Large natural beast (construct, mount)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the horse if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties; Resist 5 all
Speed 8
Nimble Charger (mount)
The jade horse and its rider do not provoke opportunity attacks when charging.
Kick At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d6 + 4 damage.
Trample Encounter
Effect: The jade horse moves up to its speed and can move through enemies’ spaces during the move. Each time the horse enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.
Attack: Melee 0 (each enemy whose space the jade horse enters); your level + 3 vs. Reflex
Hit: 2d8 + 4 damage, and the enemy falls prone.
Medium fey humanoid (undead)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the handmaiden if an effect allows it to spend one.
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed 6
Shining Presence Aura 2
You gain a +2 power bonus to Insight checks while you are in the aura.
Standard Action (radiant) At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Charisma modifier radiant damage, and the target is immobilized until the end of your next turn.
Minor Action At-Will 1/round
Effect: The handmaiden either walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action (teleportation) At-Will
Trigger: An enemy hits you with a melee attack while within 10 squares of the handmaiden.
Effect: The handmaiden teleports to a square adjacent to you. You take only half damage from the triggering attack, and the handmaiden takes the other half of the damage.
Medium fey humanoid (undead)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the protector if an effect allows it to spend one.
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed 7 , fly 3 (hover)
Shining Presence Aura 2
You gain a +4 power bonus to Insight checks while you are in the aura.
Standard Action (psychic, radiant) At-Will
Attack: Close blast 3 (enemies in the blast); your level + 5 vs. Will
Hit: 2d12 + your Charisma modifier psychic and radiant damage, and the protector can push the target up to 3 squares.
Minor Action At-Will 1/round
Effect: The protector either walks, shifts, flies, runs, stands up, squeezes, or crawls.
Minor Action (psychic) Encounter
Effect: Until the end of your next turn, any enemy that ends its turn in the protector’s aura takes 5 psychic damage and a -2 penalty to attack rolls until the end of the enemy’s next turn.
Opportunity Action (psychic, teleportation) At-Will
Trigger: An enemy adjacent to you attacks you.
Effect: You and the protector teleport, swapping positions. The protector becomes the target of the attack. If the triggering attack hits the protector, it makes the following attack.
Attack: Melee 1 (the triggering enemy); your level + 5 vs. Will
Hit: 5 psychic damage, and the protector can slide the target up to 3 squares.
Medium aberrant magical beast
ummoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the thought phantom if an effect allows it to spend one
Defenses your defenses -2, not including any temporary bonuses or penalties
Speed 5
Vanish into the Void Aura 2
You gain a +2 power bonus to Stealth checks while you are in the aura. The thought phantom is invisible, so it has total concealment and combat advantage against any creature that cannot see it somehow.
Standard Action (psychic) At-Will
Attack: Melee 1 (one creature); your level + 3 vs. Will
Hit: 1d8 + your Charisma modifier damage, and ongoing 5 psychic damage (save ends).
Minor Action At-Will 1/round
Effect: The thought phantom either walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy adjacent to the thought phantom hits you.
Effect: You become invisible until the start of your next turn.
Huge aberrant magical beast
Summoned Creature
HP your healing surge value; Healing Surges none, but you can expend a healing surge for the walker if an effect allows it to spend one
Defenses your defenses +2, not including any temporary bonuses or penalties
Speed 10 (phasing)
Vanish Into the Void Aura 2
You gain a +4 power bonus to Stealth checks while you are in the aura.
Standard Action (psychic) At-Will
Attack: Melee 3 (one creature); your level + 5 vs. Will
Hit: 2d12 + your Charisma modifier psychic damage, and the target is dazed until the end of its next turn.
Minor Action At-Will 1/round
Effect: The way walker either walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action Encounter
Effect: Until the end of your next turn, any enemy that ends its turn in the way walker’s aura is pushed up to 2 squares away from it.
Minor Action At-Will
Effect: You or one ally within 2 squares of the way walker gains phasing until the end of its next turn.
Large elemental humanoid (air)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the elemental if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties.
Speed land 0 , fly 10 (hover)
Standard Action At-Will
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Wisdom modifier damage, and the target is marked by the elemental until the end of your next turn. The target is also immobilized and takes ongoing 10 damage (save ends both). This effect ends if the target is ever more than 2 squares away from the elemental.
Minor Action At-Will 1/round
Effect: The elemental either walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy that is marked by the elemental moves without shifting or uses an attack power that does not include the elemental as a target.
Effect: The elemental uses its standard action attack against the triggering enemy.
Large elemental humanoid (earth)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the elemental if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties.
Speed land 5 , burrow 5
Standard Action At-Will
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Wisdom modifier damage, and one enemy adjacent to the target takes damage equal to 10 + your Wisdom modifier. The target cannot shift and is marked by the elemental until the end of your next turn.
Minor Action At-Will 1/round
Effect: The elemental either walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy that is within 2 squares of the elemental and is marked by it moves without shifting or uses an attack power that does not include the elemental as a target.
