25th Dwarf Warrior
Init +14; Speed 5
HP: 185 / 90 / 45 Surge
AC 44 Fort 37 Ref 33 Will 32
(M) +5 Lightning Battleaxe: +27 vs AC; 15 damage
Healing Surge: Minor Action; heal 45 hit points
Combat Advantage: When striking a target, choose to mark that target. A marked target takes -2 to attack. If the target attacks someone other than you or shifts you can make a basic melee attack against the target.
Tide of Iron: +27 vs AC; 25 damage and push the target 2 squares.
Supremacy of Steel: +28 vs AC; 45 damage and target is limited to basic melee attacks until end of next turn.
Hack n' Slash: +27 vs AC; 40 damage
No Surrender: When your hit points reach 0 you regain half your hit points with -2 to attack until end of encounter.
Reaving Strike: +27 vs AC; 45 damage and push the target 1 square.
Mountain Breaking Blow: +27 vs AC; 35 damage and push the target 3 square. You can shift the same distance as long as you end adjacent to the target.
Lighting Battleaxe; instant; +10 lightning damage to next attack
Fireburst Armor: instant; until the end of your next turn, any creature that hits you with a melee attack takes 10 fire damage
25th Elf Warlock
Init: +14; Speed 6
HP: 165 / 80 Surge: 40
AC 37 Fort 36 Reflex 33 Will 37
Resist 10 Necrotic
(M): +20 vs AC; 10 damage
Elven Precision: Reroll one attack roll per encounter and take the new result.
Curse: minor; curse nearest target; 5 damage and +10 damage vs cursed target until end of combat.
Eldritch Blast: standard; one target within range 10; +27 vs Reflex; 25 damage
Thirteen Blissful Stars: +26 vs Will; 40 fire and psychic damage and target is stunned until end of next turn; half on miss and no stun.
Dark Transport: +26 vs Will; 30 damage and you can swap places with the target and shift 2 squares.
Entropic Ward: Until the end of your next turn, anyone who attacks you must roll twice and take the lower result. Every time an enemy misses you gain a +1 power bonus to next attack.
Dilusions of Loyalty: +26 vs Will; On its next turn, the target uses its standard attack to make a basic attack against the last creature to attack you since its last turn. If it has not attacked, it loses its standard action.
Thirsting Tendrils: +26 vs Fortitude; 20 damage and you heal 40 hit points
25th Dragonborn Cleric
Init: +14; Speed 5
HP: 145 / 70 / 35
AC 42 Fort 36 Ref 33 Will 37
(M): +27 vs AC; 20 + 10 radiant
Electric Breath: Minor; Burst 5; +27 vs Reflex; 10 electric damage
Healing Word: Twice per encounter; ally within 5 heals surge + 10
Turn Undead: undead within burst 8; +26 vs Will; 45 radiant damage and push the target 5 and target is immobile until the end of your next turn.
Lance of Faith: range 5; +26 vs Reflex; 20 radiant damage and one ally you can see gains +2 against your target.
Sacred Word: close burst 5; +26 vs Fort; 35 psychic damage and target is stunned
Astral Blades of Death: range 10; +26 vs Reflex; 35 radiant damage
Purify: Any effect that a save can end is removed from each ally within burst 5.
Indomitable Spirit: +27 vs AC; 25 radiant damage and each ally within 5 heals 1/4 their hit points.
Blinding Light: +27 vs Fort; 20 radiant damage and target is blinded until end of your next turn.
Ghostphase Armor: Become insubstantial until the end of your next turn.
Symbol of Battle: Free action; +10 radiant damage to your next attack.
25th Halfling Rogue
Init: +18 Speed 6
HP 146 / 73 / 36
AC 34 Fort 33 Reflex 37 Will 36
(M): +23; 15 damage and 5 cold
Halfling's Luck: Force the opponent to re-roll one attack per encounter and use the new result.
Sneak Attack: +15 damage when Rogue has combat advantage on target.
