victims to its mouth to devour. Once engaged,
primordial krakens do not retreat until victorious or dead.
Primordial Kraken Level 17 Solo Skirmisher
Huge natural magical beast (aquatic) XP 8,000
Initiative +10 Senses Perception +18, darkvision
Tempest aura 10; target is checked and a creature that
enters or starts it turn in the aura takes 5 acid, cold,
fire or lightning damage.
HP 835; Bloodied 417 see elemental fury
AC 35; Fortitude 38, Reflex 32, Will 32
Resist 5 all damage
Saving Throws +5
Speed swim 4, see below jet
Action Points 2
M Devouring Tentacle (standard; at-will)
Reach 4; +26 vs. AC; 1d6 + 7 damage and bloodied
targets are grabbed (until escape).
m SDevouring Tentacles (standard; at-will)
Reach 4; +26 vs. AC; make six attacks; 1d6 + 7
damage and bloodied targets are grabbed (until
escape).
m Maw (move; at-will)
Reach 2; +26 vs. AC; 2d8 + 7 damage and bloodied
targets are swallowed (until escape).
Multilimbed
Each time the kraken becomes dazed or stunned, it
loses one tentacle attack for the duration of the daze
or stun. Multiple such effects stack.
Devour (standard; at-will)
A target that starts its turn grabbed by the kraken
takes 1d6 + 7 damage or 2d8 + 7 damage (greater
tentacle). No hit roll is required.
Transfer (standard; at-will)
A bloodied target that starts it turn grabbed by the
kraken can be swallowed (until escape).
Threatening Reach
A kraken can make opportunity attacks against all
enemies within its reach (3 squares).
Elemental Fury (immediate reaction; when reduced to 0
hit points) Acid, Cold, Fire, Lightning
Close burst 6; +20 vs. Reflex; 5d6 + 7 acid, cold, fire
and lightning damage. Miss: Half damage.
Acid Cloud (minor; recharge 5 6)
A kraken emits a black cloud that blocks sight.
Close blast 5; area blocks line of sight and provides
total concealment to those within the area. Those
who enter or start their turn in the cloud take 5 acid
damage. The acid cloud lasts for the duration of the
encounter
Jet (move; recharges when first bloodied)
The kraken shifts 58 squares in a straight line.
Alignment Evil Languages Aquan, Common
Skills Intimidate +18, Nature +18
Str 25 (+15) Dex 10 (+8) Wis 20 (+13)
Con 23 (+14) Int 21 (+13) Cha 20 (+13)

Primordial Kraken Tactics


A primordial kraken erupts from the surface of
the sea, lashing with its devouring tentacles, attempting
Page 441 of 521
4E Races and Classes
Maelstrom Kraken Level 21 Solo Controller Maelstrom Kraken
Gargantuan natural magical beast (aquatic) 16,000 XP A maelstrom kraken jets towards foes, then
Initiative +10 Senses Perception +20, darkvision lashes out with its tentacles as prey is drawn toward it. It
Maelstrom aura 10; target is checked and shifted 3 reserves the use of its ink cloak to hide its presence for
squares clockwise and pulled 1 square an ambush, or in rare cases, to cover an escape.
HP 1,025; Bloodied 512 see storm’s fury
AC 35; Fortitude 38, Reflex 32, Will 32
Resist 30 lightning
Saving Throws +5
Speed swim 4, see below jet
Action Points 2
M Suckered Tentacle (standard; at-will)
Reach 4; +26 vs. AC; 1d6 + 7 damage and bloodied
targets are grabbed (until escape). A grabbed target
cannot use Acrobatics to escape. The kraken
cannot make a suckered tentacle attack if all
tentacles are grabbing.
m SSuckered Tentacles (standard; at-will)
Reach 4; +26 vs. AC; make six attacks; 1d6 + 7
damage and bloodied targets are grabbed (until
escape). A grabbed target cannot use Acrobatics to
escape. The kraken cannot make a suckered
tentacle attack against another target while
grabbing.
m Greater Tentacles (move; at-will)
Reach 6; +26 vs. AC; make two attacks; 2d8 + 7
damage and the target is grabbed (until escape)
The kraken cannot make a greater tentacle attack
against another target while grabbing.
Multilimbed
Each time the kraken becomes dazed or stunned, it
loses one tentacle attack for the duration of the daze
or stun. Multiple such effects stack.
Constrict (standard; at-will)
A target that starts its turn grabbed by the kraken
takes 1d6 + 7 damage or 2d8 + 7 damage (greater
tentacle). No hit roll is required. Kraken Lore
Threatening Reach A character who makes a successful Nature
A kraken can make opportunity attacks against all check knows the following information.
enemies within its reach (4 squares). DC 25: Dwellers of the deep sea, kraken are primordial
Storm’s Fury (immediate reaction; when first bloodied) sea creatures that constantly thirst for food. They use
Lightning their suckered tentacles to pluck sailors from vessels
Close burst 6; +25 vs. Reflex; 5d6 + 7 lightning and drag them downward into the depths to their doom.
damage and target is pulled 2 squares. Miss: Half DC 30: Krakens are remarkably intelligent, and have
damage. magical powers to control the seas around which they
Ink Cloud (minor; recharge 5 6) dwell.
A kraken emits a black cloud that blocks sight.
Close blast 5; area blocks line of sight and provides
total concealment to those within the area. The ink
cloud lasts for the duration of the encounter
Jet (move; recharges when first bloodied)
The kraken shifts 58 squares in a straight line.
Alignment Evil Languages Aquan, Common
Skills Intimidate +20, Nature +20
Str 34 (+22) Dex 10 (+10) Wis 20 (+15)
Con 29 (+19) Int 21 (+15) Cha 20 (+15)

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4E Races and Classes
Krenshar Krenshar Alpha Level 3 Skirmisher (Leader)
Medium natural magical beast XP 150
Initiative +5 Senses Perception +7, low-light vision
Krenshar Packmate Level 2 Skirmisher HP 43; Bloodied 21
Medium natural magical beast XP 125 AC 17; Fortitude 15, Reflex 15, Will 15
Initiative +5 Senses Perception +7, low-light vision Immune fear
HP 35; Bloodied 17 Speed 8
AC 16; Fortitude 13, Reflex 14, Will 14 M Bite (standard; at-will)
Speed 8 +8 vs. AC; 1d6 + 3 damage
M Bite (standard; at-will) c Scare (standard; recharge 5 6) Fear
+7 vs. AC; 1d6 + 3 damage Close blast 3; +6 vs. Will; target moves its speed + 2
c Scare (standard; encounter) Fear away from the krenshar. This move provokes
Close blast 3; +5 vs. Will; target moves its speed + 2 attacks of opportunity.
away from the krenshar. This move provokes Alignment Unaligned Languages -
attacks of opportunity. Skills Stealth +8
Alignment Unaligned Languages - Str 13 (+2) Dex 15 (+3) Wis 12 (+2)
Skills Stealth +8 Con 11 (+1) Int 7 (-1) Cha 14 (+3)
Str 11 (+1) Dex 14 (+3) Wis 12 (+2)
Con 11 (+1) Int 6 (-1) Cha 13 (+2) Krenshar Alpha Tactics
A krenshar alpha directs its packmates in
Krenshar Packmate Tactics combat, attempting to set up flanking attacks wherever
Krenshar packmates use their scare ability to possible. It uses its scare attack whenever possible to
cause an opponent to flee through its packmates, goad enemies through ranks of its packmates.
leaving them open to attack as they run. Krenshar
packmates prefer to use numbers against a single foe, Krenshar Lore
flanking wherever possible. A character who makes a successful Nature skill
check knows the following information.
DC 15: Krenshars are unusual creatures with attributes
of both cats and wolves. They have the disturbing ability
to retract the skin from their bones to create a frightening
visage that frightens prey.

Encounter Groups
Krenshars sometimes hunt with other predators,
especially wolves or great cats such as panthers. They
are intelligent enough to join forces with other sentient
creatures, usually such predatory races as goblinoids.

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4E Races and Classes
Lammasu
Lammasu are powerful creatures from the
celestial realms that are charged with combating evil in
the mortal world. They often join forces with adventurers
to defeat powerful evils.

Golden Lammasu Level 9 Elite Soldier


Large natural magical beast XP 800
Initiative +9 Senses Perception +12, darkvision
Protective Aura aura 4; allies gain a +1 bonus to all
defenses (already added to lammasu)
HP 211; Bloodied 105
AC 24; Fortitude 25, Reflex 24, Will 24
Resist 10 variable (1/encounter; see MM glossary)
Saving Throws +2
Speed 6, fly 12
Action Points 1
M Claws (standard; at-will)
+19 vs. AC; 1d8 + 7 damage and the target is
marked
m Rake (move; at-will)
+19 vs. AC; 1d6 + 5 damage
Lammasu Fury (standard; recharge when bloodied)
Close burst 1; +17 vs. Reflex; 4d6 + 7 damage and
the target is knocked prone.
Pounce (standard; encounter)
The lammasu shifts 6 squares and makes a claws
and rake attack.
Dimension Door (move; recharge 5 6) Teleport
The lammasu teleports 10 squares
Alignment Lawful good Languages Common
Skills Arcana +12, Insight +12
Str 20 (+9) Dex 17 (+7) Wis 17 (+7)
Con 17 (+7) Int 16 (+7) Cha 14 (+6)

Golden Lammasu Tactics


A golden lammasu only enters into combat when
good beings are being threatened or attacked. It
pounces into the combat and unleashes its lammasu
fury against as many opponents as possible, attempting
to draw opponents away from others and against itself.

Page 444 of 521


4E Races and Classes
Celestial Dragon Level 15 Elite Soldier
Lammasu
Large natural magical beast XP 2,400
Initiative +12 Senses Perception +17, darkvision
Protective Aura aura 4; allies gain a +2 bonus to all
defenses (already added to lammasu)
HP 322; Bloodied 162
AC 31; Fortitude 32, Reflex 30, Will 31
Immune sleep Resist 40 fire
Saving Throws +2
Speed 6, fly 12
Action Points 1
M Claws (standard; at-will)
+24 vs. AC; 1d6 + 8 damage and the target is
marked
m Double Claws (standard; at-will)
+24 vs. AC; make two attacks; 1d6 + 8 damage and
the target is marked
m Rake (move; at-will)
+24 vs. AC; 1d6 + 4 damage
Lammasu Fury (standard; encounter)
Close burst 1; +22 vs. Reflex; 5d6 + 8 damage and
the target is knocked prone. Lammasu Lore
Pounce (standard; encounter) A character that makes a successful Arcana
The lammasu shifts 6 squares and makes a claws check knows the following information.
and rake attack. DC 20: Lammasu are powerful creatures charged with
c Flames of Heaven (standard; recharge when protecting law-abiding beings. They abhor evil and will
bloodied) Radiant attack it without mercy.
Close blast 4; 3d8 + 6 radiant damage and the target DC 25: There are powerful lammasu lords said to
is blinded (save ends). possess gold dragon blood that rule the lammasu. As
Dimension Door (move; recharge 5 6) Teleport fierce as their lesser kin, they can also breath a celestial
The lammasu teleports 10 squares fire that blinds those its catches.
Alignment Lawful good Languages Common, Supernal
Skills Arcana +16, Diplomacy +16, Insight +17 Encounters
Str 23 (+13) Dex 17 (+10) Wis 20 (+12) Lammasu usually travel alone, but are
Con 22 (+13) Int 18 (+11) Cha 18 (+11) sometimes found in the company of other creatures of
good nature. In rare cases, they may turn their back on
Celestial Dragon Lammasu Tactics the races they are sworn to protect and become
A celestial dragon lammasu flies above its foes merciless executioners or tyrants.
and unleashes its flames of heaven, then pounces on
foes, using its lammasu fury when adjacent to two or
more foes.
A celestial dragon lammasu usually has several
rituals that can heal wounds, cure disease or remove
maladies from individuals.

Page 445 of 521


4E Races and Classes
Leucrotta
Skulking Leucrotta Level 7 Skirmisher
Medium natural magical beast XP 300
Initiative +6 Senses Perception +8, Low-light vision
HP 82; Bloodied 41
AC 21; Fortitude 20, Reflex 17, Will 19
Immune charm
Saving Throws +5 vs. disease and poison
Speed 10, climb 4
M Ironjawed bite (standard; at-will)
+12 vs. AC; 1d8 + 5 damage (critical 2d8 + 5). On a
critical hit, the target’s weapon or implement is
sundered.
Mimicry
A leucrotta can mimic animal cries and voices in any
language.
Sure-footed
A leucrotta ignores difficult terrain due to rubble.
Alignment Evil Languages Common
Skills Bluff +11
Str 19 (+7) Dex 12 (+4) Wis 11 (+3)
Con 18 (+7) Int 12 (+4) Cha 16 (+6)

Skulking Leucrotta Tactics


A skulking leucrotta prefers to hide in a secluded
area, listening to its targets for a minute or two to
become acquainted with their language. It then uses its Leucrotta Lore
mimicry to attempt to lure opponents close with cries for A character who makes a successful Nature skill
help. It then reveals itself, using its bite to shatter check knows the following information.
weapons and shields, leaving foes defenseless to fight DC 15: Leucrotta are scavenging creatures with the
against it. ability to closely mimic the voices of other creatures or
beings. Its powerful bite can shatter weapons, leaving a
foe defenseless against it.

Page 446 of 521


4E Races and Classes
Leviathan
White Leviathan Level 25 Elite Brute
Gargantuan natural magical beast XP14,000
Initiative +10 Senses Perception +18, darkvision
HP 610; Bloodied 305
AC 37; Fortitude 37, Reflex 37, Will 37
Resist 10 all damage
Saving Throws +2
Speed swim 18
Action Points 1
M Bite (standard; at-will)
+28 vs. AC; 3d6 + 9 damage and bloodied targets
are swallowed (until escape).
c Slam (standard; at-will)
Close blast 4;+28 vs. AC; 3d6 + 9 damage and the
target is dazed (save ends)
Ram (standard; recharge 5 6)
The leviathan moves 144 squares and makes slam
attack. The slam attack deals double damage on a
hit.
Shake it Off (immediate reaction; when first bloodied)
Healing
The leviathan ends all conditions it suffers from and
regains 152 hit points
Alignment Unaligned Languages -
Str 33 (+23) Dex 7 (+10) Wis 13 (+13)
Con 30 (+22) Int 4 (+9) Cha 5 (+9)

White Leviathan Tactics


A white leviathan rams its target or the enemy
vessel, then attempts to slam or bite surviving foes. If
bloodied, it redoubles it efforts, focusing its attacks on
the individual that injured it most.

Page 447 of 521


4E Races and Classes
Tomb Demilich Ghost Level 32 Minion
Lich Medium shadow humanoid (undead) XP -
Initiative +24 Senses Perception +30, darkvision
HP 1; A minion never takes damage on a miss
Demilich AC 46; Fortitude 43, Reflex 45, Will 44
Immune charm, disease, poison; Resist unsubstantial
Tomb Demilich Level 32 Solo Artillery (unique) Speed fly 15 (hover); phasing
Tiny natural animate (undead) XP 135,000 M Ghostly Touch (standard; at-will) Necrotic
Initiative +18 Senses Perception +30, Darkvision +35 vs. Reflex; 14 necrotic damage and target is
HP 1,460; Bloodied 730 marked
AC 50; Fortitude 47, Reflex 45, Will 48 m Envelope (standard; encounter) Zone
Immune charm, disease, poison, polymorph; Resist 20 Whipping ash surrounds, infuses and immobilizes
necrotic; Vulnerable 15 radiant the target
Saving Throws +5 +35 vs. Fortitude; Targets marked opponent;
Speed 1 Remove tomb demilich ghost; ongoing 15 damage
Action Points 2 and the target is immobilized. The terrain
C Soul Drain (standard; recharge when hit) Psychic surrounding the target becomes difficult terrain.
Close burst 5; targets one creature; +37 vs. (save ends all).
Fortitude; Targets attacker; 4d6 + 9 psychic damage m Ghostly Possession (standard; encounter) Charm,
and the target is imprisoned in one of the many Psychic
gemstones adorning the demilich. +35 vs. Will; Targets marked living opponent;
m Consume Soul (standard; at-will) Necrotic Remove tomb demilich ghost; ongoing 15 psychic
+37 vs. Will; Targets imprisoned creature; Target damage and target is dominated (save ends both).
loses a healing surge. If a target has no healing Alignment Evil Languages -
surges remaining, it loses ¼ of its total hit points. Str 19 (+20) Dex 22 (+22) Wis 29 (+25)
c Pronounce Curse (minor; recharges when bloodied) Con 28 (+25) Int 32 (+27) Cha 20 (+21)
Curse
Close burst 20; targets one creature; +37 vs. Will; Tomb Demilich Ghost Tactics
target takes a –4 penalty to hit and all defenses for A tomb demilich ghost immediately attempts to
one day (no save). close with opponents and touch them. It then either
c Send Away (immediate reaction; when first bloodied) attempts to envelope or posses its foe.
Close burst 10; +37 vs. Fortitude; target is teleported
1 mile away.
R Summon Ghost (minor; recharge 5 6)
Ranged 10; Summons a tomb demilich ghost to one
square in range. As a move action, the demilich can
mentally command the ghost to move and attack.
The demilich cannot have more than one ghost
active at a time.
Alignment Evil Languages Common
Skills Arcana +32
Str 1 (+11) Dex 15 (+18) Wis 29 (+25)
Con 28 (+25) Int 32 (+27) Cha 20 (+21)

Tomb Demilich Tactics


A tomb demilich remains quiescent until it is
directly attacked, sending forth its ghost form to
dissuade individuals from touching the skull phylactery.
If an individual does attack the demilich directly. then it
rises into the air and uses soul drain on its attacker. If it
imprisons an individual, it slowly consumes the soul of
the imprisoned individual. If an opponent escapes being
consumed, the demilich uses its curse on the foe and
tries again.

Page 448 of 521


4E Races and Classes
Demilich Template Demilich Ghost Minion
“Demilich” is a template you can add to any Shadow Humanoid (undead) XP -
intelligent creature of 21st level or higher. It best Senses Darkvision
complements an arcane NPC, such as a wizard or Immune charm, disease, poison
warlock, or a monster with arcane powers, such as a Resist insubstantial
beholder or oni. Hit Points 1; A minion never takes damage on a miss
Prerequisites: Level 21, Intelligence 21
Powers
Demilich Template Solo Artillery M Ghostly Touch (standard; at-will) Necrotic
Tiny animate (undead) XP Solo Level + 3 vs. Reflex; minion-level damage necrotic
Senses Darkvision damage and target is marked
Defenses +2 AC; +4 Fortitude, +4 Will m Envelope (standard; encounter) Zone
Immune charm, disease, poison, polymorph Whipping ash surrounds, infuses and immobilizes
Resist 5 + ½ level necrotic the target
Vulnerable ½ level radiant Level + 3 vs. Fortitude; Targets marked opponent;
Saving Throws +5 Remove tomb demilich ghost; ongoing 10 damage
Action Points 2 and the target is immobilized. The terrain
Hit Points +8 per level + 1 + Constitution score, time 5 surrounding the target becomes difficult terrain.
(save ends all).
Powers m Ghostly Possession (standard; encounter) Charm,
C Soul Drain (standard; recharge when hit) Psychic Psychic
Close burst 5; targets one creature; 3 + level vs. Level + 3 vs. Will; Targets marked living opponent;
Fortitude; Targets attacker; low limited damage Remove tomb demilich ghost; ongoing 10 psychic
expression psychic damage and the target is damage and target is dominated (save ends both).
imprisoned in one of the many gemstones adorning
the demilich. Demilich Lore
m Consume Soul (standard; at-will) Necrotic A character who makes a successful Arcana
Level + 5 vs. Will; Targets imprisoned creature; skill check knows the following information.
Target loses a healing surge. If a target has no DC 25: When a powerful lich’s body is no longer
healing surges remaining, it loses ¼ of its total hit capable of supporting the life force within it, it crumbles
points. into a heap of dust and the single skull of the lich.
c Pronounce Curse (minor; recharges when bloodied) However, the lich retains enough power to animate the
Curse dust into a ghostly form, and the skull can drain the soul
Close burst 20; targets one creature; Level + 5 vs. from a person’s body and consume it.
Will; target takes a –4 penalty to hit and all defenses DC 30: The gem-encrusted skull of a demilich is
for one day (no save). actually a magical tether and phylactery for the plane-
c Send Away (immediate reaction; when first bloodied) traveling lich. Disturbing the skull alerts the demilich,
Close burst 10; Level + 5 vs. Fortitude; target is which stretches back through the skull to consume those
teleported 1 mile away. who might attempt to destroy it.
R Summon Ghost (minor; recharge 5 6) DC 35: The former foul necromancer Acerak is among
one of the most powerful demiliches in existence and is
Ranged 10; Summons a demilich ghost to one
rumored to have hidden his skullish phylactery in an
square in range. As a move action, the demilich can
insidious trap-filled dungeon known as the Tomb of
mentally command the ghost to move and attack.
Horrors. Some sages believe the tomb itself is nothing
The demilich cannot have more than one ghost
but a trap for foolish adventurers and that Acerak’s true
active at a time.
phylactery lies on another hidden plane of existence.

Page 449 of 521


4E Races and Classes
Radiant Lillend Tactics
Lillend Lillends prefer to remain invisible and unseen
before entering into an engagement. They open combat
with sleep and hold person. It uses sound burst against
Lillends are muses that inspire musicians and any opponent that nears it, and strikes with its short
artists and novelists with their magical voices. While sword and tail slap against foes in melee. If bloodied,
generally peaceful beings, they become enraged against the lillend attempts to charm a foe into assisting it
those who would oppose or suppress creative endeavor against any other combatants.
or beauty.