Effect: The elemental uses its standard action attack against the triggering enemy.
Large elemental humanoid (fire)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the elemental if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties.
Speed land 8 , fly 4 (clumsy)
Standard Action (fire) At-Will
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Wisdom modifier fire damage, and the target is marked by the elemental until the end of your next turn. The target also takes ongoing 10 fire damage (save ends). The elemental can shift 1 square.
Minor Action At-Will 1/round
Effect: The elemental either walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy that is within 2 squares of the elemental and is marked by it moves without shifting or uses an attack power that does not include the elemental as a target.
Effect: The elemental uses its standard action attack against the triggering enemy.
Large elemental humanoid (water)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the elemental if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties.
Speed land 6 , swim 6
Standard Action At-Will
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
Hit: 3d8 + your Wisdom modifier damage, and the elemental pushes the target up to 2 squares and knocks it prone. The target is marked by the elemental until the end of your next turn.
Minor Action At-Will 1/round
Effect: The elemental either walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy that is within 2 squares of the elemental and is marked by it moves without shifting or uses an attack power that does not include the elemental as a target.
Effect: The elemental uses its standard action attack against the triggering enemy
Medium natural animate
Level 10 Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the defender if an effect allows it to spend one
Defenses your defenses, with a +2 bonus to AC and not including any temporary bonuses or penalties
Speed land 0 , fly 6 (hover; altitude limit 1)
Battle Blessing Aura 1
You and your allies gain a +2 power bonus to damage rolls while in the aura.
Minor Action At-Will
Effect: The defender administers first aid to an adjacent ally. It uses your Heal skill with a +2 power bonus to the check.
Minor Action At-Will 1/round
Effect: The defender crawls, flies, runs, stands up, shifts, squeezes, or walks.
Immediate Interrupt Encounter
Trigger: An ally adjacent to the defender is hit by a melee or a ranged attack.
Effect: The defender is hit by the attack instead.
Tiny fey humanoid
Level 2 Summoned Creature
HP your healing surge value; Healing Surges none, but you can spend a healing surge for the advisor if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 4 , fly 6 (altitude limit 1)
Advisor’s Acumen
The advisor gains a +2 bonus to Arcana checks, Nature checks, and Stealth checks.
Speak with Beasts
The advisor can communicate with natural beasts and fey beasts.
Minor Action Encounter
Effect: Until the end of your next turn, you can sense the world through the advisor’s senses. You gain neither line of sight nor line of effect for your powers from the advisor’s space, but you can make Perception checks from it.
Minor Action At-Will 1/round
Effect: The advisor crawls, flies, runs, stands up, shifts, squeezes, or walks.
Large fey magical beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the displacer beast if an effect allows it to spend one.
Defenses your defenses + 2, not including any temporary bonuses or penalties.
Speed land 10
Displacement (illusion)
When a melee or a ranged attack hits the displacer beast, roll a d20. On a 10 or higher, the attack misses instead. On a 9 or lower, the displacer beast loses this trait until the start of your next turn.
Standard Action At-Will
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
Hit: 3d8 + your Charisma modifier damage, and the displacer beast slides the target up to 3 squares.
Minor Action At-Will 1/round
Effect: The displacer beast shifts up to half its speed.
Minor Action At-Will 1/round
Effect: The displacer beast either walks, runs, stands up, squeezes, or crawls.
Immediate Interrupt At-Will
Trigger: An enemy within 2 squares of the displacer beast makes an attack against you.
Effect: The displacer beast uses its standard action attack against the triggering enemy.
Medium fey humanoid
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the satyr if an effect allows it to spend one.
Defenses your defenses + 2, not including any temporary bonuses or penalties.
Speed land 6
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 6 vs. AC
Hit: 1d8 + your Charisma modifier damage, and the satyr can slide the target 1 square. The target is slowed until the end of your next turn.
Minor Action (teleportation) At-Will 1/round
Effect: The satyr can teleport up to 3 squares.
Minor Action At-Will 1/round
Effect: The satyr either walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy leaves a square adjacent to the satyr without shifting, or makes a ranged attack while adjacent to the satyr.
Effect: The satyr uses its standard action attack against the triggering enemy.
Medium elemental magical beast (air, earth)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the silt elemental if an effect allows it to spend one.
Defenses your defenses +2, not including any temporary bonuses or penalties.
Speed 7
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 1d10 + 5 + your level damage, plus an additional 2d6 damage if the target is slowed or immobilized.Level 15: 3d6 damage.Level 25: 5d6 damage.
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 1d10 + 5 + your level damage, and the target is slowed until the end of your next turn.
Move Action At-Will
Effect: The silt elemental shifts 3 squares, and can shift through enemies’ spaces. The first time during this shift that the silt elemental enters an enemy’s space, that enemy takes 5 damage and is slowed until the end of your next turn.