Sly Flourish: +27 vs AC; 20 damage
Deep Dagger Wound: +27 vs AC; 20 damage and ongoing 10 damage, save ends. 15 damage on miss.
Ghost on the Wind: +27 vs Will; 25 damage and you have combat advantage against this target until the end of your next turn.
Scorpion Strike: Instant when an ally strikes an enemy adjacent to you; +27 vs AC; 15 damage and shift 5.
Dazzling Acrobatics; move action; shift twice your speed.
Snake's Retreat: +27 vs AC; 25 damage; When the target makes a melee attack against you, you may shift 1 as an immediate interrupt.
Duelist Dagger: Minor Action; You have combat advantage against your next target.
Shadowflow Armor: Minor action; Gain concealment until the end of your next turn.
Eladrin Wizard Lich (24)
Init +14 Speed 6
AC 38 Fort 33 Ref 38 Will 38 Saves +2
HP 360/180
Immune disease, poison; resist 10 necrotic
Action Points 1
Shadow Ray: range 20; +28 vs Reflex; 20 necrotic damage
Necrotic Orb: range 20; +28 vs Fort; 20 necrotic damage and target is stunned until end of lich's next turn
Entropic Pulse: burst 2 within 20; +28 vs Reflex; 25 necrotic
Second Wind: Lich spends a healing surge and regains 90 hitpoints and +2 to all defenses until the start of its next turn.
Death Knight (25)
Init +16 speed 5
AC 41 Fort 39 Ref 34 Will 37
HP 370/185
Immune disease, poison; resist 15 necrotic; vulnerable 15 radiant
saving throws +2
Action Point 1
M Soulsword: +31 vs AC; 20 damage + 5 necrotic
Valiant Strike: +31 vs AC; 25 + 5 necrotic
Terrifying Smite: +31 vs AC; 30 damage and target is pushed 5 squares and cannot move close to the death knight on its next turn.
Divine Challenge; minor; range 5; The target is marked until death knight uses this power against another target. If the target makes an attack that doesn't include the death knight, the target takes a -2 penalty on the attack and 15 necrotic damage.
Unholy Flames: Close Burst 2; +27 vs Reflex; 45 fire and necrotic damage
Second Wind: Standard; Heal 90 hitpoints.
Abyssal Ghoul Myrmidons
Init +17 speed 8
AC 35 Fort 35 Ref 34 Will 31
HP 1; a missed attack never damages a minion
Claws: +26 vs AC; 10 damage and target is immobilized; save ends
Dead Blood: When killed; burst 1; 5 necrotic damage
Death Titan (25)
Init +18 Speed 8
HP 575 / 285
AC 39 Fort 42 Ref 38 Will 35
Resist 30 necrotic
+2 saving throws
1 Action Point
M Great Axe: Reach 3: +28 vs AC; 20 damage
Double Attack: The death titan makes two melee attacks
Soulfire Burst: Close Burst 1; +26 vs Ref; 20 necrotic damage;
Aspect of Orcus
Initiative +15 Speed 6 Fly 8
HP 560 / 280
AC 37 Fort 39 Ref 35 Will 36
Imm disease, poison; resist 20 necrotic Resist 10 Fire, Cold, Elec
Saving Throw +2
Action Points 1
Skull Mace: +27 vs AC; 20 and target is weakened; save ends
Aura of Death: enemies that enter or start their turns within 10 squares of Orcus taken 5 necrotic or 10 necrotic when orcus is bloodied.
Tail Lash; immediate when an enemy moves or shifts into a square adjacent to Orcus; +27 vs AC; 20 damage and target is knocked prone
Deathpriest Hierophant
Initiative +11 Speed 5
HP 380 / 190
AC 35 Fort 35 Reflex 32 Will 37
Resist 10 necrotic
Saving Throw +2
Action Point 1
Mace: +24 vs AC; 10 + ongoing 10 necrotic; save ends
Vision of Death: Range 10; +24 vs Will; 15 psychic damage and target is dazed; save ends
Word of Orcus; close burst 5; +24 vs Fort; 15 necrotic damage and target is stunned; save ends
Init +14; Speed 5
HP: 185 / 90 / 45 Surge
AC 44 Fort 37 Ref 33 Will 32
(M) +5 Lightning Battleaxe: +27 vs AC; 15 damage
Healing Surge: Minor Action; heal 45 hit points
Combat Advantage: When striking a target, choose to mark that target. A marked target takes -2 to attack. If the target attacks someone other than you or shifts you can make a basic melee attack against the target.