Radiant Lillend Level 8 Elite Controller


Large immortal humanoid XP 700
Initiative +7 Senses Perception +12, darkvision
HP 189; Bloodied 94
AC 20; Fortitude 21, Reflex 20, Will 20
Immune poison Resist 10 fire
Saving Throws +2
Speed 4, fly 15
Action Points 1
M Short sword (standard; at-will) Weapon
Reach 2; +14 vs. AC; 1d8 + 5 damage
M Tail slap (move; at-will)
Reach 2; +14 vs. AC; 2d6 + 5 damage and the
target is grabbed (until escape).
m Constrict (move; at-will)
If the lillend starts it turn with a grabbed target it
automatically deals 2d6 + 5 damage.
c Sound Burst (standard; encounter) Thunder
Close burst 3; +13 vs. Fortitude; 4d6 + 5 thunder
damage and the target is knocked prone.
r Charm Person (standard; recharge 6) Charm
Ranged 10; +13 vs. Will; targets humanoids; target
is dazed and cannot include the lillend in any attack
(save ends both). This power ends if the lillend
attacks the target.
r Hold Person (standard; encounter) Charm,
Psychic
Ranged 10; +13 vs. Will; targets humanoids; 3d6 + 5 Lillend Lore
psychic damage and the target is stunned (save A character that makes a successful Arcana skill
ends). check knows the following.
Invisibility (standard; sustain standard; recharges when DC 20: Lillends are extraplanar muses who musical
first bloodied) Illusion talent inspires mortals to great creativity. They are
The lillend becomes invisible until the end of its next usually unseen by the mortals they inspire, but can be
turn. The invisibility ends if the lillend attacks. deadly opponents to those that would stifle or destroy
a Sleep (standard; encounter) Sleep beautiful works of arts.
Burst 2 in 20; +13 vs. Will; target is slowed (save DC 25: Besides inspiring mortals, a lillend’s magical
ends). If the target fails the first save, the target is voice can influence or control mortals or even send them
unconscious (save ends). into a magical slumber.
Cure Wounds (standard; encounter) Healing
Adjacent ally or the lillend regains hit points as if it Encounter Groups
had spent a healing surge (47 hp for lillend). Lillends sometimes form covens of their own
Alignment Good Languages kind, promoting the arts in areas pockets of civilization.
Skills Arcana +11, Diplomacy +13, Insight +12 They sometimes work with creatures of good to
Str 20 (+9) Dex 17 (+7) Wis 16 (+7) eradicate evil forces or to oppose them as vigorously as
Con 15 (+6) Int 14 (+6) Cha 18 (+8) is possible.
Equipment short sword

Page 450 of 521


4E Races and Classes
Lizard Dragonborn Hound Level 10 Brute
Medium natural magical beast XP 500
Initiative +7 Senses Perception +11, darkvision
Blue Shocker Lizard Level 1 Artillery HP 130; Bloodied 65
Small elemental magical beast (lightning) XP 100 AC 22; Fortitude 24, Reflex 20, Will 19
Initiative +2 Senses Perception +6, low-light vision Resist 5 acid, cold, fire, lightning, poison or thunder (as
HP 25; Bloodied 12 dragon’s breath attack)
AC 13; Fortitude 13, Reflex 14, Will 12 Speed 6
Immune lightning M Bite (standard; at-will)
Speed 8, climb 4, swim 4 +13 vs. AC; 2d6 + 7 damage and the target is
M Bite (standard; at-will) marked.
+8 vs. AC; 1d4 damage c Dragon’s Breath (minor; encounter) Acid, Cold,
c Stunning Shock (standard; at-will) Lightning Fire, Lightning, Poison or Thunder
Close burst 1; +6 vs. Fortitude; 1d8 + 3 lightning +11 vs. Reflex; 4d8 + 6 acid, cold, fire, lightning,
damage and the target is stunned until the end of poison or thunder damage
the next turn. Combat Advantage
r Lethal Shock (standard; encounter) Lightning If a dragonborn hound has combat advantage, it bite
Close burst 4; +6 vs. Fortitude; 1d8 + 3 lightning attack also knocks the target prone.
damage. Alignment Unaligned Languages Draconic
Electric Field Str 23 (+11) Dex 15 (+7) Wis 13 (+6)
A shocker lizard adds +1d8 damage to all allied Con 20 (+10) Int 5 (+2) Cha 8 (+4)
electrical attacks if it is within 1 square of the origin
of the attack or in the area of effect. Dragonborn Hound Tactics
Alignment Unaligned Languages - A dragonborn hound opens up with its dragon
Skills Stealth +7 breath attack, then moves in to strike with its bite.
Str 10 (+0) Dex 15 (+2) Wis 12 (+1)
Con 13 (+1) Int 2 (-4) Cha 6 (-2) Dragonborn Hound Lore
A character that makes a successful Nature
Blue Shocker Lizard Tactics check knows the following.
Shocker lizards are generally defensive and use DC 20: Dragonborn hounds are semi-intelligent feral
their stunning shock to repulse would-be attackers. In dragons bred by dragonborn. They are extremely fierce
colonies, they tend to be more aggressive and may use and loyal, often used in combat to charge and soften
the lethal shock ability to dissuade creatures from
approaching them.
Riding Lizard Level 2 Skirmisher
Shocker Lizard Lore Large natural beast (mount, reptile) XP 125
A character that make a successful Arcana skill Initiative +5 Senses Perception +7, low-light vision
or Nature check knows the following. HP 41; Bloodied 20
DC 15: Shocker lizards are nasty reptiles that coarse AC 16; Fortitude 16, Reflex 14, Will 13
with electricity. In large numbers, they can create a Speed 8, climb 8
deadly M Bite (standard; at-will)
+7 vs. AC; 2d4 + 4 damage
Natural Tracker (when mounted by a rider of 2nd level or
higher)
The rider gains a +3 bonus to Perception checks
when attempting to track opponents
Alignment Unaligned Languages -
Str 19 (+5) Dex 15 (+3) Wis 12 (+2)
Con 17 (+4) Int 2 (-3) Cha 10 (+1)

Riding Lizard Tactics


Riding lizards avoid combat unless forced to
fight by their rider. They snap at nearby foes and will
often flee from aggressive attackers.

Page 451 of 521


4E Races and Classes
Sticktongue Lizard Level 12 Skirmisher
Huge natural beast XP 700
Initiative +11 Senses Perception +12, Low-light vision
HP 119; Bloodied 59
AC 26; Fortitude 25, Reflex 23, Will 21
Speed 8
M Bite (standard; at-will)
Reach 2; +17 vs. AC; 2d6 + 5. Cannot be used
while sticky tongue grabs an opponent.
r Sticky tongue (standard; at-will)
Range 6;+15 vs. Reflex; 1d8 + 5 damage and the
target is grabbed (until escape).
m Swallow (standard; encounter)
+15 vs. Fortitude; 2d6 + 5 damage and a bloodied
target is swallowed.
Scuttle (move; encounter)
The lizard shifts 10 squares and makes a bite attack.
Alignment Unaligned Languages -
Str 22 (+12) Dex 17 (+9) Wis 13 (+7)
Con 15 (+8) Int 2 (+2) Cha 8 (+5)

Sticktongue Lizard Tactics


A sticktongue lizard either scuttles towards a
lone foe or uses its sticky tongue to grab an opponent
out of a group and draw it toward itself. As soon as the
opportunity presents itself, the sticktongue lizard
swallows a foe.

Sticktongue Lizard Lore


A successful Nature skill check reveals the
following information.
DC 15: Sticktonue lizards have powerful tongues
capable of latching onto foes and drawing them to their
waiting mouths. They can be deceptively fast, though
they are ill-suited for more than a short, quick burst of
speed.

Page 452 of 521


4E Races and Classes
Locathah
Locathah are nomadic sea creatures who dwell
in shallow depths near shore. They often migrate,
following schools of fish along the shores of the
mainland.

Locathah Scout Level 2 Skirmisher


Medium natural humanoid (aquatic) XP 125
Initiative +7 Senses Perception +8
HP 36; Bloodied 18
AC 16; Fortitude 14, Reflex 16, Will 14
Speed 2, swim 10
M Spear (standard; at-will) Weapon
Reach 2;+7 vs. AC; 1d8 + 3 damage
R Crossbow (standard; reload minor; at-will)
Weapon
Ranged 15/30;+7 vs. AC; 1d8 + 3 damage
m Nomad’s Strike (standard; encounter) Weapon
A locathah shifts 10 squares underwater. At any
time during its movement it can make a single spear
attack. After the attack, it finishes its movement.
Combat Advantage
If a locathah has combat advantage, it deals +1d6
damage
Alignment Unaligned Languages Aquan Locathah Warrior Level 3 Soldier
Skills Stealth +10 Medium natural humanoid (aquatic) XP 150
Str 14 (+3) Dex 18 (+5) Wis 15 (+3) Initiative +5 Senses Perception +3
Con 12 (+2) Int 13 (+2) Cha 10 (+1) HP 46; Bloodied 23
Equipment spear, crossbow, 20 bolts AC 19; Fortitude 16, Reflex 15, Will 15
Speed 2, swim 8
Locathah Scout Tactics M Spear (standard; at-will) Weapon
A locathah opens an assault with its crossbow. +11 vs. AC; 1d8 + 3 damage and the target is marked
It attempts to keep its distance, using its nomad’s strike M Crossbow (standard; reload minor; at-will)
to injure and evade anyone who attempts to melee with Weapon
it. Ranged 15/30; +7 vs. AC; 1d8 + 3 damage
m Nomad’s strike (standard; encounter)
A locathah shifts 8 squares underwater. At any time
during its movement it can make a single spear
attack. After the attack, it finishes it movement.
Alignment Unaligned Languages Aquan
Str 16 (+4) Dex 15 (+3) Wis 14 (+3)
Con 14 (+3) Int 13 (+2) Cha 10 (+1)
Equipment scale mail, spear, crossbow, 20 bolts

Locathah Warrior Tactics


A locathah warrior fires an initial crossbow shot,
then moves to melee opponents, using its nomad’s strike
to weave its way through opponents to its target.

Page 453 of 521


4E Races and Classes
Locathah Sea Lord Level 6 Soldier (Leader)
Locathah Warden Level 4 Soldier Medium natural humanoid (aquatic) XP 250
Medium natural humanoid (aquatic) XP 175 Initiative +7 Senses Perception +5
Initiative +6 Senses Perception +4 HP 72; Bloodied 36
HP 55; Bloodied 27 AC 22; Fortitude 19, Reflex 17, Will 17
AC 20; Fortitude 17, Reflex 16, Will 15 Speed 2, swim 8
Speed 2, swim 10 M Spear (standard; at-will) Weapon
M Spear (standard; at-will) Weapon Reach 2;+13 vs. AC; 1d8 + 5 damage and the target
Reach 2;+11 vs. AC; 1d8 + 4 damage and the target is marked
is marked R Crossbow (standard; reload minor; at-will)
R Crossbow (standard; at-will) Weapon Weapon
+11 vs. AC; 1d8 + 4 damage +13 vs. AC; 1d8 + 4 damage
m Rain of Blows (standard; encounter) Weapon m Rain of Blows (standard; encounter) Weapon
Uses spear; Reach 2; +11 vs. AC; make 3 attacks; Uses spear; Reach 2; +13 vs. AC; make 3 attacks;
1d8 + 4 damage and the target is marked 1d8 + 5 damage and the target is marked
Nomad’s Shift (move; encounter) m Crack the Shell (standard; daily) Weapon
The locathah shifts 8 squares underwater. Uses spear; Reach 2; +13 vs. AC; 2d8 + 5 damage
Alignment Unaligned Languages Aquan and the target takes ongoing 5 damage and a –2
Skills Athletics +10 penalty to AC (save ends both)
Str 17 (+5) Dex 15 (+4) Wis 14 (+4) Nomad’s Shift (move; encounter)
Con 15 (+4) Int 13 (+3) Cha 10 (+2) The locathah shifts 8 squares underwater.
Equipment Scale mail, spear, crossbow, 20 bolts c Swift Striking (minor; recharge 5 6)
Close burst 4; Locathah in the area regain the use of
Locathah Warden Tactics their nomad ability.
A locathah fights defensively, trying to draw Alignment Unaligned Languages Aquan
opponents to it and its comrades. It uses rain of blows Skills Athletics +12
when attacked by multiple enemies and uses nomad’s Str 19 (+7) Dex 15 (+5) Wis 15 (+5)
shift to retreat from flanking attacks or escape a combat Con 16 (+6) Int 13 (+4) Cha 12 (+4)
that is going badly. Equipment Scale mail, spear, crossbow, 20 bolts

Locathah Sea Lord


A locathah sea lord is aggressive, hunting down
his foes and targeting them with crack the shell before
directing his warriors to focus on the target of that attack.
The locathah lord tries to keep his allies close so that he
can recharge their nomad’s strike or nomad’s shift ability
with his swift striking, using the movement it provides to
confound foe’s melee attacks.

Page 454 of 521


4E Races and Classes
Locathah Sage Level 5 Controller
Medium natural humanoid (aquatic) XP 250
Initiative +4 Senses Perception +6
HP 58; Bloodied 29
AC 17; Fortitude 16, Reflex 17, Will 18
Speed 2, swim 10
M Spear (standard; at-will) Weapon
+10 vs. AC; 1d8 + 4 damage
R Water Bolt (standard; at-will)
+9 vs. AC; 2d4 + 4 damage and target is dazed until
the end of its next turn.
m Split the Sky (standard; encounter) Weapon
+8 vs. Fortitude; 1d8 + 4 thunder damage and the
target is pushed 2 squares and knocked prone.
m Rune of Peace (standard; daily) Weapon
+8 vs. Will; 1d8 + 4 damage and the target cannot
attack (save ends). Miss: Target cannot attack the
locathah sage until the end of its next turn.
r Sanctuary (standard; encounter)
Ranged 10; The target receives a +5 bonus to all
defenses until the end of the locathah sage’s next
turn.
Lore
A locathah sage can choose to use its Intelligence
score with any knowledge skill instead of the normal
ability score
Alignment Unaligned Languages Aquan, Common
Skills Arcana +18, Dungeoneering +18, History +18,
Insight +11, Nature +18, Religion +18
Str 14 (+4) Dex 15 (+4) Wis 18 (+6)
Con 10 (+2) Int 13 (+3) Cha 12 (+3)
Equipment Spear

Locathah Sage Tactics


Locathah sages abhor combat, and only fight
when forced to do so. They attempt to disgrace or
dissuade others from attacking them whenever possible.

Locathah Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Locathah are a race of sea-dwelling humanoids
who live in the shallows near land. They are a nomadic
race and often trade between the deeper sea races and
land-dwelling races equally.
DC 20: Certain locathah, known as sages, have the
uncanny ability to memorize all they see and hear. They
are well-versed in the oral histories of their tribe and are
sometimes willing to share their uncanny wisdom with
other races in exchange for gifts of food, pearls or other
tradable commodities.

Page 455 of 521


4E Races and Classes
Werebear Clan Lord Level 20 Elite Brute
Lycanthrope Large natural humanoid (shapechanger) XP 5,600
Initiative +11 Senses Perception +15, low-light vision
HP 483; Bloodied 241
Werebear Regeneration 10 (if the werebear takes damage from a
silver weapon, its regeneration doesn’t function on
Werebear Wildman Level 18 Brute its next turn)
Large natural humanoid (shapechanger) XP 2,000 AC 32; Fortitude 37, Reflex 29, Will 28
Initiative +10 Senses Perception +14, low-light vision Saving Throws +2
HP 210; Bloodied 105 Speed 7
Regeneration 10 (if the werebear takes damage from a Action Points 1
silver weapon, its regeneration doesn’t function on M Claw (standard; at-will) Disease
its next turn) Reach 2; +23 vs. AC; 2d8 + 7 damage. See also
AC 30; Fortitude 33, Reflex 25, Will 24 curse of lycanthrope
Speed 7 m or c Double Claws (standard; at-will) Disease
M Claw (standard; at-will) Reach 2 (Close burst 2 when bloodied); +23 vs. AC;
Reach 2; +21 vs. AC; 2d8 + 7 damage make two attacks; 2d8 + 7 damage. See also curse
m Double Claws (standard; at-will) of lycanthropy
Reach 2; +21 vs. AC; make two attacks; 2d8 +7 m Blowback (standard; recharges when first bloodied)
damage Disease
m Blowback (standard) Reach 2; +21 vs. Reflex; 8d8 + 7 damage and the
Reach 2; +19 vs. Reflex; 8d8 + 7 damage and the target is pushed 5 squares through the air and is
target is pushed 5 squares through the air and is knocked prone. See also curse of lycanthropy
knocked prone. Ursine Rage
Ursine Rage The werebear deals an extra 1d6 against target
The werebear deals an extra 1d6 against targets when it is bloodied.
when bloodied. Change Shape (minor; at-will) Polymorph
Change Shape (minor; at-will) Polymorph A werebear can alter its physical form to appear as
A werebear can alter its physical form to appear as cave bear a or a unique human (see Change Shape,
dire bear a or a unique human (see Change Shape, MM glossary). It cannot use its claw attack in
MM glossary). It cannot use its claw attack in human form.
human form. Alignment Unaligned Languages Common
Alignment Unaligned Languages Common Skills Insight +14, Intimidate +14, Nature +14
Skills Insight +14, Intimidate +14, Nature +14 Str 30 (+20) Dex 13 (+11) Wis 11 (+10)
Str 29 (+18) Dex 13 (+10) Wis 11 (+9) Con 21 (+15) Int 10 (+10) Cha 12 (+11)
Con 20 (+14) Int 10 (+9) Cha 10 (+9)
Werebear Clan Lord Tactics
Werebear Wildman Tactics Werebear clan lord rushes into
Werebears prefer to find the middle of a group and begins
individually, even when attacking with its claws. The more it is
encountered in a group. They wounded, the more enemies it
pick a single target to focus their attempts to draw close with it.
rage on and

Curse of the Werebear Level 20 Disease Endurance stable DC 26, Improve DC 30


The , Initial Effect: When ,. The target enlarges to Large . Final Effect: The target becomes a
target bloodied, the target size, is dominated, and gains a werebear wildman
is is dominated. M claw attack; Strength vs. AC;
cured 2d8 + Str mod damage
Page 456 of 521
4E Races and Classes
Wereboar Devil Swine Level 22 Elite Brute
Large natural humanoid (shapechanger) XP 8,300
Feral Wereboar Level 8 Brute Initiative +11 Senses Perception +18, low-light vision
Medium natural humanoid (shapechanger) XP 350 HP 535; Bloodied 267
Initiative +4 Senses Perception +9, low-light vision Regeneration 10 (if the devil swine takes damage from
HP 108; Bloodied 54 a silver weapon, its regeneration doesn’t function on
Regeneration 5 (if the wereboar takes damage from a its next turn)
silver weapon, its regeneration doesn’t function on AC 36; Fortitude 37, Reflex 29, Will 31
its next turn) Immune curse of the wereboar
AC 20; Fortitude 20, Reflex 17, Will 17 Saving Throws +2
Immune Moon frenzy Speed 7
Speed 6 Action Points 1
M Gore (standard; at-will) Disease M Gore (standard; at-will) Disease
+11 vs. AC; 1d8 + 5 damage, or 1d8 + 10 damage +25 vs. AC; 2d6 + 8 damage or 2d8 + 8 damage
against a prone target and the target contracts moon against a prone target. See also curse of the
frenzy (see MM p181) wereboar
M Greatclub (standard; at-will) Weapon M Greatclub (standard; at-will) Weapon
+11 vs. AC; 2d4 + 5 damage Reach 2;+25 vs. AC; 2d10 + 8 damage.
Furious Charge (boar form only)
m Death Strike (when reduced to 0 hit points) When a devil swine charges, it gore deals an extra 5
The wereboar makes a basic attack damage, pushes the target 7 squares, and knocks
Furious Charge (boar form only) the target prone on a hit.
When a wereboar charges, it gore deals an extra 5 Death Strike (when reduced to 0 hit points)
damage, pushes the target 4 squares and knocks The wereboar makes a basic attack.
the target prone on a hit. Change Shape (minor; at-will) Polymorph
Change Shape (minor; at-will) Polymorph A wereboar can alter its physical form to appear as a
A wereboar can alter its physical form to appear as a dire boar or a unique hill giant (see Change shape,
wild boar or a unique human (see Change Shape, MM glossary). It cannot use its gore attack in
MM glossary). It cannot use its gore attack in human form or make greatclub attacks in boar form.
human form or make greatclub attacks in boar form. Alignment Chaotic Evil Languages Common
Alignment Chaotic Evil Languages Common Skills Bluff +16, Endurance +18, Intimidate +16
Skills Bluff +9, Endurance +13, Intimidate +9 Str 31 (+21) Dex 10 (+11) Wis 15 (+13)
Str 17 (+7) Dex 11 (+4) Wis 11 (+4) Con 25 (+13) Int 8 (+10) Cha 11 (+11)
Con 18 (+8) Int 10 (+4) Cha 10 (+4) Equipment Greatclub
Equipment Greatclub
Devil Swine Tactics
Feral Wereboar Tactics A devil swine
A feral wereboar usually changes shape to boar attempts to lowers it
form to charge foes, then shifts back to hybrid form to opponent’s guard before
continue its assault. changing shape to boar
form to charge foes, then
shifts back to hybrid form
to continue its assault.

Curse of the Wereboar Level 22 Disease Endurance stable DC 27, Improve DC 31


The , Initial Effect: When ,. The target is dominated, and . Final Effect: The target becomes a
target bloodied, the target gains a M gore attack; Strength feral wereboar
is is dominated. vs. AC; 1d8 + Str mod damage
cured

Page 457 of 521


4E Races and Classes
Weretiger
Weretiger Skulk Level 13 Skirmisher
Medium natural humanoid (shapechanger) XP 800
Initiative +10 Senses Perception +11, low-light vision
HP 128; Bloodied 64
Regeneration 10 (if the weretiger takes damage from a
silver weapon, its regeneration doesn’t function on
its next turn)
AC 27; Fortitude 28, Reflex 23, Will 21
Immune sleeping sickness
Speed 6 (8 in tiger form)
M Scimitar (standard; at-will) Weapon
+18 vs. AC; 1d8 + 6 damage (crit 2d8 + 6 damage)
m Bite (standard; at-will) Disease
+18 vs. AC; 2d6 + 6 damage and the target
contracts sleeping sickness
Pounce (standard; encounter)
The weretiger shifts 8 squares and makes a bite and
scimitar attack.
Change Shape (minor; at-will) Polymorph
A weretiger can alter its physical form to appear as a
jungle tiger or a unique human (see Change Shape,
MM glossary). It cannot use its bite attack in human
form and cannot use a scimitar in tiger form.
Alignment Unaligned Languages Common
Skills Bluff +11, Insight +11, Nature +11
Str 25 (+13) Dex 15 (+8) Wis 11 (+6)
Con 16 (+9) Int 10 (+6) Cha 11 (+6)
Scimitar

Weretiger Skulk Tactics


A weretiger uses its pounce to initiate combat
then lashes at foes with its bite attack. If bloodied, it will
usually shift to tiger form and flee to regenerate.

Sleeping Sickness Level 13 Disease Endurance stable DC 22, Improve DC 26


The , Initial Effect: The ,. The target is slowed and . Final Effect: The target is
target target is slowed weakened unconscious
is
cured

Page 458 of 521


4E Races and Classes
Weretiger Maharajah Level 15 Elite Skirmisher
Medium natural humanoid (shapechanger) XP 2,400
Initiative +10 Senses Perception +12, low-light vision
HP 304; Bloodied 152
Regeneration 10 (if the weretiger takes damage from a
silver weapon, its regeneration doesn’t function on
its next turn)
AC 29; Fortitude 30, Reflex 25, Will 23
Immune curse of the weretiger
Saving Throws +2
Speed 6 (8 in tiger form)
Action Points 1
M Scimitar (standard; at-will) Weapon
+20 vs. AC; 1d8 + 6 damage (crit 2d8 + 6 damage)
m Bite (standard; at-will) Disease
+20 vs. AC; 2d6 + 6 damage and the target. See
also curse of the weretiger
Pounce (standard; recharges when bloodied)
The weretiger shifts 8 squares and makes a bite and
scimitar attack.
Change Shape (minor; at-will) Polymorph
A weretiger can alter its physical form to appear as a
dire tiger or a unique human (see Change Shape,
MM glossary). It cannot use its bite attack in human
form and cannot use a scimitar in tiger form.
Alignment Unaligned Languages Common
Skills Bluff +13, Insight +12, Nature +13
Str 26 (+15) Dex 17 (+10) Wis 11 (+7)
Con 16 (+10) Int 10 (+7) Cha 13 (+8)
Equipment Scimitar

Weretiger Maharajah
A weretiger maharajah opens combat with a
pounce, then focuses its attention on attempting to
bloody any foe it has bit. Once the foe is bloodied, it
backs off, happily pitting former friends against one
another.

Curse of the Weretiger Level 15 Disease Endurance stable DC 23, Improve DC 27


The , Initial Effect: When ,. The target is dominated, and . Final Effect: The target becomes a
target bloodied, the target gains a M bite attack; Strength weretiger skulk
is is dominated. vs. AC; 2d6 + Str mod damage
cured

Page 459 of 521


4E Races and Classes
Werewolf

Werewolf Silverback Level 10 Elite Brute


Medium natural humanoid (shapechanger) XP 1,000
Initiative +8 Senses Perception +12, low-light vision
HP 277; Bloodied 138
AC 24; Fortitude 25, Reflex 23, Will 20
Immune curse of the werewolf
Saving Throws +2
Speed 6 (8 in wolf form)
Action Points 1
M Greatsword (standard; at-will) Weapon
+14 vs. AC; 2d6 + 5 damage
M Bite (standard; at-will) Disease
+14 vs. AC; 1d6 + 4 damage and the target takes
ongoing 5 damage (save ends). See also curse of
the werewolf
c Howl of Rage (immediate reaction; when first
bloodied) Disease
Close burst 1; +12 vs. Will; 1d6 + 4 damage and the
target takes ongoing 5 damage (save ends). See
also curse of the werewolf
Blood Rage
The werewolf’s melee attacks deal 4 extra damage
against a bloodied target.
Change Shape (minor; at-will) Polymorph
A werewolf can alter its physical form to appear as a
dire wolf or a unique human (see Change Shape,
MM glossary). It cannot use its bite attack in human
form and cannot use a greatsword in wolf form.
Alignment Evil Languages Common
Skills Bluff +11, Insight +12, Intimidate +11, Nature +12
Str 21 (+10) Dex 16 (+8) Wis 14 (+7)
Con 19 (+9) Int 10 (+5) Cha 13 (+6)
Equipment Greatsword

Werewolf Silverback Tactics


A werewolf silverback focuses its fury on a
single opponent. When bloodied, it retreats to
regenerate.