Opportunity Action At-Will
Trigger: An enemy hits you with a melee attack while within 10 squares of the silt elemental.
Effect (Immediate Reaction): The silt elemental shifts its speed to a square adjacent to the triggering enemy, and makes either of its standard action attacks against the triggering enemy as a free action.
Small shadow humanoid
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the dark creeper if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Dancing Shadows Aura 2
You have partial concealment while you are in the aura.
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 1d6 + your Charisma modifier damage. The target takes 2d6 extra damage if the dark creeper has combat advantage against it.
Minor Action At-Will 1/round
Effect: The dark creeper either walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action At-Will 1/round
Effect: The dark creeper shifts up to 2 squares. At the end of the shift, the dark creeper gains combat advantage against each enemy adjacent to it. The combat advantage lasts until the end of the current turn.
No Action Encounter
Trigger: The dark creeper drops to 0 hit points.
Effect: Each creature adjacent to the dark creeper is blinded (save ends).
Large aberrant animate
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the doom hulk if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Child of the Void (necrotic) Aura 1
Any creature that willingly leaves the aura takes 10 necrotic damage.
Standard Action (necrotic) At-Will
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
Hit: 3d10 + your Charisma modifier necrotic damage, and you gain 10 temporary hit points. If you already have temporary hit points, you gain a +5 power bonus to your next damage roll.
Minor Action At-Will 1/round
Effect: The doom hulk either walks, shifts, runs, stands up, squeezes, or crawls.
Large shadow humanoid
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the gloom beast if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8
Disruptive Tentacles Aura 2
Enemies take a -2 penalty to attack rolls while in the aura.
Standard Action (necrotic) At-Will
Attack: Melee 3 (one creature); your level + 5 vs. Fortitude
Hit: 2d12 + your Charisma modifier necrotic damage, and the target is slowed (save ends).
Minor Action At-Will 1/round
Effect: The gloom beast either walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action (teleportation) Encounter
Effect: The gloom beast teleports adjacent to an enemy within 5 squares of you.
Immediate Reaction (necrotic) At-Will
Trigger: An enemy within 3 squares of the gloom beast attacks you.
Attack: Melee 3 (triggering enemy); your level + 5 vs. Fortitude
Hit: 10 necrotic damage, and the gloom beast pulls the target up to 2 squares.
Medium shadow beast
Summoned Creature
HP your healing surge value; Healing Surges none, but you can lose a healing surge for the beast if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 (8 while charging); insubstantial, phasing
Insubstantial
The shadow beast takes half damage from any damage source, except those that deal radiant damage.
Standard Action (fear, necrotic) At-Will
Attack: Melee 2 (one creature); your level + 4 vs. Reflex
Hit: 2d8 + Intelligence modifier necrotic damage, and the target takes a -2 penalty to attack rolls until the end of its next turn.
Minor Action At-Will 1/round
Effect: The beast either crawls, runs, stands up, shifts, squeezes, or walks.
Immediate Reaction (zone) At-Will
Trigger: The beast takes damage from an attack.
Effect: The beast creates a zone in a close burst 1. The zone is heavily obscured and lasts until the start of your next turn.
Large shadow beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can lose a healing surge for the brute if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Standard Action At-Will
Attack: Melee 2 (one or two creatures); your level + 4 vs. Reflex
Hit: 3d8 + Intelligence modifier damage, and the target is immobilized (save ends). The immobilization ends if the target ends any turn more than 2 squares away from the brute.
Minor Action At-Will 1/round
Effect: The brute either crawls, runs, stands up, shifts, squeezes, or walks.
Immediate Reaction (necrotic) At-Will
Trigger: The brute takes damage from an attack.
Attack: Melee 2 (one enemy); your level + 4 vs. Fortitude
Hit: 10 necrotic damage, and the brute pushes the target up to 5 squares and knocks it prone.
Medium shadow humanoid
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the shadow lurk if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed land 8
Mist of Shadows Aura 2
You have partial concealment while you are in the aura.
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 1d10 + your Charisma modifier damage, and the target is immobilized until the end of your next turn.
Minor Action At-Will 1/round
Effect: The shadow lurk either walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action Encounter
Effect: Each ally adjacent to the shadow lurk becomes invisible until the end of your next turn.
Small shadow beast
Summoned Creature
HP your healing surge value; Healing Surges none, but you can lose a healing surge for the serpent if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Stealthy
The serpent gains a +5 bonus to Stealth checks, and it takes no penalty to the checks for moving more than 2 squares.
Minor Action At-Will
Effect: Until the end of your turn, you can see through the serpent’s eyes. You cannot gain line of sight or line of effect for your powers from the serpent’s space, but you can make Perception checks from it.
Minor Action At-Will 1/round
Effect: The serpent either crawls, runs, stands up, shifts, squeezes, or walks.
Medium shadow animate (undead)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can lose a healing surge for the skeleton if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties; Immune disease, poison
Speed land 6
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 6 vs. AC
Hit: 2d8 + your Intelligence modifier damage, and the target cannot shift until the end of its next turn.
