Goblin NPCs [Level 4]
Goblin Battle Cleric [Level 4 Controller (Leader)]
Small natural humanoid [XP 175]
Initiative +3; Senses Perception +4; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 16, Reflex 15, Will 17
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target until
the end of the goblin cleric’s next turn.
- ○ [M] Split the Sky (standard) ✦ Thunder, Weapon
- +8 vs. Fortitude; 1d8 + 4 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +8 vs. AC; 2d8 + 4 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The goblin cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ Healing Word (minor) ✦ Healing
- The goblin cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ● Goblin Tactics (immediate reaction)
- When the goblin cleric is missed by a melee attack.
The goblin cleric shifts 1 square.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The goblin cleric gains a +1 bonus to the goblin cleric’s next attack roll or saving throw before the end of the goblin cleric’s
next turn.
Skills Heal +9, Religion +7
Str 17 (+5); Dex 13 (+3); Wis 15 (+4);
Con 12 (+3); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Devoted Cleric [Level 4 Controller (Leader)]
Small natural humanoid [XP 175]
Initiative +3; Senses Perception +5; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 14, Reflex 15, Will 18
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the goblin cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the goblin cleric can see gains combat advantage
against the target until the end of the goblin cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Will; 3d8 + 4 radiant damage, and the target gains vulnerability 5 to all the goblin cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The goblin cleric or one creature touched by the goblin cleric regains hit points as if spending a healing surge.
- ○○ Healing Word (minor) ✦ Healing
- The goblin cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ● Goblin Tactics (immediate reaction)
- When the goblin cleric is missed by a melee attack.
The goblin cleric shifts 1 square.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The goblin cleric gains a +1 bonus to the goblin cleric’s next attack roll or saving throw before the end of the goblin cleric’s
next turn.
Skills Heal +10, Religion +7
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Greatweapon Fighter [Level 4 Soldier]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +3; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 20; Fortitude 18, Reflex 16, Will 14
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage. Miss: 3 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 6 damage.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +8 vs. AC; 3d10 + 4 damage. Miss: The power is not expended.
- □ Unstoppable (minor) ✦ Healing
- The goblin fighter gains 2d6 + 2 temporary hit points.
- ● Goblin Tactics (immediate reaction)
- When the goblin fighter is missed by a melee attack.
The goblin fighter shifts 1 square.
- Combat Challenge
- Every time the goblin fighter attacks an enemy, the goblin fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the goblin fighter’s next turn. If the marked creature makes an attack that doesn’t include
the goblin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the goblin fighter and shifts or makes an attack that does not include the goblin fighter, the goblin fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +10, Intimidate +8
Str 17 (+5); Dex 15 (+4); Wis 12 (+3);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Goblin Guardian Fighter [Level 4 Soldier]
Small natural humanoid [XP 175]
Initiative +5; Senses Perception +3; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 22; Fortitude 18, Reflex 19, Will 14
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8), and the target is pushed 1 square if it is the goblin fighter’s size, smaller than
the goblin fighter, or one size category larger. The goblin fighter can shift into the space that the target occupied.
- ○ [M] Dance of Steel (standard) ✦ Weapon
- +8 vs. AC; 2d8 + 4 damage (crit 20 + 1d8), and the target is immobilized until the end of the goblin fighter’s next turn.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +8 vs. AC; 2d8 + 4 damage (crit 20 + 1d8), and the goblin fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The goblin fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the goblin fighter.
- ● Goblin Tactics (immediate reaction)
- When the goblin fighter is missed by a melee attack.
The goblin fighter shifts 1 square.
- Combat Challenge
- Every time the goblin fighter attacks an enemy, the goblin fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the goblin fighter’s next turn. If the marked creature makes an attack that doesn’t include
the goblin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the goblin fighter and shifts or makes an attack that does not include the goblin fighter, the goblin fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +8, Intimidate +8
Str 17 (+5); Dex 17 (+5); Wis 12 (+3);
Con 13 (+3); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Avenging Paladin [Level 4 Soldier]
Small natural humanoid [XP 175]
Initiative +3; Senses Perception +3; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 21; Fortitude 17, Reflex 16, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +9 vs. AC; 1d8 + 4 radiant damage. If the goblin paladin has marked the target, the goblin paladin gains a +1 bonus to the
damage roll.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +9 vs. AC against one or two targets; 1d8 + 4 damage, and the target is marked until the end of the goblin paladin’s next
turn.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +9 vs. AC; 3d8 + 4 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the goblin paladin and allies within it
a +1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The goblin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the goblin
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 6 radiant damage. The goblin paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the goblin paladin challenges another target. Divine Challenge can only be used once
per round.
- □ Lay on Hands (minor) ✦ Healing
- The goblin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the goblin paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- ● Goblin Tactics (immediate reaction)
- When the goblin paladin is missed by a melee attack.
The goblin paladin shifts 1 square.