Curse of the Werewolf Level 10 Disease Endurance stable DC 21, Improve DC 25


The , Initial Effect: When ,. The target is dominated, and . Final Effect: The target becomes a
target bloodied, the target gains a M bite attack; Strength werewolf
is is dominated. vs. AC; 1d6 + Str mod damage
cured

Page 460 of 521


4E Races and Classes
Magmin
Magmin Scorcher Level 3 Brute
Small elemental humanoid (fire) XP 150
Initiative +1 Senses Perception +1, darkvision
Magmatic Body aura 0; targets that grab or are grabbed
by the magmin suffer 5 fire damage at the start of
their turn.
HP 53; Bloodied 26
AC 15; Fortitude 15, Reflex 13, Will 13
Immune fire
Speed 6
M Burning touch (action; recharge) Fire
+13 vs. Reflex; 1d8 + 3 fire damage plus ongoing 5
fire damage
m Melting touch (standard; encounter) Fire
+13 vs. Reflex; 1d8 + 3 fire damage and the target’s
weapon or implement is sundered.
Alignment Unaligned Languages Ignan
Str 15 (+3) Dex 11 (+1) Wis 10 (+1)
Con 13 (+2) Int 8 (+0) Cha 10 (+1)

Magmin Tactics
A magmin attempts to close with an opponent,
using its melting touch to render a foe incapable of
attacking it back, then uses is burning touch to destroy
the foe.

Magmin Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 15: Magmin are native to the Elemental Chaos, but
occasionally are drawn to the mortal world via a magical
summons. On the mortal world they delight in nothing
more than setting things aflame.

Page 461 of 521


4E Races and Classes
Mephit Dust Mephit Level 1 Lurker
Small elemental humanoid (air, earth) XP 100
Mephits are elemental messengers, commonly Initiative +8 Senses Perception +5
used in the Elemental Chaos to deliver dictums between HP 22; Bloodied 11
the various city-states of that realm. Despite being Regenerate 2
primarily messengers and gophers, mephitis are lightly AC 17; Fortitude 11, Reflex 15, Will 14
armed for those occasions when their messages are not Resist 5 thunder
well-received. Speed 6, fly 6 (hover)
M Claw (standard; at-will)
Air Mephit Level 1 Lurker +6 vs. AC; 1d3 damage
Small elemental humanoid (fire) XP 100
C Sand Blast (standard; at-will) Thunder
Initiative +8 Senses Perception +5, low-light vision
Close blast 3; +4 vs. Reflex; 1d8 + 3 thunder
HP 22; Bloodied 11
damage and the target is blinded until the end of its
Regenerate 2
next turn
AC 17; Fortitude 11, Reflex 15, Will 14
Resist 5 lightning, 5 thunder a Wind Wall (standard; sustain minor; encounter)
Speed 6, fly 6 (hover) Creates a wall of billowing sand
Wall 6 in 10; blocks line of sight and counts as
M Claw (standard; at-will) difficult terrain
+6 vs. AC; 1d3 damage
Alignment Unaligned Languages Common, Terran
C Blast of Wind (standard; at-will) Thunder Skills Bluff +7, Stealth +8
Close blast 3; +4 vs. Reflex; 1d8 + 3 thunder Str 10 (+0) Dex 17 (+3) Wis 11 (+0)
damage Con 10 (+0) Int 6 (-2) Cha 15 (+2)
c Gust of Wind (minor; encounter)
Close blast 5; target is checked Dust Mephit Tactics
Alignment Unaligned Languages Auran, Common A dust mephit tries to put a wind wall between it
Skills Acrobatics +8, Bluff +7, Stealth +8 an opponents and flee. If forced to fight, it tries to fly
Str 10 (+0) Dex 17 (+3) Wis 11 (+0) above opponents and sand blast them.
Con 10 (+0) Int 6 (-2) Cha 15 (+2)
Earth Mephit Level 1 Brute
Air Mephit Tactics Small elemental humanoid (earth) XP 100
An air mephit attempts to bluff its way out of Initiative +8 Senses Perception +6, tremorsense 5
fighting. If forced into combat, it uses its breath weapon HP 33; Bloodied 16
as much as possible, resorting to using its claws only Regenerate 2
when cornered. AC 17; Fortitude 15, Reflex 10, Will 14
Resist 5 all damage
Speed 6, fly 6 (hover)
M Claw (standard; at-will)
+4 vs. AC; 1d3 damage
C Rockshard Blast (standard; at-will)
Close blast 3; +2 vs. Reflex; 1d8 + 3 damage
Enlarge (minor; encounter)
The earth mephit becomes medium size and gains a
+2 power bonus to hit and damage with melee
attacks until the end of the encounter.
Alignment Unaligned Languages Common, Terran
Skills Athletics +9, Bluff +8, Stealth +9
Str 17 (+3) Dex 8 (-1) Wis 11 (+1)
Con 13 (+1) Int 6 (-2) Cha 15 (+2)

Earth Mephit Tactics


An earth mephit is brash, enlarging itself then
rushing in to strike with claws. If it can get two or more
foes in the blast, it will use its rockshard blast as soon as
possible.

Page 462 of 521


4E Races and Classes
Fire Mephit Level 1 Skirmisher Magma Mephit Level 1 Brute
Small elemental humanoid (fire) XP 100 Small elemental humanoid (earth, fire) XP 100
Initiative +3 Senses Perception +5, darkvision Initiative +1 Senses Perception +5, tremorsense 5
HP 26; Bloodied 13 Heat Wave aura 1; targets who enter or start their turn in
Regenerate 2; If a fire mephit takes cold damage it aura take 1 fire damage
does not regenerate that round. HP 30; Bloodied 15
AC 17; Fortitude 11, Reflex 15, Will 14 Regenerate 2; If a magma mephit takes cold damage it
Resist 10 fire does not regenerate on its next turn.
Speed 6, fly 6 (hover) AC 13; Fortitude 11, Reflex 13, Will 14
M Claw (standard; at-will) Fire Resist 5 fire
+6 vs. AC; 1d3 damage plus ongoing 1 fire damage Speed 6, fly 6 (hover) (2 [can’t run] as magma pool, see
C Fire Blast (standard; at-will) Fire below)
Close blast 3; +4 vs. Reflex; 1d8 + 3 fire damage M Claw (standard; at-will) Fire
r Scorching Ray (minor; encounter) +4 vs. AC; 1d3 damage plus 1 fire damage
Ranged 10; +4 vs. Reflex; 3d6 + 3 fire damage C Spew Magma (standard; at-will) Fire
Alignment Unaligned Languages Common, Ignan Close blast 3; +1 vs. AC; 1d8 + 3 fire damage and
Skills Acrobatics +6, Bluff +7, Stealth +6 weakened until the end of the magma mephit’s next
Str 10 (+0) Dex 13 (+1) Wis 11 (+0) turn.
Con 10 (+0) Int 6 (-2) Cha 15 (+2) Magma Pool (minor; at-will) Polymorph
The magma mephit becomes a 2 square pool of
magma. It loses its claw and spew magma attack in
Fire Mephit Tactics magma form. Any creature entering or starting its
A fire mephit first blasts foes at a distance with a
turn in the pool takes 5 fire damage. The magma
scorching ray, they closes close enough to use fire blast.
mephit can change back as a minor action.
It uses it claws only as a last resort.
Alignment Unaligned Languages Common, Ignan,
Terran
Ice Mephit Level 1 Artillery Skills Athletics +5, Bluff +8, Stealth +6
Small elemental humanoid (ice) XP 100 Str 10 (+0) Dex 13 (+1) Wis 11 (+0)
Initiative +3 Senses Perception +5 Con 10 (+0) Int 6 (-2) Cha 16 (+3)
HP 22; Bloodied 11
Regenerate 2; If a ice mephit takes fire damage it does
Magma Mephit Tactics
not regenerate on its next turn.
If forced to fight, a magma mephit attempts to
AC 13; Fortitude 11, Reflex 15, Will 14
lure opponents close and turn into a magma pool.
Resist 10 cold
Otherwise, it attempts to keep its distance and spew
Speed 6, 10 (hover)
magma on foes.
M Claws (standard; at-will) Cold
+8 vs. AC; 1d3 damage plus 2 cold damage
c Ice Breath (standard; at-will) Cold
Close blast 3; +6 vs. Reflex; 1d4 cold damage and
the target is slowed until the end of its next turn.
r Icicles (standard; recharge 5 6) Cold
Ranged 20; +6 vs. Reflex; 2d4 cold damage
Alignment Unaligned Languages Aquan, Common
Skills Bluff +7, Stealth +8
Str 10 (+0) Dex 17 (+3) Wis 11 (+0)
Con 10 (+0) Int 6 (-2) Cha 15 (+2)

Ice Mephit Tactics


An ice mephit likes to keep its distance, usually
by flying, and showering enemies with icicles. It will dart
in to use its ice breath until its ice breath recharges. It
uses its claw attacks as a last resort.

Page 463 of 521


4E Races and Classes
Ooze Mephit Level 1 Lurker Steam Mephit Level 1 Skirmisher
Small elemental humanoid (earth, water) XP 100 Small elemental humanoid (fire, water) XP 100
Initiative +4 Senses Perception +6, tremorsense 5 Initiative +3 Senses Perception +5, low-light vision
Mud patch aura 1; the aura is treated as very difficult HP 26; Bloodied 13
terrain. Regenerate 2; If a steam mephit takes cold damage it
HP 25; Bloodied 12 does not regenerate on its next turn.
Regenerate 2 AC 17; Fortitude 11, Reflex 13, Will 14
AC 15; Fortitude 13, Reflex 11, Will 14 Resist 5 fire, insubstantial (see gaseous form)
Saving Throws +3 Speed 6, fly 10 (hover)
Speed 6, fly 10 (hover) M Claw (standard; at-will) Fire
M Claws (standard; at-will) +6 vs. AC; 1d3 damage plus 1 fire damage
+6 vs. AC; 1d3 + 2 damage C Hissing Steam (standard; at-will) Fire
C Spew Mud (standard; at-will) Close blast 3; +4 vs. Reflex; 1d8 + 3 fire damage
Close blast 3; +3 vs. Reflex; 1d8 + 3 damage and and the target is weakened until the end of the
the target is slowed until the end of the ooze steam mephit’s next turn.
mephit’s next turn. a Boiling Rainstorm (standard; encounter) Fire
r Mudball (standard; encounter) Burst 2 in 10; +4 vs. Reflex; 2d6 + 3 fire damage
Ranged 20; +3 vs. Reflex; 2d4 damage and the and the target is dazed until the end of the steam
target is slowed (save ends). mephit’s next turn.
Alignment Unaligned Languages Aquan, Terran, Gaseous Form (standard; sustain standard; at-will)
Common The steam mephit becomes insubstantial. It cannot
Skills Bluff +7, Stealth +5 attack while in gaseous form.
Str 14 (+2) Dex 10 (+0) Wis 13 (+1) Alignment Unaligned Languages Aquan, Common,
Con 13 (+1) Int 6 (-2) Cha 15 (+2) Ignan
Skills Bluff +7, Diplomacy +7, Stealth +6
Ooze Mephit Str 10 (+0) Dex 13 (+1) Wis 11 (+0)
An ooze mephit attempts to keep at long range, Con 10 (+0) Int 6 (-2) Cha 15 (+2)
hurling mudballs. Sometimes it allows opponents to
come close, only to bog them down by spewing mud on Steam Mephit
them and rush away, cackling. A steam mephit usually assumes gaseous form
and flies away from any attack. If forced to fight, it
opens with a boiling rainstorm, then pummels opponents
with hissing steam.

Page 464 of 521


4E Races and Classes
Water Mephit Level 1 Skirmisher
Small elemental humanoid (water) XP 100
Initiative +2 Senses Perception +5
HP 29; Bloodied 14
Regenerate 2; If a water mephit takes cold or fire
damage it does not regenerate on its next turn.
AC 15; Fortitude 13, Reflex 11, Will 14
Saving Throws +5
Speed 6, fly 10 (hover)
M Claws (standard; at-will)
+6 vs. AC; 1d3 + 2 damage
C Geyser (standard; at-will)
+4 vs. Reflex; 1d8 + 3 damage and the target is
knocked prone.
C Wave of Water (standard; encounter)
+4 vs. Reflex; 2d6 + 3 damage and the target is
dazed until the end of the water mephit’s next turn.
Slippery (minor; encounter)
The water mephit gains a +5 power bonus to escape
any condition that impedes it movement.
Alignment Unaligned Languages Aquan, Common
Skills Bluff +7, Diplomacy +7, Stealth +5
Str 14 (+2) Dex 10 (+0) Wis 11 (+0)
Con 13 (+1) Int 6 (-2) Cha 15 (+2)

Water Mephit Tactics


A water mephit opens with a wave of water, then
uses geyser to attack its foes. If bloodied, it will usually
surrender, offering to work for its captor until it can find a
convenient time to escape.

Mephit Lore
A character that makes a successful Arcana skill
check knows the following information.
DC 15: Mephits are elemental messengers used in the
Elemental Chaos. Air, earth, fire and water mephits
generally deal with creatures primarily of their own
element, while dust, ice, magma, ooze and steam
mephits are used for inter-element communication.
Mephits tend to be insular and egotistical, despising
being ordered about, and if left to their own devices will
often bully other creatures or may abuse their role to
cause mischief.
DC 20: Spellcasters can sometimes summon mephits to
work for them in the mortal plane, either as messengers
or familiars. These summoned mephits are prone to
escape, and occasionally set up their own “lordship” over
hapless creatures they can easily bully.

Encounter Groups
Mephits sometimes congregate into groups of
their own kind. They also sometimes set themselves up
as a ruler as a bandit lord or other despot. They also
can be encountered bound to an elemental creature or
powerful spellcaster.

Page 465 of 521


4E Races and Classes
Merfolk Sergeant Level 5 Soldier (Leader)
Merfolk Medium natural humanoid (aquatic) XP 175
Initiative +5 Senses Perception +7
HP 63; Bloodied 31
Merfolk Scout Level 4 Skirmisher AC 21; Fortitude 20, Reflex 16, Will 17
Medium natural humanoid (aquatic) XP 175 Speed 2, swim 6
Initiative +8 Senses Perception +8 M Longspear (standard; at-will) Weapon
HP 52; Bloodied 26 Reach 2; +12 vs. AC; 1d10 + 5 damage and the
AC 18; Fortitude 17, Reflex 19, Will 16 target is marked.
Speed 2, swim 6
m Overthrust (standard; at-will) Weapon
M Spear (standard; at-will) Weapon Reach 3; +12 vs. AC; 2d10 + 5 damage and the
+9 vs. AC; 1d8 + 4 damage target is marked
m Fend (standard; encounter) Weapon R Crossbow (standard; reload minor; at-will)
+7 vs. Reflex; 2d8 + 4 damage and the target is Weapon
pushed 1 square Ranged 15/30; +12 vs. AC; 1d8 + 4 damage
Alignment Unaligned Languages Common Gallant Striker
Skills Stealth +11 Merfolk allies within 5 squares of a merfolk
Str 15 (+4) Dex 19 (+6) Wis 13 (+3) sergeant’s marked target gain a +1 power bonus to
Con 12 (+3) Int 11 (+2) Cha 10 (+2) hit the target.
Equipment Spear Alignment Unaligned Languages Common
Skills Athletics +11
Str 19 (+6) Dex 12 (+3) Wis 10 (+2)
Merfolk Harpooner Level 3 Minion Con 15 (+4) Int 11 (+2) Cha 13 (+3)
Medium natural humanoid (aquatic) XP 37 Equipment Scale mail, longspear, crossbow, 20 bolts
Initiative +7 Senses Perception +7
HP 1; A minion never takes damage on a miss Merfolk Sergeant Tactics
AC 17; Fortitude 16, Reflex 18, Will 15 A merfolk sergeant fights behind a line of
Speed 2, swim 6 harpooners or scouts, using his spear to strike through
M Trident (standard; at-will) Weapon their lines and provide bonus to his troops. The merfolk
+8 vs. AC; 5 damage sergeant reserves overthrust to use against Large
r Trident (standard; at-will) Weapon opponents or particularly dangerous foes.
Ranged 3/6; +8 vs. AC; 5 damage. The merfolk
harpooner must retrieve its trident before it can
throw it again.
Alignment Unaligned Languages Common
Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Con 12 (+2) Int 11 (+1) Cha 10 (+1)
Equipment Trident

Merfolk Harpooner Tactics


A merfolk harpooner usually attack in a line with
other harpooners, moving forward and attacking any foe
that gets in its way.

Page 466 of 521


4E Races and Classes
Merfolk Aristocrat Level 5 Skirmisher (Leader)
Medium natural humanoid (aquatic) XP 175
Initiative +5 Senses Perception +2
HP 58; Bloodied 29
AC 19; Fortitude 19, Reflex 16, Will 17
Speed 2, swim 6
M Spear (standard; at-will) Weapon
+10 vs. AC; 1d8 + 4 damage
R Crossbow (standard; reload minor; at-will)
Weapon
Ranged 15/30; +10 vs. AC; 1d8 + 1 damage
c Unleash the Troops (move; encounter)
Close burst 3; allies in the burst can shift 5 squares
toward an opponent and make a basic melee attack.
Alignment Unaligned Languages Common
Skills Diplomacy +9, Insight +9
Str 19 (+6) Dex 13 (+3) Wis 11 (+2)
Con 10 (+2) Int 12 (+3) Cha 15 (+4)
Equipment Spear, crossbow, 20 bolts

Merfolk Aristocrat
A merfolk aristocrat hangs back from combat,
using unleash the troops as soon as is feasible. It then
picks out a foe (preferably the leader of the opposition)
and will engage it in a duel-style combat.

Merfolk Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Merfolk are a race of humanoids who dwell in
shallow waters of the sea, rivers and lakes. They have a
general disdain for surface-dwellers and have been
known to harass surface shipping

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4E Races and Classes
Killer Mimic Level 9 Minion
Mimic Large aberrant magical beast (shapechanger) XP 100
Initiative +8 Senses Perception +9, darkvision
HP 1; A minion never takes damage on a miss
Mimics are bizarre creatures that disguise AC 20; Fortitude 22, Reflex 18, Will 19
themselves as inanimate objects to fool potential prey. Immune acid
Speed 2
Hunter Mimic Level 6 Solo Lurker M Pseudopod (standard; at-will)
Large aberration magical beast (shapechanger) XP 250 +14 vs. AC; 5 damage and the target is immobilized
Initiative +8 Senses Perception +9, darkvision (save ends).
HP 292; Bloodied 146 Crush
AC 20; Fortitude 19, Reflex 16, Will 16 A mimic deals +3 damage to immobilized targets.
Immune acid Mimic Shape (move; at-will) Polymorph
Saving Throws +5 A mimic can take the shape of any inanimate object
Speed 2 of medium or large size. While disguised, it takes a
Action Points 2 Perception DC 25 check to see through the
M Pseudopod (standard; at-will) deception.
+11 vs. AC; 1d8 + 4 damage and the target is Alignment Unaligned Languages Common
immobilized (save ends). Skills Stealth +9
m Double Pseudopod (standard; at-will) Str 20 (+9) Dex 12 (+5) Wis 13 (+5)
+11 vs. AC; make two attacks; 1d8 + 4 damage and Con 17 (+7) Int 10 (+4) Cha 10 (+4)
the target is restrained (save ends).
Crush Hunter Mimic Tactics
A mimic deals +1d6 damage to immobilized targets. A hunter mimic usually disguises itself as
Mimic Shape (move; at-will) Polymorph something like a treasure chest sitting on a carpet or
A mimic can take the shape of any inanimate object other such disguises meant to attract prey. Once a
of medium or large size. While disguised, it takes a target comes within melee range, the mimic strikes,
Perception DC 25 check to see through the attempting to immobilize the foe until it can pummel and
deception. devour them.
Alignment Unaligned Languages Common
Skills Bluff +8, Stealth +9 Mimic Lore
Str 19 (+7) Dex 12 (+4) Wis 13 (+4) A character who makes a successful
Con 17 (+6) Int 10 (+3) Cha 10 (+3) Dungeoneering skill check knows the following
information.
Hunter Mimic Tactics DC 20: Mimics are bizarre creatures that disguise
A hunter mimic usually disguises itself as themselves as ordinary objects to surprise prey.
something like a treasure chest sitting on a carpet or DC 25: Mimics are generally only interested in food and
other such disguises meant to attract prey. Once a treasure that they can use to bait others to come near. It
target comes within melee range, the mimic strikes, is possible to bargain with some mimics to leave
attempting to immobilize the foe until it can pummel and individuals alone in return for food or such treasure.
devour them.

Page 468 of 521


4E Races and Classes
Minion Template
A unique creature, such as the tarrasque or
Asmodeus, cannot be made into a minion.

Minion Creature Minion


Type varies XP Minion
Aura A minion loses any aura abilities
Immune A minion retains all immunities
Resist A minion loses all resistances
Action Point –
HP 1; A miss never damages a minion
Powers
A minion retains its basic attacks but loses all other
attacks. A minion’s attacks always deals
minimum damage.
A minion retains any special Combat Advantage
abilities (if any)
A minion retains one special non-attack ability (if
any) and loses all other special abilities.

Tough Minion Minion


Type varies XP x2
HP 1; A miss never damages a minion; see Toughness
Powers

Toughness
A heroic tier tough minion is bloodied after a
successful hit, though it does not loose any actual hit
points from the attack. The minion takes a –1 penalty to
all attacks and defenses while bloodied. A second
successful hit kills the minion.
An epic tier tough minion is bloodied after the
first successful hit, though it does not loose any actual
hit points from the attack. The minion takes a –1 penalty
to all attacks and defenses while bloodied.
A second successful hit cripples the minion,
though it does not loose any actual hit points from the
attack. The minion takes a –2 penalty to all attacks and
defenses and is slowed while crippled . A third
successful hit kills the minion.

Page 469 of 521


4E Races and Classes
Morkoth
Morkoth Deepwraith Level 12 Solo Lurker
Medium aberrant magical beast (aquatic) XP 1,400
Initiative +14 Senses Perception +15; darkvision
Hallucinogenic Haze aura 1; the morkoth deepwraith
gains concealment
HP 615; Bloodied 307
AC 26; Fortitude +26, Reflex +27, Will +28
Saving Throws +5
Speed Swim 9
Action Points 2
M Bite (standard; at-will)
+17 vs. AC; 1d10 + 5 damage
c Reflect (immediate interrupt; encounter; recharges
when first bloodied) Psychic
Trigger when hit by attack; attack deals no damage
Close burst 5; targets enemies; +15 vs. Reflex; 4d8
+ 5 psychic damage
R Hypnotize (standard; at-will) Charm, Psychic
Ranged 10; +15 vs. Will; make two attacks; 1d6 + 5
psychic damage and the target is stunned (save
ends). A morkoth deepwraith can have two
creatures hypnotized at a time.
Ambusher
When a morkoth deepwraith has concealment
against a target, it deals +4d6 damage
Alignment Chaotic evil Languages deep speech
Skills Bluff +17, Dungeoneering +15, Stealth +15
Str 14 (+8) Dex 19 (+10) Wis 19 (+10)
Con 19 (+10) Int 21 (+11) Cha 22 (+12)

Morkoth Deepwraith Tactics


The morkoth deepwraith attempts to lure a lone
or pair of opponents close enough to hypnotize and
then feeds on the stunned victim. If confronted with a
group, it uses it hallucinogenic haze to hide its hit and
run attacks. It waits to use its reflection ability until it can
lure several attackers in close at once.