Minor Action At-Will 1/round
Effect: The skeleton either crawls, runs, stands up, shifts, squeezes, or walks.
Opportunity Action At-Will
Trigger: An enemy adjacent to the skeleton takes an action that provokes opportunity attacks.
Effect: The skeleton makes its standard action attack against the triggering enemy, with a +2 bonus to the attack roll and the damage roll.
Medium shadow humanoid (undead)
Summoned Creature
HP your healing surge value; Healing Surges none, but you can lose a healing surge for the wraith if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties; Immune disease, poison
Speed land 6 , fly 6 ; phasing
Insubstantial
The shadow wraith takes half damage from any damage source, except those that deal radiant damage.
Fateful Death Aura 2
Bloodied enemies grant combat advantage while in the aura. If a creature drops to 0 hit points while in the aura, the wraith gains temporary hit points equal to your Intelligence modifier.
Standard Action (necrotic) At-Will
Attack: Melee 1 (one creature); your level + 6 vs. AC
Hit: 2d10 + your Intelligence modifier necrotic damage, and the target is weakened until the end of its next turn.
Minor Action At-Will 1/round
Effect: The wraith either crawls, runs, stands up, shifts, squeezes, or walks.
Opportunity Action (necrotic) At-Will
Trigger: An enemy ends its turn adjacent to you and in the wraith’s aura.
Effect: The target takes 10 necrotic damage.
Medium shadow humanoid
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the sorrowsworn if an effect allows it to spend one.
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed land 8 , fly 10 ; phasing
Dancing Shadows Aura 2
You have partial concealment while you are in the aura.
Standard Action (necrotic, psychic) At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 2d12 + your Charisma modifier necrotic and psychic damage, and the target is weakened (save ends).
Minor Action (teleportation) Encounter
Effect: The sorrowsworn teleports up to 10 squares and becomes insubstantial until the start of your next turn.
Minor Action At-Will 1/round
Effect: The sorrowsworn either crawls, flies, runs, stands up, shifts, squeezes, or walks.
Opportunity Action (psychic) At-Will
Trigger: An enemy ends its turn adjacent to the sorrowsworn.
Attack: Melee 1 (triggering enemy); your level + 5 vs. Will
Hit: 15 psychic damage, and the target is dazed (save ends).
Medium aberrant animate
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the soul eater if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 1 , fly 8 (hover)
Soul Devourer Aura 1
When any creature drops to 0 hit points or fewer while in the aura, you gain a +2 power bonus to attack rolls until the end of your next turn.
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Fortitude
Hit: 1d10 + your Charisma modifier damage, and you gain 5 temporary hit points. If you already have temporary hit points, you instead gain a +2 power bonus to your next damage roll.
Minor Action At-Will 1/round
Effect: The soul eater either walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action (teleportation) Encounter
Effect: You teleport to a square adjacent to the soul eater.
Medium natural animate (undead)
Summoned Creature (Minion)
HP 1; a minion never takes damage from a miss.Defenses your defenses with a +2 bonus to AC, not including any temporary bonuses or penalties; Immune disease, poison; Resist 10 necrotic
Speed land 6
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 11 damage, and the target is immobilized until the end of your next turn.
Effect: Any of your other undead soldiers that are within line of effect of you make the attack against the same creature or different ones.
Opportunity Action
Trigger: An enemy that you can see and that is adjacent to an undead soldier of yours takes an action that provokes opportunity attacks.
Effect: The undead soldier makes the following attack.
Attack: Melee 1 (the triggering enemy); your level + 5 vs. AC
Hit: 11 damage.
Medium elemental humanoid (air)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the archon if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , fly 6
Gift of Wind Aura 2
You gain a +2 power bonus to Acrobatics checks while you are in the aura.
Fluttering Form
Whenever the archon takes damage from a melee attack, the attacker can slide the archon 1 square.
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 2d8 + your Charisma modifier damage, and the target is immobilized until the end of your next turn.
Minor Action At-Will 1/round
Effect: The archon walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy hits you with a melee attack while you are adjacent to the archon.
Effect: The archon pushes the triggering enemy up to 3 squares.
Large elemental magical beast (air)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the monolith if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties; Vulnerable 5 fire
Speed land 0 , fly 8 (hover)
Phantom on the Wind
The monolith becomes invisible whenever it starts your turn without an enemy adjacent to it. The invisibility lasts until the end of your next turn or until it hits or misses with an attack.
Standard Action At-Will
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Intelligence modifier damage, and the monolith can slide the target 1 square.
Standard Action Encounter
Attack: Melee 1 (one creature that can’t see the monolith); your level + 5 vs. Reflex
Hit: 4d8 + your Intelligence modifier damage, and the monolith grabs the target (escape DC 29) if it does not have a creature grabbed. Until the grab ends, the target takes ongoing 10 damage, and any ranged or melee attacks that hit the monolith deal only half damage to it and the other half to the grabbed target.