Skills Intimidate +10, Religion +7
Str 17 (+5); Dex 13 (+3); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Goblin Protecting Paladin [Level 4 Soldier]
Small natural humanoid [XP 175]
Initiative +3; Senses Perception +3; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 23; Fortitude 16, Reflex 18, Will 18
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage (crit 13 + 1d8), and the goblin paladin gains 1 temporary hit points.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +9 vs. Will; 2d8 + 5 damage (crit 21 + 1d8). If the goblin paladin is bloodied, the goblin paladin regains 6 hit points. Bloodied
allies within 5 squares of the goblin paladin also regain 6 hit points.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +7 vs. Reflex; 3d8 + 5 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the goblin paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The goblin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the goblin
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 7 radiant damage. The goblin paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the goblin paladin challenges another target. Divine Challenge can only be used once
per round.
- □ Lay on Hands (minor) ✦ Healing
- The goblin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the goblin paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- ● Goblin Tactics (immediate reaction)
- When the goblin paladin is missed by a melee attack.
The goblin paladin shifts 1 square.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The goblin paladin is hit by the attack instead.
Skills Intimidate +11, Religion +7
Str 15 (+4); Dex 13 (+3); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 19 (+6)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Archer Ranger [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +6; Senses Perception +8; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 20; Fortitude 16, Reflex 19, Will 14
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +9 vs. AC; 1d8 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +7/+8 vs. AC; 1d8 + 1 damage (crit 9 + 1d8) (main)/1d6
+ 1 damage (off-hand).
Shortbow: Ranged 15/30; +9 vs. AC (twice); 1d8 + 1 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 15/30; targets two creatures within 3 squares of each other; +9 vs. AC; 2d8 + 5 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The goblin ranger can designate the nearest visible enemy as the goblin ranger’s quarry. Once per round when hitting this
quarry, the goblin ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the goblin ranger designates a different target as the quarry. The goblin ranger can only designate one enemy as quarry at
a time.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the goblin ranger or an ally is attacked by a creature.
Targets the attacking creature.
Scimitar: +7 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
Shortbow:
Ranged 15/30; +9 vs. AC; 1d8 + 5 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering
attack.
- ● Goblin Tactics (immediate reaction)
- When the goblin ranger is missed by a melee attack.
The goblin ranger shifts 1 square.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the goblin ranger with a melee attack.
The goblin ranger can shift 1 square. The goblin ranger gains a +2 power bonus to all defenses until the end of the goblin
ranger’s next turn.
- Archer Fighting Style
- The goblin ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The goblin ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +8, Stealth +12
Str 15 (+4); Dex 19 (+6); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Goblin Two-Blade Ranger [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +5; Senses Perception +8; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 19; Fortitude 17, Reflex 18, Will 14
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +8 vs. AC; 1d8 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +8/+8 vs. AC; 1d8 + 1 damage (crit 9 + 1d8) (main)/1d8
+ 1 damage (crit 9 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +8 vs. AC (twice); 1d8 + 1 damage.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +8/+8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8) (main)/1d8
+ 4 damage (crit 12 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +8 vs. AC (twice); 1d8 + 4 damage.
After
the first or the second attack, the goblin ranger can shift 2 squares.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +8 vs. AC; 2d8 + 4 damage (crit 20 + 1d8).
Scimitar
(off hand): +8 vs. AC; 2d8 + 4 damage (crit 20 + 1d8).
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The goblin ranger can designate the nearest visible enemy as the goblin ranger’s quarry. Once per round when hitting this
quarry, the goblin ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the goblin ranger designates a different target as the quarry. The goblin ranger can only designate one enemy as quarry at
a time.
- ● Goblin Tactics (immediate reaction)
- When the goblin ranger is missed by a melee attack.
The goblin ranger shifts 1 square.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the goblin ranger with a melee attack.
The goblin ranger slides the enemy into a square adjacent to the goblin ranger and gain combat advantage against it until
the end of the goblin ranger’s next turn.
- Two-Blade Fighting Style
- The goblin ranger can wield a one-handed weapon in the goblin ranger’s off hand as if it were an off-hand weapon. In addition,
the goblin ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The goblin ranger gains an additional +5 hit points.
Skills Nature +8, Perception +8
Str 17 (+5); Dex 17 (+5); Wis 13 (+3);
Con 12 (+3); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Goblin Brawny Rogue [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +6; Senses Perception +2; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 15, Reflex 20, Will 15
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +10 vs. Reflex; 1d6 + 5 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +10 vs. AC; 2d6 + 5 damage, and the target grants combat advantage to the goblin rogue until the end of the goblin rogue’s
next turn.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +10 vs. AC; 2d6 + 5 damage.
Shuriken: Ranged 6/12; +10 vs. AC; 2d6 + 5 damage.
Hit:
The target is slowed and grants combat advantage to the goblin rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the goblin rogue until the end of the goblin rogue’s next turn.
- ○ Tumble (move)
- The goblin rogue can shift a number of squares equal to one-half the goblin rogue’s speed.
- ● Goblin Tactics (immediate reaction)
- When the goblin rogue is missed by a melee attack.
The goblin rogue shifts 1 square.
- First Strike
- At the start of an encounter, the goblin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the goblin rogue’s weapon damage die increases by one size. When wielding a dagger, the goblin rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the goblin rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the goblin rogue deals an extra 2d6 damage.