Morkoth Lore
A character knows the following information with
a successful Dungeoneering check.

DC 15: Morkoths lair in twisting, deep caves far


underwater but sometimes make their lairs in half-
submerged caves at shore’s edge.
Dc 20: Morkoths use a hypnotic siren’s call to lure
victims into their cave, where the victim is devoured at
the morkoth’s leisure.

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4E Races and Classes
Neogi Slaver
Neogi A neogi slaver always attempts to enslave a
creature to fight for it. If it loses its dominated ally, it will
attempt to stay at range until it can dominate another
Neogi are cruel creatures that resemble a cross target, or flee. It only uses its bite against lone targets,
between a spider and an eel. They are ruthless slavers and only in desperation.
and merchants, willing to do anything for wealth and
power.
Neogi Reaver Level 10 Skirmisher
Neogi Aspirant Level 4 Minion Small natural magical beast XP 500
Small natural magical beast XP 32 Initiative +12 Senses Perception +12
Initiative +7 Senses Perception +9 HP 107; Bloodied 53
HP 1; A minion never takes damage on a miss AC 24; Fortitude 22, Reflex 23, Will 23
AC 18; Fortitude 16, Reflex 17, Will 16 Immune charm
Immune charm Speed 6, spider climb 4
Speed 6, spider climb 4
M Poison Bite (standard; at-will) Poison
M Poison bite (standard; at-will) Poison +15 vs. AC; 1d6 damage and ongoing 5 poison
+9 vs. AC; 1 damage and ongoing 5 poison damage damage (save ends).
(save ends)
R Crossbow (standard; reload minor; at-will)
R Crossbow (standard; at-will) Weapon Poison, Weapon
+9 vs. AC; 4 damage +15 vs. AC; 1d8 + 5 damage plus ongoing 5 poison
Alignment Evil Languages Common damage (save ends).
Skills Intimidate +10, Stealth +10, Thievery +10
R Enslave (standard; recharge 5 6) Charm
Str 6 (+0) Dex 17 (+5) Wis 14 (+4)
Ranged 15; +13 vs. Will; Target is dominated (save
Con 15 (+4) Int 14 (+4) Cha 16 (+5)
ends).
Equipment Crossbow, 20 bolts
Alignment Evil Languages Common
Skills Diplomacy +15, Intimidate +15, Stealth +15,
Neogi Aspirant Thievery +15
If given the chance, a neogi aspirant will attack Str 6 (+3) Dex 21 (+10) Wis 14 (+7)
from ambush with its crossbow. If forced to melee, a Con 19 (+9) Int 16 (+8) Cha 16 (+10)
neogi aspirant throws itself into combat, biting foes in a Equipment Crossbow, 20 bolts
desperate attempt to intimidate and slay them.
Neogi Reaver Tactics
Neogi Slaver Level 4 Skirmisher A neogi reaver lets its trained Umber Hulk fight
Small natural magical beast XP 175 for it, and will dominate foes as it is able to defend itself
Initiative +7 Senses Perception +9 or to simply march to a slaver’s stockade. If forced to
HP 55; Bloodied 27 defend itself in melee, the neogi reaver flees or attempts
AC 18; Fortitude 16, Reflex 17, Will 16 to bluff its way out of danger. It only uses its poison bite
Immune charm as a last ditch defense.
Speed 6, spider climb 4
M Poison bite (standard; at-will) Poison
+9 vs. AC; 1d6 - 2 damage and ongoing 5 poison
damage (save ends)
R Crossbow (standard; at-will) Weapon
+9 vs. AC; 1d8 + 3 damage
r Enslave (standard; recharge 5 6) Charm
Ranged 10; +7 vs. Will; target is dominated (save
ends). A neogi slaver can only dominate one
creature at a time.
Alignment Evil Languages Common
Skills Intimidate +10, Stealth +10, Thievery +10
Str 6 (+0) Dex 17 (+5) Wis 14 (+4)
Con 15 (+4) Int 14 (+4) Cha 16 (+5)
Equipment Crossbow, 20 bolts

Page 471 of 521


4E Races and Classes
Neogi Great Old Master Level 12 Elite Brute
Large natural magical beast XP 1,400 Neogi Spawn Swarm Level 10 Minion
Initiative +5 Senses Perception +15 Small natural magical beast (swarm) XP -
HP 320; Bloodied 160 Initiative +10 Senses Perception +10
AC 26; Fortitude 28, Reflex 24, Will 24 HP 1; A minion never takes damage on a miss
Immune charm AC 22; Fortitude 17, Reflex 21, Will 18
Saving Throws +2 Immune charm
Speed 8 Speed 6
Action Points 1 M Poison Bite (standard; at-will) Poison
M Poison Bite (standard; at-will) Poison +15 vs. AC; 1 damage plus ongoing 5 poison damage
+15 vs. AC; 1d10 + 5 damage plus ongoing 10 (save ends).
poison damage. Alignment Unaligned Languages -
m Mindless Thrash (standard; recharges when Skills Stealth +13
bloodied) Poison Str 3 (+1) Dex 17 (+8) Wis 10 (+5)
Close burst 2; +15 vs. AC; 1d10 + 5 damage plus Con 9 (+4) Int 2 (+1) Cha 2 (+1)
ongoing 10 poison damage
Disgorge Spawn (immediate reaction; when hit by an Neogi Spawn Tactics
attack) A neogi spawn swarm moves towards the
Place a neogi spawn swarm in an unoccupied nearest non-neogi creature and begin eating it. If no
square adjacent to the neogi great old master. such target presents itself, it will attack other spawn or
Alignment Unaligned Languages - even other neogi for food.
Str 23 (+12) Dex 8 (+5) Wis 19 (+10)
Con 20 (+11) Int 2 (+2) Cha 16 (+9) Neogi Lore
A character who makes a successful Nature
Neogi Great Old Master Tactics check knows the following information.
A neogi great old master lashes out at anything DC 20: Neogi are rapacious race of slavers that desire
that comes near it. It is mindless of pain or its own little more than power, wealth and slaves. Though they
imminent death, and with fight until slain or no enemies are physically weak, they often enslave other creatures
remain. Despite its near-mindless state, it will not to fight for them, most notably umber hulks.
normally attack umber hulks or other neogi. DC 25: When a powerful neogi become aged and
somewhat senile, they are often set upon by their
Encounter Groups brethren. The neogi distill their poison to cause the old
Neogi rarely work cooperatively with other races neogi to enlarge in size while at the same time
besides mind flayers. Neogi of any prominence have degenerate into an animalistic state. Neogi then lay
slaves to attend or fight for them, and truly powerful eggs in the still living old neogi, using it as a living
neogi have umber hulks as bodyguards and servants. incubator for the next generation of neogi.

Page 472 of 521


4E Races and Classes
their realms. Animals tend to be quite defensive of
nymphs.
Nymph
River Nymph Level 8 Lurker
Medium fey humanoid XP 350
Initiative +11 Senses Perception +12
HP 66; Bloodied 33
AC 20; Fortitude 17, Reflex 20, Will 21
Resist 10 variable (1/encounter)
Saving Throws +4
Speed 6, swim 4
R Stunning Glance (standard; at-will) Charm,
Psychic
+11 vs. Will; 1d8 + 5 psychic damage and the target
is stunned until the end of the nymph’s next turn.
c Blinding Beauty (standard; recharge 5 6) Gaze
Close burst 5; blind creatures are immune; +11 vs.
Fortitude; 2d6 + 5 damage and the target is blinded
(save ends).
R Call Lightning (standard; encounter) Lightning
Ranged 10; +11 vs. Reflex; 2d6 + 5 damage
Meld Into Water
A nymph is naturally invisible when submerged in
water.
Alignment Unaligned Languages Common, Elvin
Skills Insight +12, Stealth +12
Str 10 (+4) Dex 17 (+7) Wis 17 (+7)
Con 12 (+5) Int 16 (+7) Cha 19 (+8)

River Nymph Tactics


A river nymph normally does not initiate combat.
If threatened with violence, a nymph lashes back with
blinding beauty, then uses stunning glances or call
lightning on any remaining attackers. If bloodied, a
nymph seeks to escape immediately, preferably into a
water source.

Nymph Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Nymphs are fey creatures who inhabit places of
natural beauty, including forests and watery places, such
as rivers, pools and waterfalls. They are so beautiful
that they can blind individuals who behold them. Though
normally non-combative, when their ire is raised they
can stun foes with a glance and call on the power of
nature to protect them.
DC 20: Legends state that nymphs have a supernatural
knowledge of anything that occurs near their watery
home. They are excellent sources of information,
though recalcitrant to reveal the information without
proper motivation or bribes.

Encounter Groups
Nymphs can often be found accompanying other
fey creatures or in the company of creatures who visit

Page 473 of 521


4E Races and Classes
Gray Ooze Level 4 Elite Brute
O oz e Medium natural beast (blind, ooze) XP 350
Initiative +1 Senses Perception +3, blindsight 10,
tremorsense 10
Black Pudding Level 12 Elite Brute HP 163; Bloodied 81
Large natural beast (blind, ooze) XP 1,400 AC 16; Fortitude 21, Reflex 14, Will 16
Initiative +5 Senses Perception +7, blindsight 15, Immune gaze Resist 10 acid, 10 cold, 10 fire
tremorsense 15 Saving Throws +2
HP 326; Bloodied 163 Speed 4, see flowing form
AC 24; Fortitude 27, Reflex 20, Will 22 Action Points 1
Immune gaze Resist 15 acid, 15 cold, 15 poison M Slam (standard; at-will) Acid
Saving Throws +2 +7 vs. AC; 2d8 + 4 damage
Speed 4, see flowing form, climb 4 Flowing Form (move; at-will)
Action Points 1 The gray ooze shifts 4 squares
M Slam (standard; at-will) Acid Transparent
+15 vs. AC; 2d6 + 5 damage plus ongoing 5 acid If a gray ooze does not move, it takes a Perception
(save ends) DC 20 check to see it.
m Double Slam (standard; at-will) Acid Alignment Unaligned Languages -
+15 vs. AC; make two attacks; 2d6 + 5 damage plus Str 12 (+3) Dex 8 (+1) Wis 12 (+3)
ongoing 5 acid (save ends) Con 21 (+7) Int 1 (-3) Cha 1 (-3)
Flowing Form (move; at-will)
The black pudding shifts 4 squares Gray Ooze Tactics
Split (when first bloodied; encounter) Gray ooze remain in one place, lying in wait for
The black pudding splits in two, each with hit points creatures to come within its blindsight sense. It then
equal to one-half its current hit points. Effects rushes towards the target, striking and flowing over its
applied to the original black pudding do not apply to prey.
the second one. A black pudding can’t split if
reduced to 0 hit points by the attack that bloodied it.
Left alone, the two halves recombine into a single
creature at the end of the encounter.
Alignment Unaligned Languages -
Str 17 (+9) Dex 8 (+5) Wis 12 (+7)
Con 22 (+12) Int 1 (+1) Cha 1 (+1)

Black Pudding Tactics


A black pudding is mindless, moving towards the
nearest edible object as rapidly as possible and striking
it with slams until it ceases moving.

Page 474 of 521


4E Races and Classes
DC 15: Pegasi are a breed of flying horses. They are
highly prized as mounts.
Pegasus DC 20: Despite their horse-like appearance, pegasi are
sentient creatures, capable of fully comprehending the
Pegasus Charger Level 4 Brute languages of other races, though unable to speak in
Large natural magical beast (mount) XP 175 anything other than neighs or whinnies. They have a
Initiative +4 Senses Perception +10, low-light vision knack for seeing into the soul of others, and dislike evil
HP 66; Bloodied 33 creatures and beings.
AC 16; Fortitude 17, Reflex 16, Will 16 DC 25: Pegasi destiers are actually capable of speech,
Speed 12, fly 24 though they tend to prefer to remain silent around those
M Hoof (standard; at-will) who do not know better.
+7 vs. AC; 1d6 + 4 damage
Aerial Agility +1 (while mounted by a friendly rider of 4th Encounter Groups
level or higher; at-will) Mount Pegasi are often accompanied by riders of
While flying, a pegasus grants its rider a +1 bonus to human or elvin nature. Though they can be forced to
all defenses work for evil creatures, they often seek to escape such
Charger (while mounted by a friendly rider of 3rd level or creatures at first opportunity.
higher; at-will) Mount
The pegasus grants it rider a +5 bonus to damage
rolls on charge attacks
Alignment Good Languages –
Skills Insight +10
Str 18 (+6) Dex 15 (+4) Wis 16 (+5)
Con 16 (+5) Int 10 (+2) Cha 13 (+3)

Pegasus Charger Tactics


A pegasus charger uses its hooves to defend
itself. If bloodied, it will usually attempt to fly away.

Pegasus Destier Level 12 Brute


Large natural magical beast (mount) XP 700
Initiative +10 Senses Perception +14, low-light vision
HP 148; Bloodied 74
AC 24; Fortitude 25, Reflex 23, Will 23
Speed 12, fly 24
M Hoof (standard; at-will)
+15 vs. AC; 1d8 + 5 damage
m Flyby Attack (standard; at-will)
The pegasus shifts 24 squares through the air. At
any one point during its move, it makes a hoof
attack. After the attack it completes its movement.
Flying Charge (while mounted by a friendly rider of 10th
level or higher; at-will) Mount
On charge attacks, a celestial charger’s rider deals
an extra 2d6 damage.
Alignment Good Languages Common or Elvin
Skills Endurance +15, Insight +14
Str 21 (+11) Dex 18 (+10) Wis 16 (+9)
Con 18 (+10) Int 10 (+6) Cha 17 (+9)

Pegasus Destier Tactics


A pegasus destier swoops in on opponents and
then moves off, using its flyby attack.

Pegasus Lore
A character who makes a successful Nature skill
check knows the following information.

Page 475 of 521


4E Races and Classes
Encounter Groups
Peryton Perytons normally associate with only their own
kind, but can be convinced to hunt with other evil
Perytons are foul creatures with the bodies of creatures in return for a diet of hearts from the fallen.
birds and the head of a predatory animal (such as a wolf
or bear), topped with sharp antlers. They live in tall high
mountains, hunting prey to feed on their victim’s hearts.

Peryton Heartseeker Level 5 Elite Skirmisher


Medium natural magical beast XP 200
Initiative +7 Senses +8, low-light vision
HP 60; Bloodied 30
AC 19; Fortitude 20, Reflex 19, Will 19
Saving Throws +2
Action Points 1
Speed 4, fly 12 (clumsy)
M Claw (standard; at-will)
+10 vs. AC; 1d6 + 3 damage
m Gore (standard; at-will)
+10 vs. AC; 1d8 + 3 damage, see gory charge
m All-Out Attack (standard; recharges when bloodied)
The peryton makes a claw and gore attack against a
single target
Flyby Attack (standard; at-will)
The peryton shifts 10 squares through the air. At
any one point during its movement, it can make a
claw attack. It may finish its movement after the
attack.
m Heartripper (standard; recharge 5 6)
+8 vs. Fortitude; targets bloodied opponent; 1d6 + 3
damage and the target is dazed and loses a healing
surge.
Gory Charge
A peryton deals +1d6 damage with a gore attack if it
charges.
Alignment Chaotic Evil Languages -
Skills Nature +8, Stealth +10
Str 17 (+5) Dex 16 (+5) Wis 12 (+3)
Con 12 (+3) Int 10 (+2) Cha 15 (+4)

Peryton Heartseeker Tactics


A peryton heartseeker uses its flyby attack until
it senses its prey is close to being bloodied. It then
charges with a gore attack, using an all-out attack if it
must to bloody the opponent. It then uses heartripper as
soon as the foe is bloodied. If a peryton kills a foe, it
uses a standard action to rip the heart from its victim and
then attempts to fly away to devour the heart at its
leisure.

Peryton Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: A peryton is a foul bird-like creature with
powerful antlers that dwells near mountain peaks. They
have a fondness for the hearts of victims they hunt.

Page 476 of 521


4E Races and Classes
Phasm
A phasm is a naturally amorphous creature
capable of taking the shape of any creature it takes a
fancy to. Their curiosity and adventuresome nature of a
phasm can inadvertently pit creatures against one
another or against the phasm.

Deceitful Phasm Level 5 Skirmisher


Medium aberrant magical beast (shapechanger) XP 200
Initiative +6 Senses Perception +9, tremorsense 10
HP 63; Bloodied 31
AC 19; Fortitude 19, Reflex 19, Will 17
Speed 6
M Slam (standard; at-will)
+10 vs. AC; 1d3 + 1 damage
Shapeshift (minor; at-will) Polymorph
A phasm can assume the appearance of any non-
unique creature of small or medium size of 5th level
or lower. It can duplicate one at-will or encounter
power of the shape it takes, or take the movement
rate of the new form. If a phasm uses an encounter
or recharge ability while in another form, it cannot
use another encounter power until 5 minutes pass.
Alignment Unaligned Languages Common, telepathy
20
Skills Bluff +9, Diplomacy +9, Nature +9
Str 12 (+3) Dex 15 (+4) Wis 15 (+4)
Con 15 (+4) Int 16 (+5) Cha 14 (+4)

Deceitful Phasm Tactics


When faced with potential danger, a deceitful
phasm is equally likely to retreat, parley, or attack, as its
fancy strikes. If pursued or harassed, a phasm
transforms into the most fearsome creature it knows and
attacks. When bloodied, it changes to some fast or agile
form and tries to escape.

Phasm Lore
A character who makes a successful
Dungeoneering or Arcana skill check knows the
following information.
DC 20: A phasm is a bizarre amorphous blob able to
assume the shape of other beings or creatures. Its
motives are usually driven by intense curiosity about
other creatures.

Page 477 of 521


4E Races and Classes
Piercer Piercer Stonelance Level 7 Brute
Medium natural beast XP 300
Piercers are scavenging creatures that hide in a Initiative +6 Senses Perception +10, darkvision
rocky shell. They drop on hapless targets, spearing or HP 95; Bloodied 42
crushing them under their weight. AC 21; Fortitude 20, Reflex 19, Will 18
Resist 5 all damage
Piercer Stonespike Level 5 Minion Speed 1, spider climb 1
Small natural beast XP 50 M Lashing Strand (standard; at-will)
Initiative +6 Senses Perception +9, darkvision +10 vs. AC; 1d6 + 4 damage
HP 1; A minion never takes damage on a miss
m Improved Deadfall (standard; at-will)
AC 21; Fortitude 17, Reflex 17, Will 17
The piercer falls on a foe, then reels itself back to
Resist 5 all damage
the ceiling
Speed 1, spider climb 1
+10 vs. Reflex; Must be at least 1 square and no
M Lashing Strand (standard; at-will) more than 6 squares above the target; 2d8 + 5
+8 vs. AC; 1d6 + 4 damage damage and the target is dazed
m Deadfall (standard; at-will) Alignment Unaligned Languages -
The piercer falls on a foe Skills Stealth +11
+8 vs. Reflex; Must be at least 1 square above Str 19 (+7) Dex 16 (+6) Wis 15 (+5)
target; 2d8 + 4 damage and the target is immobilized Con 15 (+5) Int 2 (-1) Cha 8 (+2)
(save ends). Whether the attack hits or misses, the
piercer falls and is prone. The piercer takes no Piercer Stonelance
falling damage as part of this attack. A piercer stonelance waits until a target comes
Natural Camouflage close enough, then uses its improved deadfall to fall on
When hiding on a stone ceiling and not moving, it an opponent, injuring or impaling it. Unlike a stonespike,
takes a Perception DC 20 check to see a piercer the stonelance is capable of quickly drawing itself back
Alignment Unaligned Languages – up to the ceiling to drop on the next available target, or
Skills Stealth +9 the same one.
Str 12 (+3) Dex 15 (+4) Wis 15 (+4)
Con 15 (+4) Int 2 (-2) Cha 8 (+1)

Piercer Stonespike Tactics


A piercer stonespike waits until a target is close
enough to use deadfall, attempting to catch the target
off-guard. Once it is on the ground, the piercer moves
as quickly as possible to return to the ceiling, defending
itself with its lashing tentacle if attacked.

Piercer Lore
A character who makes a successful
Dungeoneering check knows the following information.
DC 15: Piercers are invertebrate scavenging creatures
that live in a rock-hard shell disguised to look like a
stalactite. They drop onto prey, hoping to impale or
crush their target. However, once on the ground, they
are easily dispatched.
DC 20: Stonelance piercers have adapted to be able to
retain a grip on the ceiling, allowing them to drop over
and over again and minimizing their vulnerability on the
ground.

Page 478 of 521


4E Races and Classes
Chaos Titan Level 30 Solo Brute
Primordial Titan Gargantuan elemental humanoid (chaos) XP 95,000
Initiative +16 Senses Perception +24, Low-light vision
Children of the first primordials, titans are Warding Aura aura 3; attacker targeting titan must
powerful immortal beings that thrive on conflict and make a save or target creature of titan’s choice in aura.
domination. Chaos titans tend to have hideous, HP 1,385; Bloodied 692
deformed shapes, while the reformed titans have Regenerate 15; If the titan is hit with an attack it is
acquired a beautiful, almost human physique, but have vulnerable to, it does not regenerate on its next turn.
sacrificed power for their beauty. AC 42; Fortitude 46, Reflex 40, Will 44
Immune variable (1/encounter; see MM glossary)
Resist 30 variable (3/encounter, see MM glossary)
Vulnerable 15 variable (1/encounter, see MM glossary)
Saving Throws +5
Speed 12, fly 8 (clumsy)
Action Points 2
M Chaos Maul (standard; at-will) Acid, Cold, Fire,
Lightning or Thunder, Weapon
Reach 4; +33 vs. AC; 2d12 + 12 damage (Crit 4d12
+ 6d6 + 11 damage). See Chaos Maul sidebar.
c Chaos Maul Sweep (standard; recharge 5 6)
Acid, Cold, Fire, Lightning or Thunder, Weapon
Close burst 4; The titan makes a chaos maul attack
against each target in burst.
R Chaos Javelin (standard; at-will) Cold, Fire,
Lightning, Poison or Thunder, Weapon
Ranged 25/50; +33 vs. AC; 1d12 + 11 damage (Crit
2d12 + 6d6 + 11 damage). See Chaos Javelin
sidebar.
a Elemental Fury (standard; recharge when first
bloodied) Acid, Cold, Fire, Lightning, Poison or
Thunder
Burst 5 in 20; 6d6 + 10 acid, cold, fire, lightning or
thunder damage (choose two) and ongoing 15 acid,
cold, fire, lightning or thunder damage (save ends).
c Chaos Word (standard; encounter) Psychic
Close burst 5; targets enemies; +31 vs. Will; 5d6 +
Chaos Titan Tactics 10 psychic damage and the target is blinded and
A chaos titan opens by dropping an elemental dazed (save ends both).
fury on its foes. It then moves into range of as many r Bestow Curse (minor; encounter) Curse
enemies as it can and uses chaos word. From there it Ranged 20; Target takes +2d6 damage from the
curses a target, preferably a defender, and uses its titan’s attacks.
chaos maul or chaos javelin as needed, using chaos Second Wind (standard; encounter) Healing
maul sweep as soon and as often as possible. The titan heals 346 hit points.
Change Shape (minor; at-will) Polymorph
The titan can assume the form of a beast of any
Chaos Maul and Chaos Javelin size. See change shape in the MM glossary. As a
The chaos titan uses the listed attack roll minor action, the titan can return to its natural form.
and damage roll for the item. Do not add the Alignment Evil Languages Primordial
weapon’s enhancement bonus to attacks or Skills Bluff +27, History +31, Insight +29, Intimidate +29
damage. It can use the at-will and daily power of Str 33 (+26) Dex 12 (+16) Wis 28 (+24)
both items. The full stats for the Chaos Maul and Con 29 (+24) Int 21 (+20) Cha 24 (+22)
Chaos Javelin are on the next page. Equipment Chaos maul, chaos javelin

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4E Races and Classes
Chaos Maul Level 30 Weapon
+6 3,125,000 gp
Weapon: Hammer
Enhancement: Attack rolls and damage rolls
Critical: +6d6 acid, cold, fire, lightning or thunder
damage (roll 1d6, use table).
Special: Oversized (Colossal)
Power (At-Will Cold): Free action. All damage dealt
by this weapon is acid, cold, fire, lightning or thunder
damage (roll 1d6, use table). Another free action
returns the damage to normal.
Power (Daily Acid, cold, fire, lightning or thunder):
Free action. Use this power when you hit with the
weapon. Roll 1d6 and apply the result below.
1) Acid: +3d6 acid and ongoing 15 acid damage
(save ends).
2) Cold: +3d8 cold damage and target is slowed until
the end of the titan’s next turn.
3) Fire: +3d6 fire damage and ongoing 15 fire
damage (save ends).
4) Lightning: All enemies with 2 squares of the target
take 3d6 lightning damage.
5) Thunder: +3d8 thunder damage and target is
pushed 1 square.
6) Thunder & Lightning: All enemies within 2
squares of the target take +3d6 thunder and
lightning damage and are pushed 1 square.