Minor Action At-Will 1/round
Effect: The monolith either walks, shifts, runs, stands up, squeezes, or crawls.
Gargantuan elemental magical beast (fire)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the chariot if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8 , fly 8 (hover)
Formed from Fire (fire) Aura 1
The aura is lightly obscured, and any enemy that ends its turn in the aura takes 10 fire damage.
Cover
The chariot grants partial cover to its occupants.
Minor Action At-Will 1/round
Effect: The chariot walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the chariot any commands by the end of your turn, the chariot moves half its speed if it can. If you are outside the chariot, it must end this movement closer to you than where it began the movement.
Medium elemental humanoid (earth)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the archon if an effect allows it to spend one
Defenses your defenses (+2 to AC and Fortitude), not including any temporary bonuses or penalties
Speed land 6 (earth walk)
Gift of Stone Aura 2
You gain a +2 power bonus to Endurance checks while you are in the aura.
Shattering Tremors
Whenever the archon takes thunder damage, it is slowed until the end of its next turn.
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 2d10 + your Charisma modifier damage, and the archon pushes the target up to a number of squares equal to your Constitution modifier.
Minor Action At-Will 1/round
Effect: The archon walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy hits you with a melee attack while you are adjacent to the archon.
Effect: The triggering enemy falls prone.
Large elemental magical beast (earth)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the monolith if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed land 5 , burrow 5
Brittle Skin
Whenever the monolith takes thunder damage, it takes a -2 penalty to all defenses until the end of your next turn.
Standard Action At-Will
Attack: Melee 2 (one creature); your level + 7 vs. AC
Hit: 2d8 + your Intelligence modifier damage, and the target cannot shift until the end of your next turn.
Minor Action At-Will 1/round
Effect: The monolith either walks, shifts, runs, stands up, squeezes, or crawls.
Immediate Reaction At-Will
Trigger: An enemy within 2 squares of the monolith attacks you.
Attack: Melee 2 (triggering enemy); your level + 7 vs. AC
Hit: 10 damage, and the target falls prone.
Huge elemental humanoid (earth, giant)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the titan if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties; Immune petrification
Speed land 6 (earth walk)
Stone Body Aura 2
You gain a +4 power bonus to Endurance checks while you are in the aura.
Standard Action At-Will
Attack: Melee 3 (one creature); your level + 7 vs. AC
Hit: 4d10 + your Charisma modifier damage.
Minor Action At-Will 1/round
Effect: The titan walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action Encounter
Effect: Until the end of your next turn, each enemy that enters the titan’s aura or starts its turn there falls prone.
Opportunity Action At-Will
Trigger: An enemy adjacent to you and within 3 squares of the titan willingly moves without shifting.
Attack: Melee 3 (triggering enemy); your level + 5 vs. Reflex
Hit: 5 damage, and the target is dazed (save ends).
Medium elemental humanoid (fire)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the archon if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties; Resist 10 fire
Speed land 7
Gift of Fire Aura 2
You gain a +2 power bonus to Intimidate checks while you are in the aura.
Guttering Flames
Whenever the archon takes cold damage, it cannot shift until the end of its next turn.
Standard Action (fire) At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 2d8 + your Charisma modifier fire damage, and the target gains vulnerable 5 fire until the end of your next turn.
Minor Action At-Will 1/round
Effect: The archon walks, shifts up to 3 squares, runs, stands up, squeezes, or crawls.
Opportunity Action (fire) At-Will
Trigger: An enemy hits you with a melee attack while it is within 7 squares of the archon.
Effect: The archon shifts up to 7 squares to a square adjacent to the triggering enemy. The enemy then takes 5 fire damage.
Large elemental magical beast (fire)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the monolith if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed land 8 , fly 4 (clumsy)
Frozen in Place
Whenever the monolith takes cold damage, it cannot shift until the end of your next turn.
Heart of Flame (fire)
Whenever an enemy adjacent to the monolith misses you or it with an attack, that enemy takes 10 fire damage.
Standard Action (fire) At-Will
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
Hit: Ongoing 15 fire damage (save ends).
Minor Action At-Will 1/round
Effect: The monolith either walks, shifts, runs, stands up, squeezes, or crawls.
Huge elemental humanoid (fire, giant)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the titan if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8
Agile Flames Aura 2
You gain a +4 power bonus to Acrobatics checks while you are in the aura.
Standard Action (fire) At-Will
Attack: Melee 3 (one creature); your level + 7 vs. AC
Hit: 4d10 + your Charisma modifier fire damage.
Minor Action At-Will 1/round
Effect: The titan walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action (fire) Encounter
Effect: Until the end of your next turn, each enemy that ends its turn in the titan’s aura takes 10 fire damage.
Opportunity Action (fire) At-Will
Trigger: An enemy ends its turn adjacent to you and within 5 squares of the titan.