Skills Acrobatics +11, Thievery +13
Str 15 (+4); Dex 19 (+6); Wis 11 (+2);
Con 12 (+3); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Goblin Trickster Rogue [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +6; Senses Perception +7; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 14, Reflex 20, Will 16
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +10 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
The goblin rogue can move 2 squares before the attack.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +10 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 2d6 + 5 damage.
Hit: Add +3 to the goblin rogue’s AC until the start of the goblin rogue’s next turn.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +10 vs. AC; 3d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 3d6 + 5 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the goblin rogue
hits the target the goblin rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The goblin rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- ● Goblin Tactics (immediate reaction)
- When the goblin rogue is missed by a melee attack.
The goblin rogue shifts 1 square.
- First Strike
- At the start of an encounter, the goblin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the goblin rogue’s weapon damage die increases by one size. When wielding a dagger, the goblin rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the goblin rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the goblin rogue deals an extra 2d6 damage.
Skills Stealth +13, Thievery +13
Str 13 (+3); Dex 19 (+6); Wis 11 (+2);
Con 12 (+3); Int 10 (+2); Cha 17 (+5)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Goblin Fey-Pact Warlock [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +3; Senses Perception +3; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 17; Fortitude 14, Reflex 17, Will 18
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the goblin warlock is invisible to the target until the start of the goblin
warlock’s next turn.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +7 vs. Fortitude; 1d8 + 5 damage, and the target is immobilized until the end of the goblin warlock’s next
turn. Hit or Miss: The goblin warlock teleports 7 squares.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +7 vs. Will; 3d8 + 5 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The goblin warlock can teleport 3 squares, and the goblin warlock gains a +2 power bonus to all defenses until the end of
the goblin warlock’s next turn.
- ● Warlock’s Curse (minor)
- The goblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
goblin warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The goblin warlock can only curse one target per turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin warlock is missed by a melee attack.
The goblin warlock shifts 1 square.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The goblin warlock can immediately teleport 3 squares.
Skills Arcana +9, Bluff +11
Str 10 (+2); Dex 13 (+3); Wis 12 (+3);
Con 13 (+3); Int 15 (+4); Cha 19 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Infernal-Pact Warlock [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +2; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 17; Fortitude 16, Reflex 17, Will 16
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d6 + 4 fire damage. If the goblin warlock takes damage before the end of the goblin warlock’s next
turn, the target takes an extra 1d6 + 4 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d6 + 4 fire damage, and creatures adjacent to the target take 1d6 + 6 fire damage.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 3d10 + 4 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The goblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
goblin warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The goblin warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The goblin warlock gains 7 temporary hit points.
- ● Goblin Tactics (immediate reaction)
- When the goblin warlock is missed by a melee attack.
The goblin warlock shifts 1 square.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The goblin warlock gains 4 temporary hit points.
Skills Arcana +9, Intimidate +9
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 17 (+5); Int 15 (+4); Cha 15 (+4)
Equipment leather armor, mace
-1 Level / +1 Level
Goblin Star-Pact Warlock [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +2; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 17; Fortitude 16, Reflex 17, Will 17
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +6 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the goblin warlock on its next turn, it
takes an extra 1d6 + 4 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +6 vs. Fortitude; 2d8 + 4 cold damage, and the target grants combat advantage to the goblin warlock and any allies
until the end of the goblin warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of
the goblin warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +6 vs. Will; 3d6 + 4 radiant damage, and the target is immobilized until the end of the goblin warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The goblin warlock can teleport 3 squares, and the goblin warlock gains a +2 power bonus to all defenses until the end of
the goblin warlock’s next turn.
- ● Warlock’s Curse (minor)
- The goblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
goblin warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The goblin warlock can only curse one target per turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin warlock is missed by a melee attack.
The goblin warlock shifts 1 square.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The goblin warlock gains a +1 bonus to a single d20 roll the goblin warlock makes during the goblin warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Skills Arcana +8, Insight +7
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 17 (+5); Int 13 (+3); Cha 17 (+5)
Equipment leather armor, sickle
-1 Level / +1 Level
Goblin Inspiring Warlord [Level 4 Soldier (Leader)]
Small natural humanoid [XP 175]
Initiative +5; Senses Perception +2; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 15, Will 17
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +8 vs. Fortitude; 3 damage, and choose one ally adjacent to either the goblin warlord or the target. On his or her next attack
against the target, this ally gains a +3 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Warlord’s Strike (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage, and all of the goblin warlord’s allies gain a +4 bonus to damage rolls against the target until
the end of the goblin warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +8 vs. AC; 3d10 + 4 damage, and allies within 5 squares of the goblin warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the goblin warlord gains 8 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The goblin warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Shake It Off (minor)
- The goblin warlord or one ally within 10 squares makes a saving throw with a +3 power bonus.
- ● Goblin Tactics (immediate reaction)
- When the goblin warlord is missed by a melee attack.
The goblin warlord shifts 1 square.
- Inspiring Presence
- When an ally who can see the goblin warlord spends an action point to take an extra action, that ally also regains 5 lost
hit points.