Chaos Javelin Level 30 Weapon


+6 3,125,000 gp
Weapon: Spear
Enhancement: Attack rolls and damage rolls
Critical: +6d6 cold, fire, lightning, poison or thunder
damage
Special: Returns after being thrown
Power (At-Will Cold, fire, lightning, poison or
thunder): Free action. All damage dealt by this
weapon is acid, cold, fire, lightning, poison or
thunder damage (roll 1d6, use table). Another free
action returns the damage to normal.
Power (Daily Cold, fire, lightning, poison or
thunder): Free action. Use this power when you hit
with the weapon. Roll 1d6 and apply the result
below.
1) Cold: +3d8 cold damage and target is slowed until
the end of the titan’s next turn.
2) Fire: +3d6 fire damage and ongoing 15 fire
damage (save ends).
3) Lightning: All enemies with 2 squares of the target
take 3d6 lightning damage.
4) Poison: +3d6 poison damage and ongoing 15
acid damage (save ends).
5) Thunder: +3d8 thunder damage and target is
pushed 1 square.
6) Thunder & Lightning: All enemies within 2
squares of the target take +3d6 thunder and
lightning damage and are pushed 1 square.

Page 480 of 521


4E Races and Classes
Reformed Titan
Reformed Titan Level 30 Elite Controller A reformed titan enjoys dueling and usually is
Gargantuan elemental humanoid XP 38,000 willing to fight given any reason to. It tends to open
Initiative +16 Senses Perception +24, Low-light vision combat by charming a target and turning it against its
Warding Aura aura 3; attacker targeting titan must allies. It then curses a foe and drops an elemental fury
make a save or target creature of titan’s choice in aura. on its opponents, centering it on the cursed foe. From
HP 707; Bloodied 353 there it strikes with maul or javelin as needed. If
AC 48; Fortitude 46, Reflex 38, Will 44 bloodied, it drops another elemental fury then turns
Resist 30 variable (3/encounter, see MM glossary) invisible to get the drop on its foes with its next attack.
Saving Throws +2
Speed 12, fly 8 (hover)
Action Points 1
M Maul (standard; at-will) Acid, Cold, Fire,
Lightning or Thunder, Weapon
Reach 4; +33 vs. AC; 2d12 + 12 damage (Crit 1d12
+ 6d6 + 11 damage)
c Maul Sweep (standard; recharge 5 6) Acid,
Cold, Fire, Lightning or Thunder, Weapon
Close burst 4; The titan makes a maul attack against
each target in burst.
R Javelin (standard; at-will) Acid, Cold, Fire,
Lightning or Thunder, Weapon
Ranged 25/50; +33 vs. AC; 1d12 + 11 damage (Crit
1d12 + 6d6 + 11 damage). The javelin reforms in
the titan’s hand after being thrown.
a Elemental Fury (standard; recharge when first
bloodied) Acid, Cold, Fire, Lightning or
Thunder
Burst 5 in 20; 6d6 + 10 acid, cold, fire, lightning or
thunder damage (choose two) and ongoing 15 acid,
cold, fire, lightning or thunder damage (save ends).
r Charm Monster (standard; encounter) Charm,
Psychic
Ranged 20; targets enemies; +31 vs. Will; 5d6 + 10
psychic damage and the target is dominated (save
ends).
r Bestow Curse (minor; encounter) Curse
Ranged 20; Target takes +2d6 damage from the
titan’s attacks.
Second Wind (standard; encounter) Healing
The titan heals 176 hit points.
Invisibility (standard; sustain standard; encounter)
Illusion
The titan turns invisible. If the titan attacks, it
becomes visible.
Change Shape (minor; at-will) Polymorph
The titan can assume the form of humanoids or wild
animals of any size. See change shape in the MM
glossary. As a minor action, the titan can return to
its natural form.
Alignment Evil Languages Common,
Primordial
Skills Bluff +27, Heal +29, History +31, Insight +29,
Intimidate +29
Str 33 (+26) Dex 12 (+16) Wis 28 (+24)
Con 29 (+24) Int 21 (+20) Cha 24 (+22)
Equipment Godplate, maul, javelin

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4E Races and Classes
Snake-Headed Titan Level 21 Elite Brute
Huge elemental humanoid (reptile) XP 6,400
Initiative +12 Senses Perception +22
HP 512; Bloodied 256
Regenerate 10; If the snake-headed titan is hit by a
Radiant attack, it does not regenerate next turn.
AC 33; Fortitude 36, Reflex 32, Will 34
Immune Poison Resist 25 variable (2/encounter; see
MM glossary)
Saving Throws +2
Speed 12, burrow 6
Action Points 1
M Maul (standard; at-will) Acid, Cold, Fire,
Lightning or Thunder, Weapon
Reach 3; +24 vs. AC; 2d12 + 8 damage plus 10
acid, cold, fire, lightning or thunder damage.
c Maul Sweep (standard; recharge 5 6) Acid,
Cold, Fire, Lightning or Thunder, Weapon
Close burst 3; The titan makes a maul attack against
each target in burst.
R Eldritch Blast (standard; at-will) Poison
Ranged 10; +22 vs. Reflex; 2d10 + 11 poison
damage plus ongoing 10 poison damage (save
ends).
r Wrath of Zehir (standard; encounter) Necrotic,
Teleportation
Ranged 10; +22 vs. Reflex; 4d10 + 11 necrotic
Primordial Titan Lore
damage and the target is imprisoned in a starry A character who makes a successful Arcana
realm (save ends). While in the starry realm, the skill check knows the following information.
target takes 1d10 necrotic damage at the start of its DC 25: Primordial titans are the spontaneous creation
turn. of the Elemental Chaos – an elemental sentience given
life and form. Primordial titans can be kind or cruel, but
r Strand of Fate (standard; encounter) Curse all contain a combative spark that often leads them into
Ranged 10; 1d8 + 11 damage and the target gains conflict.
vulnerability 15 to all attacks until the end of the DC 30: Some primordial titans have shrugged off some
titan’s next turn. of their chaotic elemental origins and achieved a more
Shield of Snakes (immediate reaction; recharges when human-like appearance or beauty. Many such titans
bloodied) have become infatuated with the mortal races and seek
Triggered when the titan is hit by an attack. The to rule the races they emulate or indulge themselves in
attack deals 0 damage to the titan. the pleasures enjoyed by mortal races.
Alignment Chaotic evil Languages Primordial DC 35: Snake-headed primordial titans are a proto-race
Skills Bluff +22, Endurance +22, History +20, Intimidate of titans who seek to cause mayhem and destruction
+22, Perception +22 wherever they pass. They often align themselves with
Str 29 (+19) Dex 15 (+12) Wis 25 (+17) the aberrant powers of the Far Realm or with the snake-
Con 24 (+17) Int 21 (+15) Cha 24 (+17) god Zehir.
Equipment Starleather armor, Maul
Encounter Groups
Snake-Headed Titan Tactics Chaos titans are often either loners or associate
A snake-headed titan opens combat with wrath themselves with evil elemental creatures. Reformed
of zehir, then begins blasting foes with eldritch blast until titans are often found with an accompaniment of mortal
it can close to use its maul, preferring to use maul sweep humanoids or fey creatures of the feywild. Snake-
when near two or more foes as early and often as headed titans often work in concert with star-pact
possible. warlocks or yuan-ti (or both).

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4E Races and Classes
Rast
Rast are elemental beasts of claws and fangs
found in the Elemental Chaos. Their primary purpose is
to rip apart anything they encounter, turning it into raw
elemental matter that is reabsorbed back into the
Elemental Chaos. There are many types of rasts, each
capable of rendering its victim into a particular elemental
matter.

FireRast Vermin Level 5 Controller


Medium elemental magical beast (fire) XP 200
Initiative +3 Senses Perception +8
HP 61; Bloodied 30
AC 19; Fortitude 16, Reflex 15, Will 16
Immune fire
Speed 1, fly 12 (hover)
M Claw (standard; at-will)
+10 vs. AC; 1d4 + 2 damage
m Mass of Claws (standard; at-will)
+10 vs. AC; make four attacks; 1d4 + 2 damage
c Cloying Rake (standard; recharge 4 5 6)
Close burst 1; +9 vs. Reflex; 2d4 + 2 damage
m Blood Drain (standard; encounter)
+9 vs. Fortitude; 1d8 + 4 damage an the target loses
a healing surge. If the target has no healing surges,
it loses hit points equal to its level.
r Paralyzing Gaze (standard; at-will) Gaze
Ranged 10; +9 vs. Fortitude; target is stunned (save
ends).
Alignment Unaligned Languages -
Str 14 (+4) Dex 12 (+3) Wis 13 (+3)
Con 13 (+3) Int 3 (-2) Cha 12 (+3)

Rast Vermin Tactics


A rast vermin attempts to paralyze as many foes
as possible, then attack any that are still moving with a
mass of claws, using cloying rake only when adjacent to
two or more foes. Once all mobile targets have
rendered helpless, the rast uses it blood drain to feed on
its targets.

Rast Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 20: Rasts are pest-like creatures that rove the
Elemental Chaos, wrecking havoc wherever they are
found. They can paralyze foes with a glance, and feed
on the essence of creatures, stripping it down into an
elemental fabric that is released back into the Elemental
Chaos.
DC 25: There are many types of rasts, each with an
affinity for a certain element. Each rast reduces its
victims to elemental matter of the type it has affinity to.

Page 483 of 521


4E Races and Classes
Rat
Osquip are multilegged rodents with powerful
teeth that allow them to chew through virtually any
material. They are favored by spellcasters who aren’t
simply satisfied with a regular rat as a familiar.

Osquip Gnasher Level 1 Skirmisher


Small natural beast XP 100
Initiative +3 Senses Perception +6, low-light vision
HP 35; Bloodied 17
AC 15; Fortitude 16, Reflex 13, Will 12
Speed 8, burrow 1
M Bite (standard; at-will)
+6 vs. AC; 1d6 + 3 damage
Sure-footed
An osquip gains +4 to its defense against being
knocked prone.
Alignment Unaligned Languages -
Skills Stealth +6
Str 14 (+2) Dex 13 (+1) Wis 12 (+1)
Con 19 (+4) Int 2 (-4) Cha 6 (-2)

Osquip Gnasher Tactics


An osquip gnasher leaps at its opponent, biting
as it scuttles about attempting to avoid a counterattack.
Osquips are generally fearless, and will fight to the death
once engaged.

Page 484 of 521


4E Races and Classes
of heat, capable of even burning flesh or melting
weapons that touch its armored hide.
Remorhaz DC 25: Remorhaz are hard to detect as they tend to lay
Remorhaz are arctic-dwelling giant vermin that buried under snow and ice with their heat-generating
hide under a cover of snow and ice, waiting to pounce abilities suppressed.
on prey and devour it. They are capable of radiating DC 30: Remorhaz have a violent aversion to artic
powerful waves of heat to overwhelm their foes and waters. They sink and are unable to swim in salt water,
protect them from their icy surroundings. and the icy cold water harmlessly diffuses the intense
heat they generate.
Glacial Remorhaz Level 7 Elite Brute
Huge natural magical beast XP 600
Initiative +4 Senses Perception +11, low-light vision,
tremorsense 15
Heat Wave (Fire) aura 3; targets entering or starting
their turn in the aura take 5 fire damage
HP 223; Bloodied 111
AC 19; Fortitude 24, Reflex 17, Will 19
Immune cold Resist 15 fire
Saving Throws +2
Speed 6, burrow 4
Action Points 1
M Bite (standard; at-will)
Reach 2; +10 vs. AC; 2d8 + 5 damage
m Swallow (standard; recharge 5 6) Fire
Reach 2; +10 vs. AC; targets bloodied creature; 2d8
+ 5 damage and the target is swallowed. While
swallowed, the target takes ongoing 15 fire damage
(save ends).
Fire Dance (immediate reaction; when first bloodied)
Fire
The remorhaz thrashes violently, burning everything
it brushes against.
Close burst 2; +8 vs. Reflex; ongoing 15 fire damage
and the target is knocked prone
Blazing Body Fire
A remorhaz deals 15 fire damage to targets
grabbing or making natural or unarmed melee
attacks against it.
Melt Weapon (immediate reaction; at-will) Fire
+8 vs. Reflex; Targets attacker using melee weapon;
target’s weapon is sundered.
Alignment Unaligned Languages -
Skills Endurance +13
Str 26 (+11) Dex 13 (+4) Wis 16 (+6)
Con 21 (+8) Int 5 (+0) Cha 10 (+3)

Glacial Remorhaz Tactics


A glacial remorhaz hides under snow and ice
(quelling its heat wave and blazing body powers) until it
detects a nearby target, then explodes from the ice and
attacks.

Remorhaz Lore
A character who makes a successful Nature skill
check knows the following information.
DC 20: Remorhaz are millipede-like creatures that dwell
in artic climates. Their bodies radiate intense amounts

Page 485 of 521


4E Races and Classes
Rhinoceros
Ironhide Rhinoceros Level 15 Brute
Large natural beast XP 1,200
Initiative +7 Senses Perception +8, low-light vision
HP 181; Bloodied 90
AC 27; Fortitude 30, Reflex 22, Will 23
Speed 6
M Gore (standard; at-will)
+18 vs. AC; 2d6 + 6 damage and the target is
knocked prone.
m Stampede (standard; recharge 5 6)
The rhinoceros shifts its speed and can move
through enemy squares. If it moves through an
enemy’s square, make a gore attack against the
target. The rhinoceros cannot end its movement in
an enemy’s square.
Rush
If a rhinoceros charges, it deals +2d6 damage with
its gore attack.
Alignment Unaligned Languages -
Str 26 (+15) Dex 10 (+7) Wis 13 (+8)
Con 21 (+12) Int 2 (+3) Cha 2 (+7)

Ironhide Rhinoceros Tactics


An ironhide rhinoceros charges any lone target it
sees. If faced with multiple opponents, it uses its
stampede to trample its foes underfoot.

Rhinoceros Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Rhinoceros are armored beasts sporting a
single horn. They are the mortal foes of elephants and
are sometimes used as powerful mounts by various
races.

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4E Races and Classes
Rust Monster
Rabid Rust Monster Level 3 Skirmisher
Medium natural beast XP 150
Initiative +4 Senses Perception +7, tremorsense 5
HP 45; Bloodied 22
AC 17, see also Touch of Rust; Fortitude 14, Reflex 16,
Will 14
Speed 8
M Rust Antennae (standard; at-will)
+6 vs. Reflex; Targets metal items; target object is
sundered.
m Touch of Rust (immediate reaction; at-will)
Triggered when struck by a metal object
+6 vs. Reflex; Target object is sundered.
Alignment Unaligned Languages -
Str 10 (+1) Dex 17 (+4) Wis 13 (+2)
Con 13 (+2) Int 2 (-2) Cha 8 (+0)

Rabid Rust Monster Tactics


A rabid rust monster rushes creatures carrying
large amounts of ferrous metal – such as fighter wearing
plate. If faced with a feast of metal objects, it will fight to
the death, driven to a sort of bloodlust. In other cases, it
may completely ignore or avoid opponents if
outnumbered or the target has little or no metal objects
to feed upon.

Rust Monster Lore


A character who makes a successful
Dungeoneering check knows the following information.
DC 15: Rust monsters are bizarre, armadillo-like
creatures that feed on ferrous metals. They tend to live
in areas with high natural or artificial concentrations of
ferrous metal and have a knack for sniffing out metals
they can devour.
DC 20: If rust monsters scent a large lode of the metal,
they become maddened by the smell and become
extremely aggressive.

Page 487 of 521


4E Races and Classes
Sea Cat
Coastal Sea Cat Level 4 Skirmisher
Large natural beast (aquatic) 175
Initiative +6 Senses Perception +8, low-light vision
HP 57; Bloodied 28
AC 18; Fortitude 18, Reflex 16, Will 15
Speed 2, swim 8
M Claws (standard; at-will)
+9 vs. AC; 1d8 + 4 damage
m Bite (standard; at-will)
+9 vs. AC; 1d10 + 4 damage
m Rend (standard; encounter)
+9 vs. AC; 2d8 + 4 damage
Alignment Unaligned Languages -
Str 19 (+6) Dex 15 (+4) Wis 13 (+3)
Con 17 (+5) Int 2 (-2) Cha 10 (+2)

Coastal Sea Cat Tactics


A sea cat chases prey underwater, attempting to
rend it then striking with claws and bite. Against land-
based targets, a coastal sea cat will attempt to lunge out
of the water at prey and drag it back into the water. If
the initial attack fails, the sea cat usually swims off to
find seaborne prey.

Sea Cat Lore


A character who makes a successful Nature skill
check knows the following information.
DC 15: Sea cats tend to dwell in shallow waters,
hunting schools of fish and occasionally attacking targets
on land. They are fast and nimble in the water, but rely
on ambushing land-based prey.

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4E Races and Classes
Shadow
The shadowfell is a twisted mockery of the
mortal world; often a dark mirror of the mortal world
around it. In the shadow’s case, it is a twisted mockery
of itself – the shadow is given life where the mortal body
is insubstantial reflection.
In some cases, powerful – and often evil
individuals cast great shadows over the lands and lives
they touch. In the shadowfell, these dark shadows
become powerful and fearful rulers of the land of
shades. Even a good individual can cast a dark shadow,
if the hidden evil of his heart is noticed by the
shadowfell.

Shadow Horned King Level 7 Elite Solider


Medium shadow humanoid XP 350
Initiative +4 Senses Perception +2, darkvision
HP 122; Bloodied 61
AC 20; Fortitude 17, Reflex 14, Will 20
Resist 10 necrotic Vulnerable 5 radiant
Saving Throws +2
Speed 5, fly 5 (hover)
Action Points 1
M Nightblade (standard; at-will) Necrotic, Weapon
+14 vs. AC; 1d8 + 5 damage and ongoing 5 necrotic
damage and the target is marked.
R Necrotic Bolt (standard; at-will) Necrotic
+12 vs. Reflex; 2d4 + 5 necrotic damage and the
target is marked
Shadow strike (immediate reaction; at-will) Necrotic,
Weapon
Triggered when marked target misses with an attack
The shadow horned king makes a nightblade or
necrotic bolt against the attacker who just missed
him.
a Soul Drain (standard; encounter) Healing,
Necrotic
Burst 2 in 10; +12 vs. Fortitude; the target loses a
healing surge and the horned king heals 30 hit
points.
Drown in Shadow (immediate reaction; when first
bloodied)
Close burst 3; +12 vs. Fortitude; 3d6 + 5 necrotic
damage and the target is blinded (save ends). The
power creates an area of shadow that blocks line of
sight for non-shadow creatures an grants shadow
creatures who end their turn in it Regeneration 2.
Alignment Evil Languages Common
Skills Stealth
Str 14 (+4) Dex 10 (+2) Wis 11 (+2)
Con 14 (+4) Int 12 (+3) Cha 19 (+6)
Equipment Plate mail, longsword

Page 489 of 521


4E Races and Classes
Shadow Spawn Level 4 Minion
Twilight Shadow Level 5 Lurker Medium shadow humanoid XP 43
Medium shadow animate (undead) XP Initiative +8 Senses Perception +3, darkvision
Initiative +10 Senses Perception +3, darkvision HP 1; A minion never takes damage on a miss
HP 49; Bloodied 24 AC 18; Fortitude 15, Reflex 15, Will 15
AC 19; Fortitude 16, Reflex 18, Will 17 Speed 8
Resist Insubstantial Vulnerable 5 Radiant M Shadow Claw (standard; at-will) Necrotic
Speed fly 8 (hover) +7 vs. Reflex; 5 necrotic damage.
M Shadow Claw (standard; at-will) Necrotic m Strength-Sapping Strike (standard; encounter)
+8 vs. Reflex; 1d10 + 4 necrotic damage and the Necrotic
target is weakened until the end of its next turn. +7 vs. Fortitude; 5 necrotic damage and the target is
m Drain Vitality (standard; encounter) Necrotic weakened (save ends).
+8 vs. Fortitude; 2d6 + 4 necrotic damage and the Light Powerlessness
target loses a healing surge. A shadow is weakened in daylight.
Spawn Shadows Alignment Evil Languages -
When a twilight shadow reduces a creature to 0 hit Skills Stealth +9
points or less, it spawns a shadow spawn in the Str 10 (+2) Dex 14 (+4) Wis 12 (+3)
fallen creature’s square on its next turn. Con 13 (+3) Int 6 (+0) Cha 13 (+3)
Light Powerlessness
A shadow is weakened in daylight. Shadow Spawn
Alignment Evil Languages - A shadow spawn moves swiftly to destroy the
Skills Stealth +11 allies of the fallen creature, seeking to wreak as much
Str 10 (+2) Dex 18 (+6) Wis 12 (+3) havoc as possible. It leaves the dying for its progenitor
Con 13 (+3) Int 6 (+0) Cha 13 (+4) to finish off and create more spawn.

Twilight Shadow Tactics


A twilight shadow ambushes prey, springing
from dark corners or other areas of shadow. It uses its
drain vitality attack first, then strikes with its shadow
claws. Once it creates spawn, it backs off and attempts
to hide to let the spawn do their work before re-engaging
foes, hopefully catching them with their guard down.

Shadow Lore
A character who makes a successful Arcana or
Religion skill check knows the following.
DC 15: Shadows are the dark reflections of living
beings. They are native to the shadowfell, where their
shadowy forms takes substance and the mortal body is a
mere “shadow”.
DC 20: Powerful and often cruel individuals on the
mortal realm cast dark shadows in the shadowfell, and
their shadowy reflection can create a powerful and evil
sorcerous warrior known as a horned king.
Page 490 of 521
4E Races and Classes
DC 25: The generals of ancient Bael Turath once knew
of a powerful ritual that allowed them to merge with their
shadowy reflection in the shadowfell, turning them into
near-unstoppable powerhouses. Though the ritual has
been long lost, it is believed that at least one such
individual survived the destruction of the Bael Turath
empire and dwells somewhere in the shadow of the
former empire as a powerful horned emperor over the
fallen lands.

Encounter Groups
Horned kings are often accompanied by a legion
of undead or other creatures of the shadowfell that are
under their control. Horned kings are intelligent enough
that they may ally themselves with or dominate other evil
races and use them as troops or mercenaries to expand
their dominion in the mortal world.
Shadows sometimes hunt in packs and may ally
themselves with other undead. They are sometimes
employed by necromancers, evil clerics or immoral
spellcasters to assist them in their nefarious schemes.