Tide of Iron: +27 vs AC; 25 damage and push the target 2 squares.
Supremacy of Steel: +28 vs AC; 45 damage and target is limited to basic melee attacks until end of next turn.
Hack n' Slash: +27 vs AC; 40 damage
No Surrender: When your hit points reach 0 you regain half your hit points with -2 to attack until end of encounter.
Reaving Strike: +27 vs AC; 45 damage and push the target 1 square.
Mountain Breaking Blow: +27 vs AC; 35 damage and push the target 3 square. You can shift the same distance as long as you end adjacent to the target.
Lighting Battleaxe; instant; +10 lightning damage to next attack
Fireburst Armor: instant; until the end of your next turn, any creature that hits you with a melee attack takes 10 fire damage
25th Elf Warlock
Init: +14; Speed 6
HP: 165 / 80 Surge: 40
AC 37 Fort 36 Reflex 33 Will 37
Resist 10 Necrotic
(M): +20 vs AC; 10 damage
Elven Precision: Reroll one attack roll per encounter and take the new result.
Curse: minor; curse nearest target; 5 damage and +10 damage vs cursed target until end of combat.
Eldritch Blast: standard; one target within range 10; +27 vs Reflex; 25 damage
Thirteen Blissful Stars: +26 vs Will; 40 fire and psychic damage and target is stunned until end of next turn; half on miss and no stun.
Dark Transport: +26 vs Will; 30 damage and you can swap places with the target and shift 2 squares.
Entropic Ward: Until the end of your next turn, anyone who attacks you must roll twice and take the lower result. Every time an enemy misses you gain a +1 power bonus to next attack.
Dilusions of Loyalty: +26 vs Will; On its next turn, the target uses its standard attack to make a basic attack against the last creature to attack you since its last turn. If it has not attacked, it loses its standard action.
Thirsting Tendrils: +26 vs Fortitude; 20 damage and you heal 40 hit points
25th Dragonborn Cleric
Init: +14; Speed 5
HP: 145 / 70 / 35
AC 42 Fort 36 Ref 33 Will 37
(M): +27 vs AC; 20 + 10 radiant
Electric Breath: Minor; Burst 5; +27 vs Reflex; 10 electric damage
Healing Word: Twice per encounter; ally within 5 heals surge + 10
Turn Undead: undead within burst 8; +26 vs Will; 45 radiant damage and push the target 5 and target is immobile until the end of your next turn.
Lance of Faith: range 5; +26 vs Reflex; 20 radiant damage and one ally you can see gains +2 against your target.
Sacred Word: close burst 5; +26 vs Fort; 35 psychic damage and target is stunned
Astral Blades of Death: range 10; +26 vs Reflex; 35 radiant damage
Purify: Any effect that a save can end is removed from each ally within burst 5.
Indomitable Spirit: +27 vs AC; 25 radiant damage and each ally within 5 heals 1/4 their hit points.
Blinding Light: +27 vs Fort; 20 radiant damage and target is blinded until end of your next turn.
Ghostphase Armor: Become insubstantial until the end of your next turn.
Symbol of Battle: Free action; +10 radiant damage to your next attack.
25th Halfling Rogue
Init: +18 Speed 6
HP 146 / 73 / 36
AC 34 Fort 33 Reflex 37 Will 36
(M): +23; 15 damage and 5 cold
Halfling's Luck: Force the opponent to re-roll one attack per encounter and use the new result.
Sneak Attack: +15 damage when Rogue has combat advantage on target.