- Combat Leader
- The goblin warlord and each ally within 10 squares who can see and hear the goblin warlord gains a +2 power bonus to initiative.
Skills Heal +7, History +8
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 12 (+3); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Goblin Tactical Warlord [Level 4 Soldier (Leader)]
Small natural humanoid [XP 175]
Initiative +5; Senses Perception +2; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 16
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8). Before the goblin warlord attacks, one ally adjacent to either the goblin warlord
or the target may shift 1 square as a free action.
- ○ [M] Steel Monsoon (standard) ✦ Weapon
- +8 vs. AC; 2d8 + 4 damage (crit 20 + 1d8), and 2 allies within 5 squares of the goblin warlord can shift 1 square.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +8 vs. AC; 3d8 + 4 damage (crit 28 + 1d8), and the goblin warlord and allies within 5 squares gain a +3 power bonus to attack
rolls against the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The goblin warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ● Goblin Tactics (immediate reaction)
- When the goblin warlord is missed by a melee attack.
The goblin warlord shifts 1 square.
- Tactical Presence
- When an ally the goblin warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack
roll.
- Combat Leader
- The goblin warlord and each ally within 10 squares who can see and hear the goblin warlord gains a +2 power bonus to initiative.
Skills Heal +7, History +9
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 12 (+3); Int 15 (+4); Cha 15 (+4)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Goblin Control Wizard [Level 4 Artillery]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +4; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 17, Will 17
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d4 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the goblin wizard’s next turn.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the goblin wizard’s next turn.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +6 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ● Goblin Tactics (immediate reaction)
- When the goblin wizard is missed by a melee attack.
The goblin wizard shifts 1 square.
- ○ Orb of Imposition (free)
- The goblin wizard can choose one creature suffering from one of the goblin wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the goblin wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the goblin wizard’s current turn, so that it lasts
instead until the end of the goblin wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the goblin wizard is hit by an attack.
The goblin wizard gains a +4 power bonus to AC and Reflex defense until the end of the goblin wizard’s next turn.
Skills Arcana +10, Insight +9
Str 10 (+2); Dex 15 (+4); Wis 15 (+4);
Con 12 (+3); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Goblin War Wizard [Level 4 Artillery]
Small natural humanoid [XP 175]
Initiative +5; Senses Perception +3; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 17, Will 16
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +6 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +6 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ● Goblin Tactics (immediate reaction)
- When the goblin wizard is missed by a melee attack.
The goblin wizard shifts 1 square.
- ○ Wand of Accuracy (free)
- The goblin wizard gains a +3 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the goblin wizard is hit by an attack.
The goblin wizard gains a +4 power bonus to AC and Reflex defense until the end of the goblin wizard’s next turn.
Skills Arcana +10, History +10
Str 10 (+2); Dex 17 (+5); Wis 13 (+3);
Con 12 (+3); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Goblin Isolating Avenger [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +3; Senses Perception +5; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 17, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage, and the goblin avenger shifts 1 square, sliding the target 1 square into the space the goblin avenger
occupied.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +9 vs. AC; 2d8 + 4 fire damage, and until the end of the goblin avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 7 fire damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +9 vs. AC; 2d8 + 4 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered on
the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the goblin avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the goblin avenger can see in within 10 squares. When the goblin avenger makes a melee attack against the
target and the target is the only enemy adjacent to the goblin avenger, the goblin avenger makes two attack rolls and use
either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point
the goblin avenger regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the goblin avenger can see within 10 squares. The target becomes the target of the goblin avenger’s oath
of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the goblin avenger makes an attack roll against the goblin avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ● Goblin Tactics (immediate reaction)
- When the goblin avenger is missed by a melee attack.
The goblin avenger shifts 1 square.
- Censure of Retribution
- When any enemy other than the goblin avenger’s oath of enmity target hits the goblin avenger, the goblin avenger gains a +2
bonus to damage rolls against the goblin avenger’s oath of enmity target until the end of the goblin avenger’s next turn.
This bonus is cumulative.
- Armor of Faith
- The favor of the goblin avenger’s deity wards the goblin avenger from harm. While the goblin avenger is neither wearing heavy
armor nor using a shield, the goblin avenger gains a +3 bonus to AC.
Skills Athletics +8, Religion +9
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 12 (+3); Int 15 (+4); Cha 12 (+3)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Goblin Pursuing Avenger [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +5; Senses Perception +5; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 15, Reflex 18, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +8 vs. AC; 1d8 + 4 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage, and if the target doesn’t end its next turn adjacent to the goblin avenger, the goblin avenger
can shift 4 squares as a free action. The goblin avenger must end that shift closer to the target.
- ○ [M] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d8 + 4 damage, and the goblin avenger teleports the target 4 squares. The goblin avenger then teleports to a space
adjacent to the target.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d8 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the goblin avenger at the start of the goblin avenger’s turn, the goblin avenger can teleport
to a space within 3 squares of it as a minor action. This effect ends if the goblin avenger ends the goblin avenger’s turn
more than 3 squares away from the target.