Deep in the shadowfell, in the graveyard that was


the capital of Bael Turath, could this be the palace of the
Horned Emperor?

Page 491 of 521


4E Races and Classes
Ravenous Great Shark Level 4 Elite Brute
Shark Huge natural beast (aquatic) XP 350
Initiative +4 Senses Perception +8, low-light vision
HP 145; Bloodied 72
Predatory Shark Level 2 Brute AC 16; Fortitude 21, Reflex 18, Will 16
Medium natural beast (aquatic) XP 125 Speed 12
Initiative +3 Senses Perception +5, low-light vision M Bite (standard; at-will)
HP 43; Bloodied 21 +7 vs. AC; 2d6 + 4 damage and ongoing 2 damage
AC 14; Fortitude 13, Reflex 14, Will 13 (save ends)
Speed swim 12
m Thrash (standard; recharge 5 6)
M Bite (standard; at-will) +7 vs. Fortitude; 5d6 + 4 damage and ongoing 2
+5 vs. AC; 1d6 + 3 damage damage (save ends)
m Passing Bite (standard; encounter) Dragging Bite (standard; encounter)
The shark shifts 12 squares. At any point during its The shark shifts 12 squares. At any point during its
move, it makes a bite attack. After the attack the move, it makes a bite attack. After the attack the
shark finishes it move. shark finishes its move; if the attack was successful,
Blood Frenzy the target is moved with the shark.
A shark gains a +1 bonus to hit bloodied targets and Alignment Unaligned Languages -
deals +1d6 damage. Str 21 (+7) Dex 15 (+4) Wis 12 (+3)
Alignment Unaligned Languages - Con 15 (+4) Int 1 (-3) Cha 2 (-2)
Str 13 (+2) Dex 15 (+3) Wis 12 (+2)
Con 13 (+2) Int 1 (-4) Cha 2 (-3) Ravenous Great Shark
A ravenous great shark opens with a dragging
Predatory Shark Tactics bite. From there, it uses its thrash against a single foe
A predatory shark makes a passing bite to as often as it can, biting between thrashing. Once
attempt to injure or slow its opponent. It then closes to engaged, a ravenous great white shark will not break off
bite, becoming violent once it has bloodied a foe. Once combat until it has devoured one meal, and will often
in a frenzy, a predatory shark will not flee combat. return to drag away additional prey if allowed.
The stats here represent a man-sized shark
such as a mako, tiger or similar-sized shark.

Page 492 of 521


4E Races and Classes
Phase Spider Lore
Spider A character who makes a successful Arcana or
Dungeoneering skill check knows the following
information.
Lurking Phase Spider Level 5 Elite Lurker DC 20: Phase spiders are intelligent predators who
Large elemental magical beast XP 200 haunt underground areas and surface ruins. They have
Initiative +9 Senses Perception +8, low-light vision the ability to vanish into the nothingness they materialize
HP 120; Bloodied 60 from.
AC 19; Fortitude 20, Reflex 20, Will 18
Resist 15 poison, see ethereal jaunt Encounter Groups
Saving Throws +2 Phase spiders sometime hunt in pairs, and are
Speed 8, spider climb 4 see also ethereal jaunt intelligent enough to be able to ally themselves to other
Action Points 1 creatures in return for prey and treasure.
M Poison Bite (standard; at-will) Poison
+10 vs. AC; 1d6 + 3 damage plus ongoing 5 poison
damage (save ends)
Ethereal Jaunt (move; sustain standard; recharge 4 5
6)
The phase spider becomes insubstantial and
invisible and gains phasing until the end of its next
turn. If the phase spider attacks, this power ends.
Alignment Unaligned Languages Common,
Primordial
Skills Stealth +10
Str 17 (+5) Dex 17 (+5) Wis 13 (+3)
Con 16 (+5) Int 7 (+0) Cha 10 (+2)

Lurking Phase Spider Tactics


A lurking phase spider hunts for prey in its
ethereal state, becoming visible and substantial long
enough to deliver its bite, then vanishing to let its poison
do its work.

Page 493 of 521


4E Races and Classes
Spider Eater
Goblin Spider Eater Level 5 Skirmisher
Large natural magical beast (mount) XP 200
Initiative +5 Senses Perception +8, low-light vision
HP 69; Bloodied 34
AC 19; Fortitude 20, Reflex 16, Will 15
Resist 10 Poison
Saving Throw see freedom of movement
Speed 6, fly 12 (hover)
M Sting (standard; at-will) Poison
+10 vs. AC; 1d8 + 4 damage plus ongoing 5 poison
(save ends). On the first failed save, the target is
stunned (save ends).
Freedom of Movement
A spider eater gains a +5 bonus to saving throws
against effects that hamper movement.
Aerial Agility +1 (when mounted by a rider of 5th or
higher level)
The rider gains a +1 bonus to all defenses.
Alignment Unaligned Languages -
Str 21 (+7) Dex 13 (+3) Wis 12 (+3)
Con 21 (+7) Int 2 (-2) Cha 10 (+2)

Goblin Spider Eater Tactics


A goblin spider eater swoops in on targets and
stings it over and over again until it dies.

Spider Eater Lore


A character who makes a successful Nature skill
roll knows the following information.
DC 15: Spider eaters are highly agile wasp-like
creatures that use their poison sting to paralyze prey and
inject eggs into the helpless carcass. The eggs feed off
the host body for six weeks before emerging as nymph
spider eaters.

Encounter Groups
Goblin spider eaters have earned their name as
they are a favored airborne mount used by goblins (who
also enjoy using the spider eater’s venom on spears or
lances). Other evil humanoids – such as Tasloi - employ
spider eaters as mounts, though they have been known
to turn on wounded and dismounted riders.

Page 494 of 521


4E Races and Classes
Phantom Stalker Level 4 Lurker
Stalker Medium elemental humanoid (fire) XP 175
Initiative +9 Senses Perception +7, darkvision
It is said that stalkers were the creation of the Burning body aura 0; Any creature grabbing or grabbed
primordials, thoughts to avenge wrongs or retrieve by the phantom stalker takes 5 fire damage at the
property stolen from their realms manifested into the start of its turn
stalker races. To this day, stalkers carry out their HP 44; Bloodied 22
original intent, acting as assassins and bounty hunters AC 18; Fortitude 17, Reflex 16, Will 14
and sometimes pressed into guards of the items they Resist 10 fire
long ago retrieved or the creatures they serve. Speed 6, fly 6 (hover)
M Burning Claw (standard; at-will) Fire
Invisible Stalker Level 13 Lurker +9 vs. AC; 1d4 + 4 damage plus ongoing 3 fire
Medium elemental humanoid (air) XP 800 damage
Initiative +13 Senses Perception +16, darkvision
m Double Burning Claw (standard; at-will) Fire
HP 98; Bloodied 49
+9 vs. AC; make two attacks; 1d4 + 4 damage plus
AC 27; Fortitude 25, Reflex 25, Will 23
ongoing 3 fire damage.
Speed 6, fly 6 (hover)
M Slam (standard; at-will) c Death Throes (immediate reaction; when reduced to
0 hp) Fire
+18 vs. AC; 2d6 + 6 damage
Upon death, the phantom stalker explodes in flame
m Double Slam (standard; at-will) Close burst 4; +15 vs. AC; 2d6 + 4 fire damage
+18 vs. AC; make two attacks; 2d6 + 6 damage Polymorph (move; encounter) polymorph
m Abduct (standard; encounter) The phantom stalker can assume the form of any
+16 vs. Fortitude; Targets creature granting combat creature of medium or small size.
advantage; 2d6 + 6 damage and both the invisible Alignment Unaligned Languages Ignan
stalker and the target are shifted through the air 6 Str 18 (+6) Dex 15 (+5) Wis 11 (+2)
squares. The target and the stalker must remain Con 14 (+4) Int 4 (-1) Cha 11 (+2)
adjacent during the entire move.
m Suspend Foe (standard; encounter) Phantom Stalker Tactics
+16 vs. Will; Targets bloodied creature; target is A phantom stalker quickly moves towards foes,
stunned and invisible (save ends). The invisible using its double burning claws. If given the chance, it
stalker can see through the invisibility. will attempt to grab the opponent to burn them.
Naturally Invisible
An invisible stalker is invisible at all times Stalker Lore
Alignment Unaligned Languages Auran A character who makes a successful Arcana
Str 18 (+9) Dex 19 (+9) Wis 15 (+8) skill check knows the following information.
Con 14 (+8) Int 14 (+8) Cha 11 (+6) DC 20: Stalkers are elemental creatures with predatory
instincts. They are often employed by powerful
Invisible Stalker Tactics elementals or spellcasters to enforce their master’s
When on the hunt, an invisible stalker uses its wishes, and their tasks range from guarding items of
abduct ability to pull a foe away from the safety of others wealth, acting as bodyguards, assassins or even bounty
and pummels it with slams. Once the target is bloodied, hunters.
it uses its suspend foe to render the opponent harmless
and then whisks it away back to its summoner or a
secret place to dispose of the foe.

Page 495 of 521


4E Races and Classes
Tendriculos
Thrashing Tendriculos Level 18 Brute
Huge natural beast (plant) XP 2,000
Initiative +8 Senses Perception +14, tremorsense
15
HP 212; Bloodied 106
Regeneration 10
AC 30; Fortitude 33, Reflex 23, Will 29
Speed 4
M Tendril (standard; at-will)
Reach 3; +21 vs. AC; 2d8 + 9 damage and the
target is pulled 1 square
m Twin Tendril (standard; at-will)
Reach 3; +21 vs. AC; make two attacks; 2d8 + 9
damage and the target is pulled 1 square
c Lashing Tendrils (standard; encounter)
Close burst 3; +19 vs. Reflex; targets enemies; 2d8
+9 damage and the target is pulled 1 square
m Devour (standard; encounter) Acid
+19 vs. Fortitude; targets bloodied creature; 2d8 + 9
damage and the target is swallowed. Swallowed
targets are stunned and take ongoing 5 acid
damage (save ends both).
Threatening Reach
The tendriculos can make opportunity attacks
against all enemies within its reach (3 squares)
Alignment Unaligned Languages -
Skills Stealth +13
Str 28 (+18) Dex 9 (+8) Wis 21 (+15)
Con 22 (+15) Int 3 (+5) Cha 3 (+9)

Thrashing Tendriculos Tactics


A thrashing tendriculos disguises itself as an
area of overgrowth and attacks when one or more foes
move into reach. It uses twin tendril attacks against lone
or paired foes, and unleashes its lashing tendrils when
within range of three or more opponents.

Tendriculos Lore
A character who makes a successful Nature skill
check knows the following information.
DC 25: Tendriculos are plant-like creatures created by
means of a special ritual known to druids and a few fey
creatures. They are often used as weapons of
destruction as they make very poor guardians – as likely
to attack their creator as any other creature they
encounter.

Encounter Groups
Tendriculos can work in groups without infighting
and are sometimes found in the presence of fey
creatures or druids. However, such creatures must
always remain alert as the tendriculos is as likely to
attack them as it is any other creature unless magically
restrained or compelled to refrain from such actions.
Page 496 of 521
4E Races and Classes
Thoqqua
Thoqqua Tunnel-maker Level 2 Soldier
Medium elemental magical beast (earth, fire) XP 125
Initiative +4 Senses Perception +2, tremorsense 10
Burning Hide (Fire) aura 0; a target using natural or
unarmed attacks or who grabs a thoqqua takes 5 fire
damage.
HP 37; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Immune fire Vulnerable 5 cold
Speed 6, burrow 4
M Burning Slam (standard; at-will) Fire
+9 vs. AC; 1d6 + 3 damage plus ongoing 5 fire
damage (save ends).
m Fire Spear (standard; encounter) Fire
The thoqqua shifts 6 squares and makes a burning
slam attack.
Alignment Unaligned Languages -
Str 15 (+3) Dex 13 (+2) Wis 12 (+2)
Con 13 (+2) Int 6 (-1) Cha 10 (+1)

Thoqqua Tunnel-maker Tactics


A thoqqua tunnel-maker charges foes when
disturbed, slashing and stabbing with it’s fiery head.
Once engaged, a thoqqua rarely backs down unless its
opponent is armed with cold-based attacks.

Thoqqua Lore
A character who makes a successful
Dungeoneering check knows the following information.
DC 20: Thoqqua are tunnel-boring creatures with a
burning hide. They dislike intruders will aggressively
attack anything they encounter.

Encounter Groups
Thoqquas travel in packs, migrating from area to
area, keeping each other company. They are
sometimes taken in as pets by azers, and svirfneblin
have been know to raise the creatures to dig for precious
minerals for them.

Page 497 of 521


4E Races and Classes
Tlincallis Swarmlord Level 7 Soldier
Tlincallis Large natural magical beast XP 300
Initiative +7 Senses Perception +4, low-light vision
Also known as manscorpions or stingers, HP 79; Bloodied 39
tlincallis are mercenary creatures with a humanoid upper AC 23; Fortitude 21, Reflex 18, Will 17
body and the lower half of a scorpion. Resist 15 poison
Speed 7
Tlincallis Desert Runner Level 7 Skirmisher M Greatsword (standard; at-will) Weapon
Large natural magical beast XP 300 +14 vs. AC; 2d6 + 6 damage and the target is
Initiative +8 Senses Perception +9, low-light vision marked
HP 79; Bloodied 39
m Poison Sting (standard; at-will) Poison
AC 21; Fortitude 20, Reflex 19, Will 21
+14 vs. AC; 1d8 + 5 damage plus ongoing 5 poison
Resist 15 poison
damage (save ends).
Speed 8
M Poison Sting (standard; at-will) Poison m Pinchers (standard; at-will)
+14 vs. AC; 1d10 + 5 damage and the target is
+12 vs. AC; 1d8 + 5 damage plus ongoing 5 poison
grabbed (until escape).
damage (save ends).
m Twin Shortswords (standard; at-will) Weapon R Poisoned Crossbow (standard; at-will) Poison,
Weapon
+12 vs. AC; make two attacks; 1d6 + 5 damage
Ranged 15/30; +14 vs. AC; 1d10 + 5 damage plus
m Pinchers (standard; at-will) ongoing 5 poison damage (save ends)
+12 vs. AC; 1d10 + 5 damage and the target is
m Easy Target (minor; recharge 5 6)
grabbed (until escape).
The tlincallis makes a poison sting or greatsword
m All-Out Assault (standard; encounter) attack against a grabbed target.
The tlincallis makes a poison sting, twin shortsword Alignment Unaligned Languages Common, Tlincalli
and pincher attack. Str 21 (+8) Dex 15 (+5) Wis 13 (+4)
R Shortbow (standard; at-will) Weapon Con 15 (+5) Int 11 (+3) Cha 10 (+3)
Ranged 15/30; +12 vs. AC; 1d6 + 5 damage Equipment Scale armor, greatsword, crossbow, 20 bolts
Alignment Unaligned Languages Common, Tlincalli
Skills Stealth +11 Tlincallis Swarmlord Tactics
Str 19 (+7) Dex 17 (+6) Wis 13 (+4) A tlincallis swarmlord uses its pinchers to
Con 15 (+5) Int 11 (+3) Cha 10 (+3) attempt to grasp a target, then sting it with its poison
Equipment Two shortswords, shortbow, 20 arrows stinger using easy target. As it continues to hold the
target, it then beats the hapless foe with its greatsword.
Tlincallis Desert Runner Tactics It saves its crossbow attacks for foes that attempt to stay
A tlincallis tends to open up with ranged attacks, at range.
closing into melee once it is out of arrows or the foe is
bloodied. It uses all-out assault as soon as possible,
then alternates with shortsword and poison sting attacks.

Page 498 of 521


4E Races and Classes
Tlincallis Noble Level 7 Elite Soldier
Medium natural magical beast XP 600
Initiative +7 Senses Perception +4, low-light vision
HP 173; Bloodied 86
AC 23; Fortitude 21, Reflex 18, Will 17
Resist 15 poison
Saving Throws +2
Speed 7
Action Points 1
M Greatsword (standard; at-will) Weapon
+14 vs. AC; 2d6 + 6 damage and the target is
marked
m Poison Sting (standard; at-will) Poison
+14 vs. AC; 1d8 + 5 damage plus ongoing 5 poison
damage (save ends).
m Pinchers (standard; at-will)
+14 vs. AC; 1d10 + 5 damage and the target is
grabbed (until escape).
R Poisoned Crossbow (standard; at-will) Poison,
Weapon
Ranged 15/30; +14 vs. AC; 1d10 + 5 damage plus
ongoing 5 poison damage (save ends)
m Easy Target (minor; recharge 5 6)
The tlincallis makes a poison sting or greatsword
attack against a grabbed target.
m All-Out Assault (standard; recharges when bloodied)
The tlincallis makes a greatsword, poison sting and
pinchers attack.
Alignment Unaligned Languages Common, Tlincalli
Str 21 (+8) Dex 15 (+5) Wis 13 (+4)
Con 15 (+5) Int 11 (+3) Cha 10 (+3)
Equipment Scale armor, greatsword, crossbow, 20 bolts

Tlincallis Noble Tactics


A tlincallis noble approaches a foe using its
crossbow. Once in melee range it uses all-out assault
against a foe and a greatsword swing via easy target, if
possible. From there, the tlincallis noble alternates
between poison stings and longsword attacks, ensuring
the foe is constantly taking poison damage as it
continues its assault.

Tlincallis Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Tlincallis, or scorpionfolk, are mercenary
nomadic warriors who will fight for the highest bidder.
They have no loyalties or code of honor in combat; gold
and the chance to kill foes are the only thing that seem
to drive them.

Encounter Groups
Tlincallis can be found in raiding parties
composed of their own kind, or working as mercenaries
for other creatures – usually evil humanoid who have no
qualms about using poison and are not bothered by the
tlincallis lack of morals or mercy.

Page 499 of 521


4E Races and Classes
Giant Fire-belly Toad Level 3 Brute
Toad Medium natural beast XP 150
Initiative +3 Senses Perception +7, low-light vision
HP ; Bloodied A minion never takes damage on a miss
Common Giant Toad Level 1 Skirmisher AC 15; Fortitude 15, Reflex 15, Will 15
Medium natural beast XP 100 Immune Fire
Initiative +4 Senses Perception +6, low-light vision Speed 4, jump 6
HP 28; Bloodied 14 M Bite (standard; at-will)
AC 15; Fortitude 12, Reflex 14, Will 13 +6 vs. AC; 1d3 + 3 damage
Speed 4, jump 6
c Fire Belch (standard; recharge 4 5 6) Fire
M Bite (standard; at-will) Close blast 3; +4 vs. Reflex; 3d6 + 3 fire damage
+6 vs. AC; 1d3 + 3 damage and ongoing 5 fire damage
R Tongue Lash (standard; at-will) Alignment Unaligned Languages -
Ranged 3; +4 vs. Reflex; 1d3 + 3 damage and the target Str 10 (+1) Dex 15 (+3) Wis 13 (+2)
is pulled 1 square and immobilized Con 14 (+3) Int 2 (-3) Cha 5 (-2)
Alignment Unaligned Languages -
Str 10 (+0) Dex 15 (+2) Wis 13 (+1) Giant Fire-belly Toad Tactics
Con 12 (+1) Int 2 (-4) Cha 5 (-3) A giant fire-belly toad closes with foes and blasts
them with fire, biting only if it has no other option left to it.
Common Giant Toad Tactics
Giant toads lie in wait for foes to come in range, Giant Toad Lore
then use their tongue lash to reel them in then bite. A character who makes a successful Nature skill
check knows the following information.
DC 15: Giant toads are monstrous versions of normal
toads. They are aggressive and will attack with their
lashing tongues to capture small prey and devour it.
DC 20: Some giant toads have been touched with
primordial powers and can breath fire, spit acid, exhale
frost and the like.

Page 500 of 521


4E Races and Classes
Triton
Triton Sea Rider Level 3 Soldier
Medium natural humanoid (aquatic) XP 150
Initiative +3 Senses Perception +2
HP 48; Bloodied 24
AC 19; Fortitude 16, Reflex 14, Will 14
Saving Throws +5
Speed 5, swim 7
M Spear (standard; at-will) Weapon
+10 vs. AC; 1d8 + 3 damage and the target is
marked
R Crossbow (standard; reload minor; at-will)
Weapon
Ranged 15/30; +10 vs. AC; 1d10 + 3 damage
Lancer
When mounted and charging, a triton’s spear attack
deals +1d6 damage
Alignment Unaligned Languages Aquan, Common
Skills Athletics +9
Str 16 (+4) Dex 10 (+1) Wis 13 (+2)
Con 16 (+4) Int 12 (+2) Cha 13 (+2)
Equipment Scale mail, trident, crossbow, 20 bolts

Triton Sea Rider Tactics


A triton sea rider prefers to fight from the back of
an aquatic mount, such as a hippocampus destier. It
charges foes while mounted or peppering foes from a
distance with its crossbow.

Triton Hunter Level 5 Soldier


Medium natural humanoid (aquatic) XP 200
Initiative +4 Senses Perception +3
HP 65; Bloodied 32
AC 21; Fortitude 18, Reflex 15, Will 16
Saving Throws +5
Speed 5, swim 7
M Trident (standard; at-will) Weapon
+12 vs. AC; 1d8 + 5 damage and the target is
marked
R Crossbow (standard; at-will) Weapon
+12 vs. AC; 1d10 + 4 damage
m Disarm Strike (standard; encounter) Weapon
+10 vs. Reflex; 2d8 + 5 damage and the target is
disarmed.
Alignment Unaligned Languages Aquan, Common
Skills Athletics +10
Str 17 (+5) Dex 10 (+2) Wis 13 (+3)
Con 17 (+5) Int 12 (+3) Cha 13 (+3)
Equipment Scale mail, trident, crossbow, 20 bolts

Triton Hunter
The triton hunter attacks with disarm strike, then
continues the assault with its trident.

Page 501 of 521


4E Races and Classes
Triton Sea King Level 7 Elite Soldier (Leader)
Medium natural humanoid (aquatic) XP 600
Initiative +5 Senses Perception +4
HP 179; Bloodied 89
AC ; Fortitude 20, Reflex 17, Will 18
Resist 10 cold
Saving Throws +7
Speed 5, swim 7
Action Points 1
M Trident (standard; at-will) Weapon
+14 vs. AC; 1d8 + 6 damage and the target is
marked
m Disarm Strike (standard; recharge when bloodied)
Weapon
+12 vs. Reflex; 2d8 + 6 damage and the target is
disarmed.
c Maelstrom Strike (standard; encounter) Weapon
Close burst 1; +14 vs. AC; 2d8 + 6 damage
R Crossbow (standard; reload minor; at-will)
Weapon
Ranged 15/30; +14 vs. AC; 1d10 + 3 damage
Alignment Unaligned Languages Aquan, Common
Skills Athletics +12
Str 19 (+7) Dex 10 (+3) Wis 13 (+4)
Con 17 (+6) Int 12 (+4) Cha 15 (+5)
Equipment Scale mail, trident, crossbow, 20 bolts

Triton Sea King Tactics


A triton sea king fights from the forefront, using
disarming strike to render foes helpless and using
maelstrom strike when surrounded by two or more
enemies.

Triton Lore
A character who makes a successful Nature skill
check knows the following information.
DC 20: Triton are deep-sea humanoids thought to
originally hail from the oceans of the Elemental Chaos
and displaced to the more peaceful seas of the Mortal
World. They are reclusive and have little to do with land-
dwelling races.

Encounter Groups
Tritons can be found in hunting parties, looking
to remove any intruders into their deepwater realms.
They sometimes ally themselves with sea elves, merfolk
or locathah against raiders.