Sly Flourish: +27 vs AC; 20 damage
Deep Dagger Wound: +27 vs AC; 20 damage and ongoing 10 damage, save ends. 15 damage on miss.
Ghost on the Wind: +27 vs Will; 25 damage and you have combat advantage against this target until the end of your next turn.
Scorpion Strike: Instant when an ally strikes an enemy adjacent to you; +27 vs AC; 15 damage and shift 5.
Dazzling Acrobatics; move action; shift twice your speed.
Snake's Retreat: +27 vs AC; 25 damage; When the target makes a melee attack against you, you may shift 1 as an immediate interrupt.
Duelist Dagger: Minor Action; You have combat advantage against your next target.
Shadowflow Armor: Minor action; Gain concealment until the end of your next turn.
Eladrin Wizard Lich (24)
Init +14 Speed 6
AC 38 Fort 33 Ref 38 Will 38 Saves +2
HP 360/180
Immune disease, poison; resist 10 necrotic
Action Points 1
Shadow Ray: range 20; +28 vs Reflex; 20 necrotic damage
Necrotic Orb: range 20; +28 vs Fort; 20 necrotic damage and target is stunned until end of lich's next turn
Entropic Pulse: burst 2 within 20; +28 vs Reflex; 25 necrotic
Second Wind: Lich spends a healing surge and regains 90 hitpoints and +2 to all defenses until the start of its next turn.
Death Knight (25)
Init +16 speed 5
AC 41 Fort 39 Ref 34 Will 37
HP 370/185
Immune disease, poison; resist 15 necrotic; vulnerable 15 radiant
saving throws +2
Action Point 1
M Soulsword: +31 vs AC; 20 damage + 5 necrotic
Valiant Strike: +31 vs AC; 25 + 5 necrotic
Terrifying Smite: +31 vs AC; 30 damage and target is pushed 5 squares and cannot move close to the death knight on its next turn.
Divine Challenge; minor; range 5; The target is marked until death knight uses this power against another target. If the target makes an attack that doesn't include the death knight, the target takes a -2 penalty on the attack and 15 necrotic damage.
Unholy Flames: Close Burst 2; +27 vs Reflex; 45 fire and necrotic damage
Second Wind: Standard; Heal 90 hitpoints.
Abyssal Ghoul Myrmidons
Init +17 speed 8
AC 35 Fort 35 Ref 34 Will 31
HP 1; a missed attack never damages a minion
Claws: +26 vs AC; 10 damage and target is immobilized; save ends
Dead Blood: When killed; burst 1; 5 necrotic damage
Death Titan (25)
Init +18 Speed 8
HP 575 / 285
AC 39 Fort 42 Ref 38 Will 35
Resist 30 necrotic
+2 saving throws
1 Action Point
M Great Axe: Reach 3: +28 vs AC; 20 damage
Double Attack: The death titan makes two melee attacks
Soulfire Burst: Close Burst 1; +26 vs Ref; 20 necrotic damage;
Aspect of Orcus
Initiative +15 Speed 6 Fly 8
HP 560 / 280
AC 37 Fort 39 Ref 35 Will 36
Imm disease, poison; resist 20 necrotic Resist 10 Fire, Cold, Elec
Saving Throw +2
Action Points 1
Skull Mace: +27 vs AC; 20 and target is weakened; save ends
Aura of Death: enemies that enter or start their turns within 10 squares of Orcus taken 5 necrotic or 10 necrotic when orcus is bloodied.
Tail Lash; immediate when an enemy moves or shifts into a square adjacent to Orcus; +27 vs AC; 20 damage and target is knocked prone
Deathpriest Hierophant
Initiative +11 Speed 5
HP 380 / 190
AC 35 Fort 35 Reflex 32 Will 37
Resist 10 necrotic
Saving Throw +2
Action Point 1
Mace: +24 vs AC; 10 + ongoing 10 necrotic; save ends
Vision of Death: Range 10; +24 vs Will; 15 psychic damage and target is dazed; save ends
Word of Orcus; close burst 5; +24 vs Fort; 15 necrotic damage and target is stunned; save ends
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