- ○ Distracting Flare (move)
- The goblin avenger becomes invisible and moves the goblin avenger’s speed. The goblin avenger is invisible until the end of
the movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the goblin avenger can see in within 10 squares. When the goblin avenger makes a melee attack against the
target and the target is the only enemy adjacent to the goblin avenger, the goblin avenger makes two attack rolls and use
either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point
the goblin avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the goblin avenger makes an attack roll against the goblin avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ● Goblin Tactics (immediate reaction)
- When the goblin avenger is missed by a melee attack.
The goblin avenger shifts 1 square.
- Censure of Pursuit
- If the goblin avenger’s oath of enmity target moves away from the goblin avenger willingly, the goblin avenger gains a +5
bonus to damage rolls against the target until the end of the goblin avenger’s next turn.
- Armor of Faith
- The favor of the goblin avenger’s deity wards the goblin avenger from harm. While the goblin avenger is neither wearing heavy
armor nor using a shield, the goblin avenger gains a +3 bonus to AC.
Skills Religion +7, Stealth +12
Str 13 (+3); Dex 17 (+5); Wis 17 (+5);
Con 12 (+3); Int 11 (+2); Cha 12 (+3)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Goblin Rageblood Barbarian [Level 4 Brute]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +7; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 15
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d10 + 1d8 + 4 damage. Hit or Miss: Until the start of the goblin barbarian’s next turn, any attacker gains
a +2 bonus to attack rolls against the goblin barbarian. If the goblin barbarian is raging, attackers do not gain this bonus.
- ○ [M] Blade Sweep (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage, and each enemy adjacent to the goblin barbarian takes 2 damage.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +8 vs. AC; 3d10 + 4 damage. Miss: Half damage. Hit or Miss: The goblin barbarian enters the rage of the bloodhunt.
Until the rage ends, the goblin barbarian gains a +2 bonus to melee damage rolls if either the goblin barbarian or the goblin
barbarian’s target is bloodied.
- □ Primal Vitality (minor)
- The goblin barbarian gains 4 temporary hit points. If the goblin barbarian is raging, the goblin barbarian instead gains 6
temporary hit points.
- ● Goblin Tactics (immediate reaction)
- When the goblin barbarian is missed by a melee attack.
The goblin barbarian shifts 1 square.
- ○ Swift Charge (free)
- When the goblin barbarian’s attack reduces an enemy to 0 hit points.
The goblin barbarian charges an enemy.
- Rageblood Vigor
- Whenever the goblin barbarian’s attack reduces an enemy to 0 hit points, the goblin barbarian gains 2 temporary hit points.
- Barbarian Agility
- While the goblin barbarian is not wearing heavy armor, the goblin barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +9, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 15 (+4); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Thaneborn Barbarian [Level 4 Brute]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +7; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 16
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d10 + 1d6 + 4 damage. When charging, the goblin barbarian can use this power in place of a melee basic attack.
If the goblin barbarian is raging, the goblin barbarian can move 2 extra squares as part of the charge.
- ○ [M] Daring Charge (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage. When charging, the goblin barbarian can use this power in place of a melee basic attack. If the
goblin barbarian charges, the goblin barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity
attack made against the goblin barbarian while the goblin barbarian charges. The goblin barbarian gains a +3 bonus to AC against
any opportunity attack the goblin barbarian provokes during the goblin barbarian’s charge.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +8 vs. Reflex; 1d10 + 4 damage, and the goblin barbarian knocks the target prone.
Miss: Half damage. Hit or Miss: The goblin barbarian enters the rage of the macetail behemoth. Until the rage
ends, whenever the goblin barbarian hits, the goblin barbarian gains 3 temporary hit points.
- ○ Combat Sprint (move)
- The goblin barbarian moves the goblin barbarian’s speed + 4. The goblin barbarian gains a +4 bonus to all defenses against
any opportunity attack the goblin barbarian provoke with this movement.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the goblin barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the goblin barbarian’s next turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin barbarian is missed by a melee attack.
The goblin barbarian shifts 1 square.
- Thaneborn Triumph
- Whenever the goblin barbarian bloodies an enemy, the next attack by the goblin barbarian or an ally against that enemy gains
a +3 bonus to the attack roll.
- Barbarian Agility
- While the goblin barbarian is not wearing heavy armor, the goblin barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +9, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 13 (+3); Int 10 (+2); Cha 17 (+5)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Cunning Bard [Level 4 Controller (Leader)]
Small natural humanoid [XP 175]
Initiative +3; Senses Perception +7; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 14, Reflex 18, Will 18
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage (crit 10 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the goblin
bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +9 vs. Reflex; 1d8 + 5 damage (crit 13 + 1d8), and each ally within 5 squares of the goblin bard gains a +3 bonus to damage
rolls against the target until the end of the goblin bard’s next turn.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +7 vs. Will; 2d6 + 5 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 4 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The goblin bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The goblin bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the goblin bard’s next turn. When the
goblin bard moves, the zone moves with the goblin bard, remaining centered on the goblin bard. While within the zone, any
ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- ● Goblin Tactics (immediate reaction)
- When the goblin bard is missed by a melee attack.