Page 502 of 521


4E Races and Classes
Vampire
Blood Vampire Spawn Level 12 Minion
Medium natural humanoid (undead) XP 175
Initiative +9 Senses Perception +7; darkvision
HP 1; a missed attack never damages a minion
AC 26; Fortitude 23, Reflex 24, Will 22
Immune disease, poison; Resist 10 necrotic
Speed 7, climb 4 (spider climb)
M Claws (standard, at-will) Necrotic
+17 vs. AC; 7 necrotic damage
Destroyed by Sunlight
A vampire spawn that begins its turn in direct
sunlight can take only a single move action on its
turn. If it ends the turn in direct sunlight, it burns to
ash and is destroyed.
Alignment Evil Languages Common
Str 15 (+9) Dex 17 (+9) Wis 13 (+7)
Con 15 (+9) Int 11 (+6) Cha 15 (+8)

Page 503 of 521


4E Races and Classes
Vargouille Vargouille Lore
A character who makes a successful Arcana
skill check knows the following information.
Hell-spawn Vargouille Level 2 Skirmisher DC 20: Vargouille are degenerate creatures from foul
Tiny immortal magical beast XP 125 planes such as the Abyss. Their shriek paralyzes foes
Initiative +4 Senses Perception +7, darkvision with fear, and they then drain the life from an opponent
HP 36; Bloodied 18 by an attack that resembles a kiss.
AC 16; Fortitude 13, Reflex 13, Will 13 DC 25: Those slain by a vargouille transform into a
Speed fly 6 (hover) vargouille themselves; the head shrivels up and falls off
M Bite (standard; at-will) Poison within a few hours, as the ears enlarge to become bat-
+7 vs. AC; 1d4 damage plus ongoing 5 poison like wings.
c Terrifying Shriek (standard; encounter) Fear
Close burst 10; +5 vs. Will; Target is immobilized Encounter Groups
(save ends). Vargouille often precede an attack by demons,
m Kiss of Death (standard; at-will) Necrotic devils or other foul extraplanar creatures.
+5 vs. Fortitude; targets immobilized creatures; 1d6
+ 3 necrotic damage and the target loses a healing
surge. If a target has lost all healing surges, it takes
damage equal to its level.
Alignment Evil Languages -
Str 10 (+1) Dex 13 (+2) Wis 12 (+2)
Con 12 (+2) Int 5 (-2) Cha 8 (+0)

Hell-spawn Vargouille Tactics


Upon spotting prey, a hell-spawn vargouille
swoops into the middle of foes and unleashes a terrifying
shriek. It then attempts to use its kiss of death on
targets immobilized by the shriek. If no targets are
immobilized, it moves from target to target, biting foes.

Page 504 of 521


4E Races and Classes
Wemic Pridelord Level 7 Elite Brute (Leader)
Wemic Large natural magical beast XP 600
Initiative +7 Senses Perception +9, low-light vision
Wemic are tauric lion creatures that hunt in Fierce Courage aura 6; any allied wemic in the aura
tribes across the wild plains and savannahs. They are gains a +1 power bonus to attack and damage rolls.
fierce warriors and hunters with proud traditions. HP 202; Bloodied 101
AC 21; Fortitude 23, Reflex 21, Will 17
Saving Throws +2
Wemic Plainshunter Level 5 Skirmisher Speed 7
Large natural magical beast XP 200 Action Points 1
Initiative +6 Senses Perception +8, low-light vision M Spear (standard; at-will) Weapon
HP 62; Bloodied 31 +10 vs. AC; 1d8 + 6 damage
AC 19; Fortitude 19, Reflex 17, Will 16
m Claws (standard; at-will)
Speed 8
+10 vs. AC; 1d6 + 5 damage
M Spear (standard; at-will) Weapon m Shield Bash (standard; recharge 5 6) Shield
Reach 2;+10 vs. AC; 1d8 + 5 damage
+8 vs. Reflex; 1d6 + 5 damage and the target is
m Claws (standard; at-will) dazed until the wemic’s next turn.
+10 vs. AC; 1d6 + 5 damage Pounce (standard; encounter)
m Shield Bash (standard; encounter) Shield The wemic shifts up to 6 squares and makes a claw
Reach 2; +8 vs. Reflex; 1d6 + 5 damage and the and spear attack
target is dazed until the end of the wemic’s next turn. c Defiant Roar (standard; recharge when bloodied)
Pounce (standard; encounter) Sonic
The wemic shifts up to 6 squares and makes a claw Close blast 5; +8 vs. Fortitude; 4d8 + 5 damage and
and spear attack. the target is deafened (save ends).
Alignment Unaligned Languages Wemic Alignment Unaligned Languages Common, Wemic
Skills Athletics +11, Nature +8, Stealth +9 Skills Athletics +13, Nature +9, Stealth +10
Str 19 (+6) Dex 15 (+4) Wis 13 (+3) Str 21 (+8) Dex 15 (+5) Wis 13 (+4)
Con 14 (+4) Int 11 (+2) Cha 11 (+2) Con 14 (+5) Int 11 (+3) Cha 13 (+4)
Equipment Shield, spear Equipment Bone armor (treat as chain mail), Spear

Wemic Plainshunter Tactics Wemic Pridelord Tactics


A wemic plainshunter rushes foes with a A wemic pridelord uses pounce to engage foes.
pounce. Once engaged in melee, it uses its shield bash It unleashes its defiant roar as soon as possible. It uses
to knock a foe off-balance, then strikes with its spear. it shield bash as often as possible, striking with its spear
until it recharges.

Page 505 of 521


4E Races and Classes
Wemic Cloudseeker Level 7 Soldier
Large natural magical beast XP 300
Initiative Senses
HP 78; Bloodied 39
AC 23; Fortitude 19, Reflex 18, Will 20
Speed 8
M Wind Spear (standard; at-will) Weapon
Reach 2;+12 vs. Reflex; 1d8 + 5 damage and the
target is marked
m Claws (standard; at-will)
+14 vs. AC; 1d6 + 3 damage and the target is
marked
R Brightlance (standard; at-will Lightning, Weapon
Ranged 10/15; +12 vs. Reflex; 1d8 + 5 lightning
damage; the spear returns to the wemic’s hand after
it is thrown.
Pounce (standard; encounter)
The wemic shifts up to 6 squares and makes a claw
and wind spear attack.
Smoke Dance (move; encounter) Teleportation
The wemic teleports 6 squares. It leaves a burst 1
cloud of smoke in the origin square that blocks line
of sight through it and provides concealment to
those inside it. The cloud remains until the end of
the encounter.
If the wemic is within 6 squares of the cloud, as a
move action it can teleport back into the cloud.
Alignment Unaligned Languages Wemic
Skills Athletics +11, Heal +12, Nature +12, Religion +8
Str 16 (+6) Dex 15 (+5) Wis 19 (+7)
Con 14 (+5) Int 11 (+3) Cha 13 (+4)
Equipment Bone armor (treat as chain mail), spear,
medicine bag (implement)

Wemic Cloudseeker
A wemic cloudseeker keeps its distance, using
its brightlance as often as possible. If bloodied, it will
move into melee combat with a pounce, and use its
smoke dance to create a zone it can retreat and hide
within.

Wemic Lore
A character who makes a successful Nature skill
check knows the following information.
DC 15: Wemic are creatures of the plains that have a
lion-headed humanoid upper body and the lower body of
a lion. They are generally primitive in nature and follow
the herd animals they hunt across the plains.

Encounter Groups
Wemics usually keep to themselves, but can
sometimes be found in the company of fey creatures
who have come to appreciate their noble bearing and
hermetic ways.

Page 506 of 521


4E Races and Classes
Fen Will-O-Wisp Level 15 Solo Artillery
Will-O-Wisp Small fey magical beast XP 6,000
Initiative +14 Senses Perception +14, Darkvision
HP 735; Bloodied 367
Corpse Candle Level 10 Elite Controller AC 29; Fortitude 28, Reflex 29, Will 28
Small fey magical beast XP 1,000 Immune Radiant Resist Insubstantial
Initiative +13 Senses Perception +12, darkvision Saving Throws +5
HP 227; Bloodied 113 Speed fly 15 (hover)
AC 24; Fortitude 23, Reflex 24, Will 21 Action Points 2
Immune Poison, Radiant Resist Insubstantial C Soul Drain (standard; at-will) Necrotic, Radiant
Saving Throws +2 Close blast 5; targets one living creature; +20 vs.
Speed fly 8 (hover) Fortitude; 2d6 + 6 necrotic and radiant damage
Action Points 1
c Dazzling Display (standard; recharge when
R Soul Drain (standard; at-will) Necrotic, Radiant bloodied) Psychic, Radiant
Ranged 5; +14 vs. Fortitude; targets one living Close burst 5; +20 vs. Will; 2d6 + 6 psychic and
creature; 1d10 + 5 necrotic and radiant damage. radiant damage and the target loses a healing
R Hypnotic Hold (standard; recharges when no target surge.
is stunned) Charm r Mesmeric Lure (standard; encounter) Charm
Ranged 5; +14 vs. Will; target is stunned (save Ranged 20; +20 vs. Will; target moves its speed
ends) toward will-o-wisp and is dazed (save ends).
c Draining Burst (immediate reaction; when first Alignment Chaotic evil Languages -
bloodied) Skills Bluff +16, Stealth +19
Close burst 5; +14 vs. Fortitude; 1d10 + 5 necrotic Str 10 (+7) Dex 25 (+14) Wis 15 (+9)
and radiant damage and the target is blinded (save Con 19 (+11) Int 11 (+7) Cha 19 (+11)
ends).
Alignment Evil Languages - Fen Will-O-Wisp Tactics
Skills Bluff +13, Stealth +16 A fen will-o-wisp attempts to use its mesmeric
Str 10 (+5) Dex 23 (+11) Wis 15 (+7) lure to draw an opponent into a dangerous area such as
Con 17 (+8) Int 11 (+5) Cha 17 (+8) quicksand, sinkhole or other area. Once helpless, it
uses its soul drain to slowly kill the target. If attacked by
Corpse Candle Tactics a group, it uses it dazzling display to incapacitate as
A corpse candle drifts near an opponent and many as it can.
uses its hypnotic hold to stun them. Once it has a
stunned foe, it drains the victim’s soul. Will-O-Wisp Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 25: Will-o-wisps are a category of incorporeal fey
creatures that subsist on life force. They use their
brilliance to lure prey into dangerous situations and drain
the life from their struggling victims.
DC 30: Boggarts, a creature capable of assuming the
shape of a creature’s deepest fears, are the immature
offspring of will-o-wisps.

Page 507 of 521


4E Races and Classes
Wolverine
Crimson Wolverine Level 2 Brute
Medium natural beast XP 125
Initiative +3 Senses Perception +7, low-light vision
HP 49; Bloodied 24
AC 14; Fortitude 16, Reflex 14, Will 13
Speed 6, burrow 2, climb 2
M Claw (standard; at-will)
+5 vs. AC; 1d6 + 3 damage
m Bite (standard; at-will)
+5 vs. AC; 1d6 + 1 damage
Frenzy (standard; recharge 5 6)
The wolverine makes a claw and bite attack
Alignment Unaligned Languages -
Str 14 (+3) Dex 15 (+3) Wis 12 (+2)
Con 19 (+5) Int 2 (-3) Cha 10 (+1)

Crimson Wolverine Tactics


A crimson wolverine leaps to the attack, using
frenzy as often as possible. Once engaged, it rarely
backs down from a fight.

Wolverine Lore
A character who makes a successful Nature
check knows the following information.
DC 15: Wolverines are predatory animals known for
their ferocity and tenacity.

Encounter Groups
Evil humanoids sometimes capture and use
wolverines as creatures of war or punishment of those
who displease them.

Page 508 of 521


4E Races and Classes
Xill Infiltrator Level 5 Lurker
Xill Medium natural humanoid (shapechanger) XP 200
Initiative +10 Senses Perception +8, low-light vision
HP 63; Bloodied 31
Xill Advance Scout Level 5 Skirmisher AC 19; Fortitude 17, Reflex 19, Will 15
Medium natural humanoid XP 200 Speed 8
Initiative +5 Senses Perception +7, low-light vision M Short sword (standard; at-will) Weapon
HP 67; Bloodied 33 +10 vs. AC; 1d6 + 3 damage
AC 19; Fortitude 19, Reflex 17, Will 15
M Claws (standard; at-will)
Speed 8
+10 vs. AC; 1d6 + 3 damage
M Short sword (standard; at-will) Weapon m Short sword and claws (standard; at-will) Weapon
+10 vs. AC; 1d6 + 4 damage
+10 vs. AC; make three attacks; 1d6 + 3 damage
M Claws (standard; at-will) Change Self (minor; at-will)
+10 vs. AC; 1d6 + 4 damage The xill can assume the shape of other humanoid
m Twin swords and claws (standard; at-will) race it has seen. See change shape in the MM
Weapon glossary.
+10 vs. AC; make two short sword attacks and claw Planewalk (move; encounter)
attack A xill can move to another dimension of its choice. It
m Paralyzing Bite (standard; encounter) arrives in a point on the new plane relative to its
+10 vs. AC; 1d6 + 2 damage and the target is current position.
stunned (save ends). Alignment Unaligned Languages Supernal
R Shortbow (standard; at-will) Weapon Skills Diplomacy +7, Insight +8, Intimidate +7, Stealth
Ranged 15/30; +10 vs. AC; 1d6 + 4 damage +8
Str 14 (+4) Dex 19 (+6) Wis 12 (+3)
r Twin Longbow (standard; at-will) Weapon Con 15 (+4) Int 12 (+3) Cha 10 (+2)
Ranged 15/30; +10 vs. AC; make two attacks; 1d6 +
Equipment Two shortswords
4 damage
Planewalk (move; encounter)
A xill can move to another dimension of its choice. It Xill Infiltrator
arrives in a point on the new plane relative to its A xill infiltrator attempts to avoid combat where
current position. possible, assuming the guise of a friendly and helpful
Alignment Unaligned Languages Supernal member of a friendly race.
Skills Acrobatics +8, Insight +7, Intimidate +6, Stealth
+8
Str 14 (+3) Dex 15 (+3) Wis 12 (+2)
Con 19 (+5) Int 12 (+2) Cha 10 (+1)
Equipment two short swords, two longbows

Xill Advance Scout Tactics


A xill advance scout attacks with swords and
claws or via its longbow. If seriously injured, it uses it
planewalk ability to slip away and heal, then return to
continue the fight. If the fight is going the xill advance
scout’s way, it will attempt to paralyze a victim with its
bite near the end of the combat.
If a xill advance scout has paralyzed opponents
at the end of a fight, it implants eggs into the victim. The
victim remains paralyzed until the eggs hatch in 90 days,
whereupon they devour the host from the inside, and the
victim loses one healing surge an hour, or ¼ their total
hit points if no healing surges remain, until dead.
The larval eggs can be destroyed with a
successful use of a cure disease ritual or a remove
affliction ritual.

Page 509 of 521


4E Races and Classes
invasion forces rely on the scouts and infiltrators utilizing
Xill Harbinger Level 7 Soldier powerful rituals that open permanent portals between
Medium natural humanoid XP 300 the worlds to allow the invading force in, usually at
Initiative +7 Senses Perception +4, low-light vision several points to prevent a bottleneck that could be
HP 84; Bloodied 42 easily blockaded if discovered.
AC 23; Fortitude 21, Reflex 18, Will 17
Speed 7 Encounter Groups
M Twin Short Swords (standard; at-will) Weapon Xill generally only work with their own kind, but
+14 vs. AC; make two attacks; 1d6 + 5 damage and the infiltrators may work with other races for a common goal
target is marked – often duping other races into securing an area for the
xill to begin the ritual to open a planar portal to allow
m Paralyzing Bite (standard; at-will) other of its kind into the mortal world.
+14 vs. AC; 1d6 + 3 damage and the target is stunned
(save ends).
m Four Short Swords (standard; at-will) Weapon
+14 vs. AC; make four attacks; 1d6 + 5 damage and the
target is marked
c Flurry of Blades (standard; encounter) Weapon
Close burst 1; +12 vs. Reflex; targets enemies; 2d6 + 5
damage
Alignment Evil Languages Supernal
Skills Intimidate +7, Stealth +10
Str 17 (+6) Dex 15 (+5) Wis 12 (+4)
Con 20 (+8) Int 12 (+4) Cha 10 (+3)
Equipment Scale mail, four short swords.

Xill Harbinger
A xill harbinger rushes into combat, swords
swinging. It attempts to take on as many opponents as
possible, utilizing flurry of blades as soon as possible.
If a xill harbinger has paralyzed opponents at the
end of a fight, it implants eggs into the victim. The victim
remains paralyzed until the eggs hatch in 90 days,
whereupon they devour the host from the inside, and the
victim loses one healing surge an hour, or ¼ their total
hit points if no healing surges remain, until dead.
The larval eggs can be destroyed with a
successful use of a cure disease ritual or a remove
affliction ritual.

Xill Lore
A character who makes a successful Arcana
skill check knows the following information.
DC 20: Xill come from an unknown plane seeking to
invade and enslave the races they encounter. Xill take
slaves wherever possible and implant the victims with
larval eggs that devour the poor individual from the
inside out.
DC 25: While little is known about the true plane the xill
hail from, sages have learned that the xill once
controlled a vast empire that was unopposed on their
home plane. However, the xill have depleted their
resources on that plane, and have sent advance scouts
and infiltrators to investigate new worlds for conquest
and enslavement – as well as breeding stock for future
generations of xill.
DC 30: Only a small select number of xill have the
ability to freely traverse the planes in search of new
resource for the xill hegemony. The vast bulk of xill
Page 510 of 521
4E Races and Classes
Greater Xorn Level 8 Elite Lurker
Xorn Medium elemental magical beast (earth) XP
Initiative +9 Senses Perception +10, darkvision,
tremorsense 15
Lesser Xorn Level 3 Elite Lurker HP 165; Bloodied 82
Small elemental magical beast (earth) XP 300 AC 22; Fortitude 22, Reflex 16, Will 19
Initiative +5 Senses Perception +7, darkvision, Resist 5 all damage
tremorsense 10 Saving Throws +2
HP 93; Bloodied 46 Speed 5, earth glide 5
AC 17; Fortitude 15, Reflex 13, Will 14 Action Points 1
Resist 5 all damage M Claw (standard; at-will)
Saving Throws +2 +13 vs. AC; 1d6 + 5 damage
Speed 4, earth glide 4
m Claw Trio (standard; at-will)
Action Points 1
+13 vs. AC; make three attacks; 1d6 + 5 damage
M Claw (standard; at-will) m Earth Bind (standard; encounter)
+8 vs. AC; 1d4 + 3 damage
The xorn uses it earth glide to sink a foe in rock
m Claw Trio (standard; at-will) +11 vs. Fortitude; make three attacks; 1d6 + 5
+8 vs. AC; make three attacks; 1d4 + 3 damage damage and the target is restrained (save ends).
m Earth Bind (standard; encounter) All-Around Vision
The xorn uses its earth glide to sink a foe in rock. A xorn cannot be flanked.
+6 vs. Fortitude; make three attacks; 1d4 + 3 Alignment Unaligned Languages Common,
damage and the target is immobilized (save ends). Primordial, Terran
All-around vision Skills Dungeoneering +10, Stealth +9
A xorn cannot be flanked Str 21 (+9) Dex 10 (+4) Wis 13 (+5)
Alignment Unaligned Languages Common, Con 19 (+8) Int 10 (+4) Cha 15 (+6)
Primordial, Terran
Skills Dungeoneering +7, Stealth +6 Greater Xorn Tactics
Str 15 (+3) Dex 10 (+1) Wis 13 (+2) A greater xorn hides in solid rock, observing
Con 15 (+3) Int 10 (+1) Cha 10 (+1) other and avoiding a confrontation. If it detects a large
amount of precious metals – such as coins or gems – on
Lesser Xorn Tactics an individual, it attempts to intimidate or entice the victim
A lesser xorn hides in solid rock, observing other into giving over the goods, vanishing into solid rock
and avoiding a confrontation. If it detects a large amount without payment if possible. If forced to fight, the xorn
of precious metals – such as coins or gems – on an uses its earth glide ability to melt into and appear from
individual, it attempts to intimidate or entice the victim solid areas, attack, then flee.
into giving over the goods, vanishing into solid rock
without payment if possible. If forced to fight, the xorn Xorn Lore
uses its earth glide ability to melt into and appear from A character who makes a successful
solid areas, attack, then flee. Dungeoneering or Arcana skill check knows the
following information.
DC 20: A xorn is a native of earth nodes of the
elemental chaos. They devour gemstones and precious
metals, and often trade information they learn from
spying on others for such meals.