Attack: Ranged 5 (triggering enemy); your level + 5 vs. Reflex
Hit: 10 damage, and ongoing 10 fire damage (save ends).
Small elemental magical beast (air, fire)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the zephyr if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , fly 6
Dust and Smoke Aura 1
Allies in the aura have partial concealment. You gain a +2 power bonus to damage rolls against enemies in the aura. At 11th level, this bonus increases to +3. It increases to +4 at 21st level.
Standard Action (fire) At-Will
Attack: Close burst 1 (creatures in the burst); your level + 5 vs. Reflex
Hit: 1d6 + your highest ability modifier fire damage, and you can slide the target 1 square. Level 21: 2d6 + your highest ability modifier fire damage.
Minor Action At-Will (1/round)
Effect: The zephyr crawls, runs, stands up, shifts, squeezes, or walks.
Resist: fire 10
Huge elemental humanoid (cold, giant)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the titan if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8 (ice walk)
Icy Strength Aura 2
You gain a +4 power bonus to Athletics checks while you are in the aura.
Standard Action (cold) At-Will
Attack: Melee 3 (one creature); your level + 7 vs. AC
Hit: 4d10 + your Charisma modifier cold damage.
Minor Action At-Will 1/round
Effect: The titan walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action (cold) Encounter
Effect: Until the end of your next turn, the titan’s aura is difficult terrain for enemies that lack ice walk, and each enemy that ends its turn in the aura takes 10 cold damage.
Opportunity Action At-Will
Trigger: An enemy adjacent to you and within 3 squares of the titan willingly moves without shifting.
Attack: Melee 3 (triggering enemy); your level + 5 vs. Fortitude
Hit: 5 damage, the titan pushes the target up to 3 squares, and the target is immobilized (save ends).
Large elemental humanoid (air)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the invisible stalker if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , fly 6 (hover)
Keen Senses Aura 2
You gain a +5 power bonus to Perception checks while in the aura.
Natural Invisibility
The invisible stalker is invisible to creatures more than 1 square away from it.
Standard Action At-Will
Requirement: The invisible stalker must not be grabbing a creature.
Attack: Melee 2 (one creature); your level + 5 vs. AC
Hit: 2d10 + your Intelligence modifier damage, and the target is grabbed (escape DC 24). Until the grab ends, the target takes ongoing 5 damage and grants combat advantage.
Minor Action At-Will 1/round
Effect: The invisible stalker either walks, shifts, runs, stands up, squeezes, crawls, or flies.
Opportunity Action At-Will
Trigger: An adjacent enemy misses the invisible stalker with an attack.
Effect: The invisible stalker can shift 1 square.
Huge elemental humanoid (aquatic, giant)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the titan if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8 , fly 4 , swim 8
Storm Sight Aura 2
You gain a +4 power bonus to Perception checks while you are in the aura.
Aquatic
The titan can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
Standard Action (lightning, thunder) At-Will
Attack: Melee 3 (one creature); your level + 7 vs. AC
Hit: 4d10 + your Charisma modifier lightning and thunder damage.
Minor Action At-Will 1/round
Effect: The titan walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action (lightning, thunder) Encounter
Effect: Until the end of your next turn, each enemy that ends its turn in the titan’s aura takes 10 lightning and thunder damage.
Opportunity Action (lightning) At-Will
Trigger: An enemy ends its turn adjacent to you and within 5 squares of the titan.
Attack: Ranged 5 (triggering enemy); your level + 5 vs. Reflex
Hit: 5 lightning damage, and the target is dazed (save ends).
Medium elemental humanoid (aquatic, water)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the archon if an effect allows it to spend one
Defenses your defenses (+2 to AC and Reflex), not including any temporary bonuses or penalties
Speed land 6 , swim 6
Gift of Water Aura 2
You gain a +2 power bonus to Athletics checks while you are in the aura.
Aquatic
The archon can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
Frozen Waves
Whenever the archon takes cold damage, it is slowed until the end of its next turn.
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 1d10 + your Charisma modifier damage, and ongoing 5 damage (save ends).
Minor Action At-Will 1/round
Effect: The archon walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy hits you with a melee attack while you are adjacent to the archon.
Effect: The archon slides the triggering enemy up to 2 squares.
Large elemental magical beast (water)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the monolith if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed land 6 , swim 6
Aquatic
The monolith can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against creatures that lack the aquatic keyword.
Sensitive to Cold
Whenever the monolith takes cold damage, it gains vulnerable 5 against the next attack that hits it before the end of your next turn.
Standard Action
Attack: 2 (one creature); your level + 5 vs. Fortitude
Hit: 2d6 + your Intelligence modifier damage, and the monolith pushes the target up to 3 squares.
Standard Action Encounter
Attack: Close blast 3 (creatures in the blast); your level + 5 vs. Fortitude
Hit: 4d6 + your Intelligence modifier damage, and the monolith pushes the target up to 2 squares and knocks it prone.