The goblin bard shifts 1 square.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the goblin bard, the goblin bard can slide that ally
1 square as a free action.
- Skill Versatility
- The goblin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +9, Bluff +11
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 13 (+3); Int 15 (+4); Cha 19 (+6)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Goblin Valorous Bard [Level 4 Controller (Leader)]
Small natural humanoid [XP 175]
Initiative +3; Senses Perception +7; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 20; Fortitude 15, Reflex 17, Will 18
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage (crit 10 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 5 damage (crit 13 + 1d8), and the target takes a –2 penalty to the defense of the goblin bard’s choice until
the end of the goblin bard’s next turn.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and each ally within 5 squares of the goblin bard gains a +3 bonus to attack rolls
while charging until the end of the goblin bard’s next turn.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and the target grants combat advantage to the goblin bard and the goblin bard’s
allies (save ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the goblin bard
hits an enemy, that enemy grants combat advantage to the goblin bard and the goblin bard’s allies until the end of the goblin
bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The goblin bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The goblin bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the goblin bard’s next turn. When
the goblin bard moves, the zone moves with the goblin bard, remaining centered on the goblin bard. While within the zone,
any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- ● Goblin Tactics (immediate reaction)
- When the goblin bard is missed by a melee attack.
The goblin bard shifts 1 square.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the goblin bard reduces an enemy to 0 hit points or bloodies an enemy, the
goblin bard can grant 3 temporary hit points to that ally as a free action.
- Skill Versatility
- The goblin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Athletics +7
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 15 (+4); Int 13 (+3); Cha 19 (+6)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Goblin Guardian Druid [Level 4 Controller]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +5; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 17, Will 17
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the goblin druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 2 squares and is knocked prone.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +6 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the goblin druid’s choice within
5 squares of the target regains 7 hit points. Aftereffect: One creature of the goblin druid’s choice within 5 squares
of the target regains 2 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The goblin druid changes from the goblin druid’s humanoid form to beast form or vice versa. When the goblin druid changes
from beast form back to the goblin druid’s humanoid form, the goblin druid shifts 1 square. While the goblin druid is in beast
form, the goblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the goblin druid
can sustain such powers. The goblin druid can use this power once per round.
- ○ Barkskin (minor)
- The goblin druid or one ally with 5 squares gains a +2 power bonus to AC until the end of the goblin druid’s next turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin druid is missed by a melee attack.
The goblin druid shifts 1 square.
- Primal Guardian
- While the goblin druid is not wearing heavy armor, the goblin druid can use the goblin druid’s Constitution modifier in place
of the goblin druid’s Dexterity or Intelligence modifier to determine the goblin druid’s AC.
Skills Heal +10, Nature +10
Str 12 (+3); Dex 15 (+4); Wis 17 (+5);
Con 15 (+4); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Predator Druid [Level 4 Controller]
Small natural humanoid [XP 175]
Initiative +5; Senses Perception +10; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 14, Reflex 18, Will 17
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +6 vs. Reflex; 1d6 + 1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the goblin druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Predator’s Flurry (standard) ✦ Beast Form
- +6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the goblin druid’s next turn. Hit or Miss:
The goblin druid shifts 3 squares and then make a secondary attack against one creature other than the primary target. Secondary
Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the goblin druid’s next turn.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +6 vs. Reflex; 1d6 + 4 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the goblin druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The goblin druid changes from the goblin druid’s humanoid form to beast form or vice versa. When the goblin druid changes
from beast form back to the goblin druid’s humanoid form, the goblin druid shifts 1 square. While the goblin druid is in beast
form, the goblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the goblin druid
can sustain such powers. The goblin druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the goblin druid gains a +3 power bonus to the goblin druid’s speed while the goblin druid
is in beast form.
- ● Goblin Tactics (immediate reaction)
- When the goblin druid is missed by a melee attack.
The goblin druid shifts 1 square.
- Primal Predator
- While the goblin druid is not wearing heavy armor, the goblin druid gains a +1 bonus to the goblin druid’s speed.
Skills Nature +10, Perception +10
Str 12 (+3); Dex 17 (+5); Wis 17 (+5);
Con 13 (+3); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Preserving Invoker [Level 4 Artillery]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +5; low-light
HP 43; Bloodied 21
Healing Surges (+10 hp) ○
AC 18; Fortitude 15, Reflex 17, Will 17
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 1d8 + 4 radiant damage, and the goblin invoker slides the target 1 square. The goblin invoker can
use this power as a ranged basic attack.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the goblin invoker or the goblin invoker’s allies before the end of its next turn, the target
takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the goblin invoker or the goblin invoker’s
allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +6 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the goblin invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ● Goblin Tactics (immediate reaction)
- When the goblin invoker is missed by a melee attack.
The goblin invoker shifts 1 square.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the goblin invoker hits the goblin invoker’s ally.
The goblin invoker gains a +2 bonus to the goblin invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the goblin invoker’s next turn.
- Covenant of Preservation
- When the goblin invoker uses a divine encounter or daily attack power on the goblin invoker’s turn, the goblin invoker can
slide an ally within 10 squares of the goblin invoker 1 square.
