Base melee - +11 (AC), 1d4+3
Base ranged - +13 (AC), 1d4+6
At Will powers
Grasping Tide Implement, Primal
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: 1d20+14 vs. Fortitude
Hit: 1d6 + 8 damage. Until the end of your next turn, if the target leaves the burst’s area of effect, you can use an opportunity action to make a secondary attack against it.
Secondary Attack: 1d20+14 vs. Ref
Hit: You knock the target prone.
Pounce Beast form, implement, primal; melee touch, one creature
+14(Ref), 1d8+8
Target grants combat advantage to the next creature that attacks it before the end of your next turn.
Special: Can be used as basic melee attack when charging.
Savage Rend Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: 1d20+14 vs. Reflex
Hit: 1d8 + 8 damage, and you slide the target 1 square.
Special: This power can be used as a melee basic attack.
Grasping Claws Beast form, implement, primal; melee touch, one creature
+14(Ref), 1d8+8 and target is slowed to end of your next turn.
Encounter powers
Darting Bite Beast Form, Implement, Primal
Standard Action Melee touch
Target: One or two creatures
Attack: 1d20+14 vs. Reflex
Hit: 1d10 + 8 damage. If at least one of the attacks hits, you can shift 3 squares. (Primal predator makes shift equal to Dex mod)
Predator's Flurry Beast form, implement, primal; melee touch, one creature
+14(Ref), 1d6+8 and primary target is dazed to the end of your next turn.
Effect - you shift 3 squares (Dex mod due to primal predator build) and make an attack on a secondary target (may not be primary target again)
+14(Ref) 1d6+8 and secondary target is dazed to the end of your next turn. - used
Tremor Implement, primal; ranged 10, one creature
+14(Fort), 2d8+8 damage and you knock the target and any enemies adjacent to it prone. - used
Latch On Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: 1d20+14 vs. Reflex
Hit: 2d10 + 8 damage, and you grab the target.
Primal Predator: The target takes a penalty to checks to escape the grab equal to your Dexterity modifier. In this case -3.
Barkskin Primal
Minor Action Ranged 5
Target: You or one ally
Effect: Until the end of your next turn, the target gains a power bonus to AC equal to your Constitution modifier (+3).
Daily powers
Enduring Beast armour - minor - you may spend a healing surge
Black Harbinger - personal, free.
Until the end of the encounter, you can use wild shape to assume the form of a tiny raven. In this form you have a fly speed equal to your move speed and your walking speed becomes 2. You cannot attack, pick up anything or manipulate objects. You can use wild shape to change between this form, another beast form and your human form.
Winter Storm primal, zone - standard; area burst 2 within 10 squares
The burst creates a zone of difficult terrain that lasts until your next turn. While within the zone, any enemy gains vulnerable cold 5. You can end the zone as a minor action.
Sustain minor: you can sustain the zone and increase the area by 1 to a maximum of 5.
Faerie Fire Implement, Primal, Radiant
Standard Action Area burst 1 within 10
Target: Each creature in burst
Attack: 1d20+14 vs. Will
Hit: The target is slowed and grants combat advantage (save ends both).
Aftereffect: 3d6 + 5 radiant damage, and the target grants combat advantage until the end of your next turn.
Miss: 1d6 + 5 radiant damage, and the target grants combat advantage until the end of your next turn.
Roar of Terror Beast Form, Fear, Implement, Primal, Psychic
Standard Action Close blast 5
Target: Each creature in blast
Attack: 1d20+14 vs. Will
Hit: 2d6 + 5 psychic damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next tu
Sunbeam Implement, primal, radiant; area 1 within 10, every enemy in burst
+14(Will) no damage
Hit: the target is blinded (save ends)
Aftereffect - 1d10+8 radiant damage
Miss: 1d10+8 radiant damage