Minor Action At-Will 1/round
Effect: The monolith either walks, shifts, runs, stands up, squeezes, or crawls.
Large natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the wyrmling if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8 , fly 8
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the wyrmling marks the target until the end of your next turn.
Standard Action (lightning) Encounter
Attack: Close blast 5 (creatures in the blast); your level + 5 vs. Reflex
Hit: 4d10 + your Wisdom modifier lightning damage, and the target is dazed until the end of your next turn.
Minor Action 1/round
Effect: The wyrmling either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the wyrmling any commands by the end of your turn, it uses its melee attack power against an adjacent enemy if it can, preferring an enemy marked by it. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the wyrmling marks the target until the end of your next turn.
Large natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the bulette if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , burrow 6
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target is slowed until the end of your next turn.
Standard Action Encounter
Attack: Close burst 1 (creatures in the burst); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target falls prone.
Minor Action At-Will 1/round
Effect: The bulette either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the bulette any commands by the end of your turn, it uses its melee attack power against an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Medium natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the hawk if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , fly 8
Standard Action At-Will
Effect: Before the attack, the hawk shifts up to 2 squares.
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Wisdom modifier damage, and the hawk can slide the target 1 square.
Minor Action At-Will 1/round
Effect: The hawk either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the hawk any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Large natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the roc if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8 , fly 8
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target is grabbed if the roc has fewer than two creatures grabbed. The grab lasts until the end of your next turn.
Sustain Minor: The grab persists on any creature grabbed by the roc until the end of your next turn.
Minor Action At-Will 1/round
Effect: The roc either walks, shifts, runs, stands up, squeezes, or crawls. If the roc has a Large or smaller creature grabbed, it can pull the grabbed creature with it. The creature remains grabbed, and the roc does not provoke opportunity attacks from the grabbed creature for this movement.
Instinctive Effect
If you haven’t given the roc any commands by the end of your turn, it sustains a grab if it is grabbing a creature. If it is not grabbing a creature, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Large natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the bear if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Fortitude
Hit: 4d8 + your Wisdom modifier damage, and the bear pushes the target up to 3 squares.
Minor Action At-Will 1/round
Effect: The bear either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the dire bear any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Large natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the lion if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target falls prone.
Standard Action (fear, thunder) Encounter
Attack: Close burst 2 (enemies in the burst); your level + 5 vs. Will
Hit: 5d8 + your Wisdom modifier thunder damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Minor Action At-Will 1/round
Effect: The lion either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the lion any commands by the end of your turn, it uses its melee attack power against an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Medium natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the cobra if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed
Standard Action (poison) At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 1d6 + your Wisdom modifier damage plus 2d6 poison damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Minor Action At-Will 1/round
Effect: The cobra either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the cobra any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Medium natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the bear if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Wisdom modifier damage, and the target is grabbed if the bear has no creatures grabbed. The grab lasts until the end of your next turn.
Sustain Minor: The grab persists until the end of your next turn.
Minor Action At-Will 1/round
Effect: The bear either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the bear any commands by the end of your turn, it sustains a grab if it is grabbing a creature. If it is not grabbing a creature, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Large natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the tiger if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Standard Action At-Will
Effect: The tiger shifts up to 2 squares.
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 4d8 + your Wisdom modifier damage, and the target falls prone.
Minor Action 1/round
Effect: The tiger either walks, shifts, runs, stands up, squeezes, or crawls. If the tiger has either superior cover or total concealment when it ends this movement, it can make a Stealth check to hide with a +15 power bonus to the check.
Instinctive Effect
If you haven’t given the tiger any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Medium natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the wolf if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 1d10 + your Wisdom modifier damage, and the target falls prone.
Minor Action At-Will 1/round
Effect: The wolf either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the wolf any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Large natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the behemoth if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Fortitude
Hit: 4d8 + your Wisdom modifier damage.
Effect: If the target ends its next turn within 2 squares of the behemoth, the behemoth shifts 1 square as a free action to a square adjacent to the target and deals 15 damage to it.
Minor Action At-Will 1/round
Effect: The behemoth either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the behemoth any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Medium fey humanoid
Summoned Creature
HP your healing surge value; Healing Surges none, but you can lose a healing surge for the guard if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6
Standard Action (weapon) At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 1d8 + highest ability modifier damage. Level 21: 2d8 + highest ability modifier damage.
Move Action (teleportation) Encounter
Effect: The guard teleports up to 6 squares.
Immediate Interrupt At-Will
Trigger: You are hit by a melee attack or a ranged attack while the guard is adjacent to you.
Effect: The attack hits the guard instead of you.
Large natural beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the scorpion if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Standard Action (poison) At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 2d8 + your Wisdom modifier poison damage, and the target is immobilized and takes ongoing 10 poison damage (save ends both).
Minor Action At-Will 1/round
Effect: The scorpion either walks, shifts, runs, stands up, squeezes, or crawls.