Skills Arcana +9, Religion +9
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 13 (+3); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, mace
-1 Level / +1 Level
Goblin Wrathful Invoker [Level 4 Artillery]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +5; low-light
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 19; Fortitude 16, Reflex 17, Will 17
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+2 radiant damage. The goblin invoker can use this power as a ranged basic attack.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the goblin invoker’s next
turn.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d10 + 4 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the goblin invoker hits the goblin invoker.
The triggering enemy takes 2 radiant damage and is pushed 2 squares.
- ● Goblin Tactics (immediate reaction)
- When the goblin invoker is missed by a melee attack.
The goblin invoker shifts 1 square.
- □ Shroud of Warning (no action)
- When the goblin invoker and the goblin invoker’s allies roll initiative at the beginning of an encounter.
The goblin invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- Covenant of Wrath
- When the goblin invoker uses a divine encounter or daily attack power on the goblin invoker’s turn, the goblin invoker gains
a bonus to the damage roll equal to 1 for each enemy the goblin invoker attacks with the power.
Skills Endurance +8, Religion +8
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 13 (+3); Cha 13 (+3)
Equipment chainmail, mace
-1 Level / +1 Level
Goblin Bear Shaman [Level 4 Controller (Leader)]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +10; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the goblin shaman’s spirit companion gains 2 temporary
hit points.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the goblin shaman’s spirit companion can spend
a healing surge and regains 2 additional hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +6 vs. Fortitude; 1d8 + 4 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the goblin shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action,
a character can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The goblin shaman conjures the goblin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the goblin shaman falls unconscious or until the goblin shaman dismisses it as a minor action. The spirit occupies 1
square. Enemies cannot move through its space, but allies can. When the goblin shaman takes a move action, the goblin shaman
can also move the spirit a number of squares equal to the goblin shaman’s speed.
The spirit can be targeted by melee
or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 12 damage to the spirit, the spirit
disappears, and the goblin shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The goblin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
goblin shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the goblin shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the goblin shaman’s spirit
companion regains 3 hit points.
- ● Goblin Tactics (immediate reaction)
- When the goblin shaman is missed by a melee attack.
The goblin shaman shifts 1 square.
- Protector Spirit
- Any ally adjacent to the goblin shaman’s spirit companion regains 2 additional hit points when he or she uses second wind
or when the goblin shaman uses a healing power on him or her.
Skills Nature +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 13 (+3); Cha 12 (+3)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Panther Shaman [Level 4 Controller (Leader)]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +10; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 17
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 damage, and until the end of the goblin shaman’s next turn, the goblin shaman’s
spirit companion can flank with the goblin shaman and the goblin shaman’s allies. If the target is bloodied, the goblin shaman
gains a +1 bonus to the attack roll.
- ○ [R] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the goblin shaman’s next turn, any ally adjacent to the
goblin shaman’s spirit companion can shift as a minor action. In addition, until the end of the goblin shaman’s next turn,
any ally ignores difficult terrain in the goblin shaman’s spirit companion’s space and in squares adjacent to it.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the goblin shaman’s spirit companion; +6 vs. Will; 3d6
+ 4 psychic damage, and the goblin shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The goblin shaman conjures the goblin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the goblin shaman falls unconscious or until the goblin shaman dismisses it as a minor action. The spirit occupies 1
square. Enemies cannot move through its space, but allies can. When the goblin shaman takes a move action, the goblin shaman
can also move the spirit a number of squares equal to the goblin shaman’s speed.
The spirit can be targeted by melee
or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 12 damage to the spirit, the spirit
disappears, and the goblin shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The goblin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
goblin shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the goblin shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the goblin shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 1d10 + 4 damage.
- ● Goblin Tactics (immediate reaction)
- When the goblin shaman is missed by a melee attack.
The goblin shaman shifts 1 square.
- Stalker Spirit
- Any ally adjacent to the goblin shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 13 (+3); Int 15 (+4); Cha 12 (+3)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Chaos Sorcerer [Level 4 Artillery]
Small natural humanoid [XP 175]
Initiative +5; Senses Perception +2; low-light
HP 42; Bloodied 21
Healing Surges (+10 hp) ○
AC 16; Fortitude 14, Reflex 17, Will 19
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +7 vs. Will; 1d10 + 8 psychic damage and if the goblin sorcerer rolled an even number for the primary attack roll,
make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+7 vs. Will; 1d6 + 4 psychic damage. If the goblin sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The goblin sorcerer can attack a creature only once with a single use of this power.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +7 vs. Fortitude; 1d8 + 8 force damage, and the target is immobilized until the end of the goblin sorcerer’s next
turn. If the goblin sorcerer rolled an even number on the attack roll, the goblin sorcerer slides the target 3 squares.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +7 vs. Will; 6d6 + 8 radiant damage and if the goblin sorcerer rolled an even number on the attack roll, the target
takes a -3 penalty to attack rolls against the goblin sorcerer (save ends). Miss: Half damage.
- ○ Stretch Spell (minor)
- Until the end of the goblin sorcerer’s turn, add +3 to the range of the goblin sorcerer’s ranged arcane powers.