Page 511 of 521


4E Races and Classes
Yrthak Tactics
Yrthak An ythrak flies above opponents, using its
thunder lance against single targets or using thunderous
explosion when several opponents group together. It
Yrthak Screamer Level 9 Elite Skirmisher only uses its bite when forced to the ground or engaging
Huge natural magical beast (blind) XP 800 other opponents in the air in melee.
Initiative +8 Senses Perception +10, blindsight
HP 211; Bloodied 105 Yrthak Lore
AC 23; Fortitude 24, Reflex 21, Will 21 A character that makes a successful Nature skill
Resist 30 sonic check knows the following information.
Saving Throws +2 DC 15: Yrthak dwell in the high peaks of remote
Speed 4, fly 12 mountains. They have powerful sonic abilities with
Action Points 1 which they use to hunt prey.
m Bite (standard; at-will)
+14 vs. AC; 2d8 + 5 damage
C Thunder Lance (standard; recharge 3 4 5 6)
Thunder
Ranged 15; +12 vs. Fortitude; 5d6 + 5 thunder
damage
a Thunderous Explosion (standard; recharge 3 4
5 6) Thunder
Area 1 in 15; +12 vs. Reflex; 2d6 + 5 damage and
the target is knocked prone.
Alignment Unaligned Languages -
Skills Stealth +11
Str 20 (+9) Dex 14 (+6) Wis 13 (+5)
Con 17 (+7) Int 7 (+2) Cha 11 (+4)

Page 512 of 521


4E Races and Classes
Monster Type Lvl
Waveling Minion 2
Monsters by Level Animated Small Object Skirmisher 2
Monster Type Lvl Bullywug Warrior Skirmisher 2
Donkey Brute 0 Eladrin Cat Skirmisher 2
Forest Badger Brute 0 Elvin Hound Skirmisher 2
Barn Owl Lurker 0 Golden Blink Hound Skirmisher 2
Shrieker Lurker 0 Ixitxachitl Vampire Skirmisher 2
Common Housecat Skirmisher 0 Krenshar Packmate Skirmisher 2
Common Raven Skirmisher 0 Locathah Scout Skirmisher 2
Hunting Hawk Skirmisher 0 Riding Lizard Skirmisher 2
Predatory Eagle Skirmisher 0 Rotbeak Cockatrice Skirmisher 2
Tressym Skirmisher 0 Small Animated Object Skirmisher 2
Blue Shocker Lizard Artillery 1 Tiefling Hellcat Skirmisher 2
Ice Mephit Artillery 1 Vargouille Skirmisher 2
Dromedary Camel Brute 1 Thoqqua Tunnel-maker Soldier 2
Earth Mephit Brute 1 Bison Brute 3
Hippocampus Charger Brute 1 Dire Badger Brute 3
Magma Mephit Brute 1 Giant Fire-belly Toad Brute 3
Mule Brute 1 Hippocampus Destier Brute 3
Air Mephit Lurker 1 Magmin Scorcher Brute 3
Choke Creeper Lurker 1 Crimson-Striped Badger Brute (E) 3
Deathcoil Centipede Lurker 1 Deepwood Dryad Lurker 3
Dust Mephit Lurker 1 Ivy-leafed Assassin Vine Lurker 3
Ooze Mephit Lurker 1 Shadowstalking Yeth Hound Lurker 3
Stoneskin Darkmantle Lurker 1 Lesser Xorn Lurker (E) 3
Beholder Gas Sporling Minion 1 Allip Sycophant Minion 3
Chaos Oozling Minion 1 Derro Delusional Minion 3
Fiendish Asp Minion 1 Duergar Sneak Minion 3
Flame Hawk Minion 1 Merfolk Harpooner Minion 3
Frost Badger Minion 1 Aarakocra Diver Skirmisher 3
Golden Baboon Minion 1 Bactrian War Camel Skirmisher 3
Homonculus Blood Servant Minion 1 Dretch Skirmisher 3
Jermlaine Minion 1 Giant Owl Skirmisher 3
Bactrian Camel Skirmisher 1 Giant Serpentine Owl Skirmisher 3
Common Giant Toad Skirmisher 1 Krenshar Alpha Skirmisher 3
Fire Mephit Skirmisher 1 Rabid Rust Monster Skirmisher 3
Halfling Riding Hound Skirmisher 1 Rain Forest Leopard Skirmisher 3
Ixitxachitl Glider Skirmisher 1 Savanna Cheetah Skirmisher 3
Osquip Gnasher Skirmisher 1 Serpentine Owl Skirmisher 3
Silver Raven Skirmisher 1 Stonebeak Cockatrice Skirmisher 3
Steam Mephit Skirmisher 1 Blink Hound Alpha Skirmisher (E) 3
Violet Fungus Skirmisher 1 Dwarven Hound Soldier 3
Water Mephit Skirmisher 1 Locathah Warrior Soldier 3
Crimson Wolverine Brute 2 Red Clan Formian Warrior Soldier 3
Domestic Cattle Brute 2 Triton Sea Rider Soldier 3
Predatory Shark Brute 2 Bullywug Hopping Prophet Artillery 4
Lantern Archon Controller 2 Duergar Stonecaster Artillery 4
Bullywug Thug Minion 2 Gorilla Bull Brute 4
Dust Devil Minion 2 Pegasus Charger Brute 4
Emberling Minion 2 Gray Ooze Brute (E) 4
Eye of Hate Minion 2 Ravenous Great Shark Brute (E) 4
Fiendish Black Widow Minion 2 Centaur Shaman Controller 4
Lava Scorpion Minion 2 Duergar Warcaster Controller 4
Minor Image Minion 2 Young Copper Dragon Controller (S) 4
Red Clan Formian Worker Minion 2 Babbling Allip Lurker 4
Sewer Rat Swarm Minion 2 Cavernous Cave Fisher Lurker 4
Steel Wolf Minion 2 Derro Ambusher Lurker 4
Stone Sliver Minion 2 Phantom Stalker Lurker 4

Page 513 of 521


4E Races and Classes
Monster Type Lvl Monster Type Lvl
Neogi Aspirant Minion 4 Aarakocra Shaman Controller 6
Shadow Spawn Minion 4 Red Clan Formian Taskmaster Controller 6
Centaur Scout Skirmisher 4 Bloodmire Golem Controller (E) 6
Coastal Sea Cat Skirmisher 4 Aranea Spy Lurker 6
Merfolk Scout Skirmisher 4 Poison Leaf Assassin Vine Lurker 6
Mountain Lion Skirmisher 4 Svirfneblin Gem Lord Lurker 6
Neogi Slaver Skirmisher 4 Frost Wyrmling Lurker (E) 6
Svirfneblin Deep Miner Skirmisher 4 Hunter Mimic Lurker (S) 6
Windstorm Arrowhawk Skirmisher 4 Beguiling Hellcat Minion 6
Young Brass Dragon Skirmisher (S) 4 Dire Sewer Rat Swarm Minion 6
Bullywug Captain Soldier 4 Lesser Blood Golem Minion 6
Duergar Warrior Soldier 4 Lightning Wasp Minion 6
Locathah Warden Soldier 4 Mature Beholder Gas Sporeling Minion 6
Plains Lion Soldier 4 Minor Air Elemental Minion 6
Thunderstrike Boar Brute 5 Minor Earth Elemental Minion 6
Bullywug Bull Brute (E) 5 Minor Fire Elemental Minion 6
Derro Darkspeaker Controller 5 Minor Water Elemental Minion 6
FireRast Vermin Controller 5 Platinum Lion Minion 6
Ixitxachitl Mouthpiece Controller 5 Spectral Yeth Hound Minion 6
Locathah Sage Controller 5 Summoned Primal Protector Minion 6
Cloaker Nightcape Lurker 5 Djinni Skirmisher 6
Spitting Ankheg Lurker 5 Aasimar Paladin Soldier 6
Twilight Shadow Lurker 5 Animated Medium Object Soldier 6
Xill Infiltrator Lurker 5 Black Abishai Soldier 6
Lurking Phase Spider Lurker (E) 5 Locathah Sea Lord Soldier 6
Acid Shark Minion 5 Medium Animated Object Soldier 6
Blood Hound Minion 5 Primal Protector Soldier 6
Fiendish Giant Rat Minion 5 Aasimar Evangelist Artillery 7
Fire Lion Minion 5 Bronze Griffon Brute 7
Ice Tiger Minion 5 Piercer Stonelance Brute 7
Iron Bear Minion 5 Glacial Remorhaz Brute (E) 7
Least Avenging Triton Minion 5 Wemic Pridelord Brute (E) 7
Piercer Stonespike Minion 5 Ixitxachitl Sorcerer Controller (E) 7
Ravenous Hellhound Minion 5 Scissorclaw Ankheg Lurker 7
Thunder Boar Minion 5 Cloaker Nightshroud Lurker (E) 7
Aasimar Ascetic Skirmisher 5 Clawfoot Behemoth Skirmisher 7
Acid Bull Shark Skirmisher 5 Skulking Leucrotta Skirmisher 7
Deceitful Phasm Skirmisher 5 Tlincallis Desert Runner Skirmisher 7
Giant Eagle Skirmisher 5 Green Abishai Soldier 7
Goblin Spider Eater Skirmisher 5 Tlincallis Swarmlord Soldier 7
Icestalker Tiger Skirmisher 5 Wemic Cloudseeker Soldier 7
Jungle Tiger Skirmisher 5 Xill Harbinger Soldier 7
Merfolk Aristocrat Skirmisher 5 Human Knight Soldier (E) 7
Soarwing Behemoth Skirmisher 5 Shadow Horned King Soldier (E) 7
Wemic Plainshunter Skirmisher 5 Tlincallis Noble Soldier (E) 7
Xill Advance Scout Skirmisher 5 Triton Sea King Soldier (E) 7
Peryton Heartseeker Skirmisher (E) 5 Young Gold Dragon Soldier (S) 7
Young Bronze Dragon Skirmisher (S) 5 Tempest Arrowhawk Artillery 8
Centaur Deadeye Soldier 5 Poisonbreath Behir Artillery (E) 8
Firemane Lion Soldier 5 Feral Wereboar Brute 8
Hound Archon Soldier 5 Aurumvorax Hunter Brute (E) 8
Merfolk Sergeant Soldier 5 Derro Savant Controller (E) 8
Svirfneblin Captain Soldier 5 Radiant Lillend Controller (E) 8
Triton Hunter Soldier 5 Aranea Seducer Lurker 8
White Abishai Soldier 5 Nymph Lurker 8
Irongut Digester Artillery 6 Greater Xorn Lurker (E) 8
Young Silver Dragon Artillery (S) 6 Fiery Erinyes Skirmisher 8
Silverback Gorilla Brute 6 Blue Abishai Soldier 8

Page 514 of 521


4E Races and Classes
Monster Type Lvl Monster Type Lvl
Caryatid Column Soldier (E) 8 Blood Vampire Spawn Minion 12
Fire Elemental Artillery 9 Huge Air Elemental Minion 12
Goldscale Dragonne Artillery 9 Huge Earth Elemental Minion 12
Earth Elemental Brute 9 Huge Fire Elemental Minion 12
Ankheg Brood Queen Controller 9 Huge Water Elemental Minion 12
Water Elemental Controller 9 Least Ixitxachitl Servant Minion 12
Air Elemental Lurker 9 Lesser Flesh Golem Minion 12
Sepia Snake Lurker 9 Sticktongue Lizard Skirmisher 12
Skull-faced Babau Lurker 9 Adult Bronze Dragon Skirmisher (S) 12
Bound Bearded Devil Minion 9 Red Clan Formian Myrmarch Soldier (E) 12
Diamond Griffon Minion 9 Adult Silver Dragon Artillery (S) 13
Killer Mimic Minion 9 Athach Witcheye Controller (E) 13
Mist Snake Minion 9 Ixitxachitl Liche Controller (S) 13
Yrthak Screamer Skirmisher (E) 9 Invisible Stalker Lurker 13
Adult Brass Dragon Skirmisher (S) 9 Lesser Bebilith Minion 13
Aasimar Blackheart Soldier 9 Weretiger Skulk Skirmisher 13
Red Abishai Soldier 9 Ifrit Brute 14
Golden Lammasu Soldier (E) 9 Athach Chieftain Brute (S) 14
Dragonborn Hound Brute 10 Trumpet Archon Controller 14
White Ape Brute 10 Frost Worm Lurker (S) 14
Werewolf Silverback Brute (E) 10 Kraken Hullcrusher Skirmisher (S) 14
Aranea Queen Controller (E) 10 Red Clan Formian Royal Guard Soldier 14
Corpse Candle Controller (E) 10 Fen Will-O-Wisp Artillery (S) 15
Feathered Serpent Couatl Controller (E) 10 Fiendish Girallon Bloodclaw Brute 15
Adamantine Rhino Minion 10 Ironhide Rhinoceros Brute 15
Bound Chain Devil Minion 10 Stalking Bebilith Brute (E) 15
Chaos Beast Minion 10 Adult Gold Dragon Controller (S) 15
Lesser Avenging Trition Minion 10 Astral Elephant Minion 15
Lesser Bone Golem Minion 10 Avenging Triton Minion 15
Neogi Spawn Minion 10 Fiendish Girallon Berserker Minion 15
Persistant Image Minion 10 Lesser Devil Hound Minion 15
Summoned Primal Hunter Minion 10 Redhorn Clawfoot Minion 15
Towering Air Elemental Minion 10 Frost Giant Raider Skirmisher 15
Towering Earth Elemental Minion 10 Weretiger Maharajah Skirmisher (E) 15
Towering Fire Elemental Minion 10 Devil Hound Soldier 15
Towering Water Elemental Minion 10 Frost Giant Warrior Soldier 15
Neogi Reaver Skirmisher 10 Celestial Dragon Soldier (E) 15
Primal Hunter Skirmisher 10 Infernowrath Fire Elemental Artillery 16
Animated Large Object Soldier 10 Animated Huge Object Brute 16
Large Animated Object Soldier 10 Feywild Primal Brute Brute 16
Bone Golem Soldier (E) 10 Huge Animated Object Brute 16
Adult Copper Dragon Controller (S) 11 Plains Elephant Brute 16
Dueling Minion Minion 11 Stonecrusher Earth Elemental Brute 16
Acheron Achaierai Skirmisher (E) 11 Bloodclay Golem Brute (E) 16
Bronze Einherjar Warrior Soldier 11 Mammoth Brute (E) 16
Shieldhorn Behemoth Soldier 11 Frost Giant Runeweaver Controller 16
Summoned Bronze Einherjar Soldier 11 Tidalwave Water Elemental Controller 16
Warrior Human Archmage Controller (E) 16
Bronze Einherjar Champion Soldier (E) 11 Red Clan Formian Queen Controller (E) 16
Lightningtooth Behir Artillery (E) 12 Windborne Air Elemental Lurker 16
Girallon Brute 12 Bound Vrock Minion 16
Pegasus Destier Brute 12 Greater Air Elemental Minion 16
Athach Hunter Brute (E) 12 Greater Earth Elemental Minion 16
Black Pudding Brute (E) 12 Greater Fire Elemental Minion 16
Neogi Great Old Master Brute (E) 12 Greater Water Elemental Minion 16
Titanjaw Behemoth Brute (E) 12 Major Image Minion 16
Morkoth Deepwraith Lurker (S) 12 Summoned Primal Brute Minion 16
Animal Pack Minion 12 Silver Einherjar Warrior Soldier 16

Page 515 of 521


4E Races and Classes
Monster Type Lvl Monster Type Lvl
Summoned Silver Einherjar Soldier 16 Unbound Air Elemental Lurker 24
Warrior Ancient Brass Dragon Skirmisher (S) 24
Silver Einherjar Champion Soldier (E) 16 Venusian Planetar Soldier (E) 24
Beholder Gas Spore Minion 17 White Leviathan Brute (E) 25
Lesser ixitxachitl Servant Minion 17 Frost Wyrm Lurker (S) 25
Elder Brass Dragon Skirmisher (S) 17 Avenging Triton Lord Minion 25
Primordial Kraken Skirmisher (S) 17 Ancient Copper Dragon Controller (S) 26
Frost Giant Thane Soldier (E) 17 Greater Ixitxachitl Servant Minion 27
Catoblepas Artillery (S) 18 Ancient Bronze Dragon Skirmisher (S) 27
Thrashing Tendriculos Brute 18 Ancient Silver Dragon Artillery (S) 28
Werebear Wildman Brute 18 Solar Soldier (E) 28
Arctic Hydra Brute (S) 18 Pig Iron Golem Brute (E) 30
Fire Hydra Brute (S) 18 Chaos Titan Brute (S) 30
Elder Copper Dragon Controller (S) 18 Reformed Titan Controller (E) 30
Shield Guardian Soldier 18 Ancient Gold Dragon Controller (S) 30
Flamestongue Behir Artillery (E) 19 Greater Avenging Triton Lord Minion 30
Elder Bronze Dragon Skirmisher (S) 19 Tomb Demilich Artillery (S) 32
Frost Titan Soldier (E) 19 Tomb Demilich Ghost Minion 32
Elder Silver Dragon Artillery (S) 20
Iron-clawed Annis Brute 20
Werebear Clan Lord Brute (E) 20
Black Annis Brute (S) 20
Legendary Gorilla Brute (S) 20
Greater Animated Shadow Minion 20
Greater Avenging Triton Minion 20
Dragon Turtle Brute 21
Snake-Headed Titan Brute (E) 21
Glabrezu Corrupter Controller (E) 21
Maelstrom Kraken Controller (S) 21
Luminescent Couatl Minion 21
Gold Einherjar Warrior Soldier 21
Summoned Gold Einherjar Soldier 21
Warrior
Astral Deva Soldier (E) 21
Gold Einherjar Champion Soldier (E) 21
Animated Gargantuan Object Brute 22
Gargantuan Animated Object Brute 22
Devil Swine Brute (E) 22
Stoneforge Golem Brute (E) 22
Elder Gold Dragon Controller (S) 22
Elder Air Elemental Minion 22
Elder Earth Elemental Minion 22
Elder Fire Elemental Minion 22
Elder Water Elemental Minion 22
Ixitxachitl Servant Minion 22
Lich Vestige Minion 22
Murderous Night Hag Minion 22
Permanent Image Minion 22
Primordial Air Titan Minion 22
Primordial Earth Titan Minion 22
Primordial Fire Titan Minion 22
Jinni Dervish Skirmisher 22
Bound Djinni Artillery 23
Jinni Windlord Artillery 23
Lernaean Hydra Brute (S) 23
Unbound Fire Elemental Artillery 24
Unbound Earth Elemental Brute 24
Unbound Water Elemental Controller 24

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4E Races and Classes
Enchanter
NPCs Power Source Arcane Role Controller
Defenses +2 Will
Hit Points 4 per level + Constitution score
Bard NPC Weapon Proficiency Dagger, quarterstaff
Power Source Arcane Role Leader Armor Proficiency Cloth
Defenses +2 Will Trained Skills Arcana plus one skill from the Enchanter
Hit Points 5 per level + Constitution score class list
Weapon Proficiency Simple melee, military melee, Class Features Arcane Implement mastery, master of
simple ranged charms, ritual casting, spellbook
Armor Proficiency Cloth, leather Implements Orbs, staffs, wands
Trained Skills Diplomacy and History plus one other
skill from the bard class list Evoker
Class Features Bardic Music, Ritual Caster Power Source Arcane Role Controller
Implements Musical Instruments Defenses +2 Will
Hit Points 4 per level + Constitution score
Barbarian NPC Weapon Proficiency Dagger, quarterstaff
Power Source Primal Role Striker Armor Proficiency Cloth
Defenses +2 Fortitude Trained Skills Arcana plus one skill from the Evoker
Hit Points 7 per level + Constitution score class list
Weapon Proficiency Simple melee, military melee, Class Features Arcane Implement mastery, ritual
simple ranged casting, spellbook
Armor Proficiency Cloth, leather, hide; light shield Implements Orbs, staffs, wands
Trained Skills Endurance plus one other skill from the
Barbarian class list Illusionist
Class Features Battle Frenzy, Bloodlust Power Source Arcane Role Controller
Defenses +2 Will
Conjurer NPC Hit Points 4 per level + Constitution score
Power Source Arcane Role Controller Weapon Proficiency Dagger, quarterstaff
Defenses +2 Will Armor Proficiency Cloth
Hit Points 4 per level + Constitution score Trained Skills Arcana plus one skill from the Illusionist
Weapon Proficiency Dagger, Quarterstaff class list
Armor Proficiency Cloth Class Features Arcane Implement mastery, master of
Trained Skills Arcana plus one other skill from the charms, ritual casting, spellbook
Conjurer class list Implements Orbs, staffs, wands
Class Features Arcane implement mastery, cantrips,
ritual caster, spellbook, summons Monk
Implements Censers, orbs, staff Power Source Ki Role Striker/Defender
Defenses +1 Fortitude, +1 Reflex, +1 Will
Druid NPC Hit Points 5 per level + Constitution score
Power Source Primal Role Striker/Controller Weapon Proficiency Simple melee
Defenses +1 Fortitude, +1 Will Armor Proficiency Cloth
Hit Points 7 per level + Constitution score Trained Skills Acrobatics plus one skill from the Monk
Weapon Proficiency Simple melee, simple ranged class list
Armor Proficiency Cloth, leather, hide Class Features Flurry of Blows, Combat Stance,
Trained Skills Nature plus one other skill from the Druid Unarmed Strike
class list
Class Features Animal companion, shapeshift, ritual
casting, stride

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4E Races and Classes
Necromancer
Power Source Arcane Role Controller
Defenses +1 Fortitude, +1 Will
Hit Points 4 per level + Constitution score
Weapon Proficiency Dagger, quarterstaff, scythe
Armor Proficiency Cloth
Trained Skills Arcana plus one skill from the Enchanter
class list
Class Features Arcane Implement mastery, ritual
casting, shadow manipulation, spellbook, undead minion
Implements Anathema, staffs, wands

Sorcerer
Power Source Arcane Role Controller
Defenses +2 Will
Hit Points 5 per level + Constitution score
Weapon Proficiency Simple melee, simple ranged
Armor Proficiency Cloth
Trained Skills Arcana plus one skill from the Enchanter
class list
Class Features Cantrips, channel arcane power, ritual
casting

Transmuter
Power Source Arcane Role Controller
Defenses +2 Will
Hit Points 4 per level + Constitution score
Weapon Proficiency Dagger, quarterstaff
Armor Proficiency Cloth
Trained Skills Arcana plus one skill from the Enchanter
class list
Class Features Arcane Implement mastery, master of
charms, ritual casting, spellbook
Implements Orbs, staffs, wands

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4E Races and Classes
Dwarven Stock: You can take dwarf racial feats if you
meet all other requirements.
Racial Traits Light Sensitivity: In an area of bright light, you are
dazed.
Derro Racial Insanity: You gain Immune charm and Resist
psychic damage equal to 5 + ½ your level.
Average Height: 4’ 3” – 4’ 9”
Average Weight: 120-160 lbs.
Svirfneblin
Ability Scores: +2 Constitution, +2 Wisdom Average Height: 2’ 6” – 3’ 9”
Size: Medium Average Weight: 30 - 50 lbs.
Speed: 5 squares
Vision: Darkvision Ability Scores: +2 Dexterity, +2 Wisdom
Size: Small
Languages: Common, undercommon Speed: 5 squares
Skill Bonuses: +2 Dungeoneering, +2 Stealth Vision: Darkvision
Derro Weapon Proficiency: You treat the aklys and
hook fauchard as military melee weapons instead of Languages: Common, undercommon
superior melee weapons. Skill Bonuses: +2 Dungeoneering, +2 Stealth
Diirinka’s Chosen: You can gain the following racial Illusion-Resistant: You gain a +5 bonus to saving
powers based on level as racial feats (you must meet throws against Illusions.
the level requirement), as shown below. You start with Svirfneblin Weapon Proficiency: You gain proficiency
the Dark Burst racial power. with war picks and shuriken.
Stealthy: You are trained in Stealth.
Dark Burst Level 1 Derro Racial Power Undetectable: You can use the undetectable ability as
At your command, the air grows dark, sucking away the an encounter power.
light.
Encounter Zone Undetectable Racial Power
Minor Action Area burst 3 in 10 squares You simply vanish from sight.
Effect: You create a cloud of darkness that blocks line Encounter
of sight, negates light sources if they are in the area and Minor Action Personal
causes targets that are in the area to be blinded. The Special: You must be trained in Stealth
area lasts until the end of your next turn. Effect: You can make a Stealth check without requiring
Sustain Minor: The zone persists until the end of your cover and gain a save at +2 against divination rituals
next turn. targeting you or the area you are in. If you make the
save, the divination fails to detect your presence.
Sound Burst Level 2 Derro Racial Power
Mad gibbering fills the air, tearing at your opponent
Daily Thunder
Standard Action Area burst 1 in 10 squares
Attack: Intelligence vs. Fortitude, Wisdom vs. Fortitude
or Charisma vs. Fortitude
Hit: 1d6 + Intelligence, Wisdom or Charisma modifier
thunder damage
Increase to 2d6 + Intelligence, Wisdom or Charisma
modifier thunder damage at 21st level

Daze Level 5 Derro Racial Power


A flash of dazzling lights covers your opponent’s sight,
dazing him.
Daily Charm
Minor Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will, Wisdom vs. Will or
Charisma vs. Will
Hit: Target is dazed until the end of your next turn.

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4E Races and Classes
actually let the player roll his damage than deal a fixed
amount. The fixed damage of minions is more a DM’s
Special Thanks tool anyway, to help speed up combat where a lot of
minions might show.
To malcolm_n of ENWorld for a wonderful base
on which to build the druid within,
To Saric of the Wizards forum for the basis of
the bard
To Vaalingrade Ashland of the Wizards forum
for the ideas for expertise.
To Asmor for his monster creator (You can find it
at
http://www.asmor.com/programs/monstermaker/index.ph
p)
Also, thanks to CwestHawk and Pyromancer999
of the Wizard’s forums for his support and advice, and to
all those who have downloaded or taken the time to look
over this document. Thanks!

Designer Notes
Conjurer
A small change was made to the conjurer since
the last edition of this document. The feat “Bonded
Summons” has been added, allowing the conjurer to
boost the effectiveness of summoned minions so they
don’t die quite so quick.

Necromancer
I’ve floated several times between whether the
Necromancer’s powers should be Arcane or Shadow. I
had set them to be Arcane so the wizard could swipe
some of his spells, but I think ultimately that thematically,
the power source should be shadow. At this time,
there’s really no penalty if it’s one way or the other.

Sorcerer
The sorcerer’s Channel Arcane Power abilities
purposely do not have the implement keyword. They
are, by design, to somewhat mimic the power of
implements themselves.

Transmuter
It is deliberate that only transmuters can gain
access to the powerful feats that allow them to assume
the abilities of monsters, even though other classes have
access to polymorph. If you want your wizard, for
example, to have access to all those good feats for his
version of Polymorph, simply multiclass into Transmuter.

Summoned Minions
It is a deliberate choice to have summoned
minions (under the various power entries) for players
have a variable damage attack instead of a fixed
damage output. Since the summoned minion is often
replicating an encounter or daily power, it’s more fun to
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