Instinctive Effect
If you haven’t given the scorpion any commands by the end of your turn, it attacks an adjacent enemy if it can. Otherwise, it moves up to its speed to a square adjacent to an enemy.
Huge fey beast
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the protector if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6
Eyes of the Woodland Aura 2
You gain a +4 power bonus to Perception checks while you are in the aura.
Standard Action (cold) At-Will
Attack: Close burst 1 (enemies in the burst); your level + 5 vs. Fortitude
Hit: 2d12 + your Charisma modifier cold damage, and the target is immobilized until the end of its next turn.
Minor Action At-Will 1/round
Effect: The protector either walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action (necrotic) Encounter
Effect: Until the end of your next turn, any enemy that ends its turn in the protector’s aura takes10 necrotic damage and is slowed until the end of the enemy’s next turn.
Opportunity Action (cold) At-Will
Trigger: An enemy adjacent to you and within 3 squares of the protector moves.
Attack: Melee 3 (the triggering enemy); your level + 5 vs. Reflex
Hit: 10 cold damage, and the target is slowed (save ends).
Large immortal humanoid
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the servitor if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 8 , fly 8
Hell's Dark Presence Aura 2
You gain a +4 power bonus to Intimidate checks while you are in the aura.
Standard Action (fire) At-Will
Attack: Melee 2 (one creature); your level + 5 vs. Reflex
Hit: 4d10 + your Charisma modifier fire damage.
Minor Action At-Will 1/round
Effect: The servitor either walks, shifts, runs, stands up, squeezes, or crawls.
Minor Action (fear) Encounter
Effect: Until the end of your next turn, any enemy takes a –2 penalty to attack rolls while in the servitor’s aura.
Opportunity Action (poison) At-Will
Trigger: An enemy ends its turn adjacent to you and within 2 squares of the servitor.
Attack: Melee 2 (the triggering enemy); your level + 5 vs. Fortitude
Hit: 10 damage, and ongoing 10 poison damage (save ends).
Medium immortal humanoid
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the lackey if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 6 , fly 6 (hover)
Hell's Dark Presence Aura 2
You gain a +2 power bonus to Intimidate checks while you are in the aura.
Standard Action At-Will
Attack: Ranged 10 (one creature); your level + 5 vs. Reflex
Hit: 1d8 + your Charisma modifier damage, and ongoing 5 poison damage (save ends).
Minor Action At-Will 1/round
Effect: The lackey either walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An enemy ends its turn adjacent to you.
Attack: Ranged 10 (the triggering enemy); your level + 5 vs. Reflex
Hit: 5 damage.
Medium fey humanoid (plant)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the guardian if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties
Speed 5
Eyes of the Woodland Aura 2
You gain a +2 power bonus to Perception checks while you are in the aura.
Standard Action At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Fortitude
Hit: 2d8 + your Charisma modifier damage, and the target falls prone.
Minor Action At-Will 1/round
Effect: The guardian either walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action (teleportation) At-Will
Trigger: An enemy hits you with a melee attack while within 10 squares of the guardian.
Effect (Immediate Interupt): The guardian teleports to a square adjacent to the triggering enemy, the attack targets the guardian instead of you, and the attack hits it.
Tiny elemental magical beast (earth)
Summoned Creature
HP your bloodied value; Healing Surges none, but you can expend a healing surge for the earth-friend if an effect allows it to spend one
Defenses your defenses -2, not including any temporary bonuses or penalties
Speed land 5 , burrow 5
Earth Glide
The earth-friend can pass through earth and rock as if it were phasing.
Nonthreatening
The earth-friend cannot flank.
Standard Action (teleportation) At-Will
Effect: The earth-friend teleports to a square adjacent to you, without needing line of sight.
Minor Action At-Will 1/round
Effect: The guardian walks, shifts, runs, stands up, squeezes, or crawls.
Medium Shadow Humanoid
Summoned Creature (Minion)
HP 1; a missed attack never damages a minion.Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 phasing
Shadowy Invisibility
The servant is invisible in dim light.
Shadow Touch (necrotic) At-Will
Attack: Melee 1 (one creature); your level + 5 vs. Reflex
Hit: 3 + your Charisma modifier necrotic damage, and the target is slowed until the end of your next turn.
Medium shadow animate (undead)
Level 12 Summoned Creature
HP 40; Healing Surges none, but you can lose a healing surge for the creature if an effect allows it to spend one
AC 28, Fortitude 24, Reflex 26, Will 22
Speed land 7
Standard Action At-Will
Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d8 + 11 damage, and the target is marked until the end of the skeletal warrior’s next turn.
Minor Action At-Will 1/round
Effect: The skeletal warrior walks, shifts, runs, stands up, squeezes, or crawls.
Opportunity Action At-Will
Trigger: An adjacent enemy marked by the skeletal warrior shifts or uses an attack power that doesn’t target the skeletal warrior.
Attack: Melee 1 (triggering enemy); +17 vs. AC
Hit: 2d8 + 11 damage.