- ● Goblin Tactics (immediate reaction)
- When the goblin sorcerer is missed by a melee attack.
The goblin sorcerer shifts 1 square.
- Chaos Power
- The goblin sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the goblin sorcerer rolls a natural 20 on an attack roll for an arcane power, the goblin sorcerer slides the target 1
square and knock it prone after applying the attack’s other effects. When the goblin sorcerer rolls a natural 1 on an attack
roll for an arcane power, the goblin sorcerer must push each creature within 5 squares of the goblin sorcerer 1 square.
Skills Arcana +7, Bluff +11
Str 13 (+3); Dex 17 (+5); Wis 10 (+2);
Con 12 (+3); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, dagger
-1 Level / +1 Level
Goblin Dragon Sorcerer [Level 4 Skirmisher]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +2; low-light
HP 52; Bloodied 26
Healing Surges (+13 hp) ○
AC 15; Fortitude 15, Reflex 16, Will 19
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d8 + 7 fire damage. The next enemy that hits the goblin sorcerer with a melee attack before
the end of the goblin sorcerer’s next turn takes 2 fire damage.
- ○ [C] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +7 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –2 penalty to Fortitude until the end of the
goblin sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +7 vs. Reflex; 3d8 + 7 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
goblin sorcerer’s next turn, whenever an enemy hits the goblin sorcerer with a melee attack, the goblin sorcerer pushes that
enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ● Goblin Tactics (immediate reaction)
- When the goblin sorcerer is missed by a melee attack.
The goblin sorcerer shifts 1 square.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the goblin sorcerer is hit by an attack.
Until the end of the goblin sorcerer’s next turn, the goblin sorcerer gains a +1 power bonus to all defenses, and any creature
that hits the goblin sorcerer with a melee attack takes 1d6 + 3 fire damage.
- Draconic Power
- The goblin sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the goblin sorcerer is not wearing heavy armor, the goblin sorcerer can use the goblin sorcerer’s Strength modifier
in place of the goblin sorcerer’s Dexterity or Intelligence modifier to determine the goblin sorcerer’s AC.
Skills Arcana +7, Athletics +9
Str 15 (+4); Dex 15 (+4); Wis 10 (+2);
Con 12 (+3); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, mace
-1 Level / +1 Level
Goblin Earth Warden [Level 4 Brute]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +8; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 15
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8), and the goblin warden gains a +1 power bonus to AC until the end of the goblin
warden’s next turn.
- ○ [M] Earthgrasp Strike (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage (crit 12 + 1d8), and the goblin warden knocks the target prone. The target can’t stand up until
the end of the goblin warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 +
4 damage.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The goblin warden and the goblin
warden’s allies have cover while within the zone.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The goblin warden assumes the guardian form of the willow sentinel until the end of the encounter. While the goblin warden
is in this form, the goblin warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus
to Fortitude while adjacent to the goblin warden. Once during this encounter, the goblin warden can make the following attack
while the goblin warden is in this form as an immediate interrupt when an enemy adjacent to the goblin warden makes an attack
roll against the goblin warden’s ally.
Secondary Attack: Targets the triggering enemy; +8 vs. AC; 1d8 + 4 damage
(crit 12 + 1d8), and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target
takes a –2 penalty to the triggering attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the goblin warden that is within 5 squares of the goblin warden makes an attack that does not include
the goblin warden as a target.
Targets the triggering enemy; The goblin warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin warden is missed by a melee attack.
The goblin warden shifts 1 square.
- Earthstrength
- When the goblin warden uses the goblin warden’s second wind, the goblin warden gains an additional +2 bonus to AC. The bonus
lasts until the end of the goblin warden’s next turn.
- Font of Life
- At the start of the goblin warden’s turn, the goblin warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the goblin warden on the goblin warden’s current turn.
If the goblin warden fails the saving throw, the goblin warden still makes a saving throw against the effect at the end of
the goblin warden’s turn.
- Nature’s Wrath
- Once during each of the goblin warden’s turns, the goblin warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the goblin warden’s next turn.
Skills Athletics +7, Perception +8
Str 17 (+5); Dex 14 (+4); Wis 13 (+3);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Wild Warden [Level 4 Brute]
Small natural humanoid [XP 175]
Initiative +4; Senses Perception +9; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 17, Reflex 16, Will 16
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and the target is slowed until the end of the goblin warden’s next turn.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage. If the target shifts before the start of the goblin warden’s next turn, the goblin warden shifts
3 squares as an immediate reaction.
- ○ Eyes of the Hawk (minor)
- The goblin warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The goblin warden assumes the guardian form of the relentless panther until the end of the encounter. While the goblin warden
is in this form, the goblin warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the
goblin warden. In addition, the goblin warden can shift 2 squares as a move action. Once during this encounter, the goblin
warden can make the following attack while the goblin warden is in this form as a standard action.
Secondary Attack:
Before the attack, the goblin warden shifts the goblin warden’s speed; +8 vs. Reflex; 2d10 + 4 damage, and ongoing 5 damage
(save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the goblin warden makes an attack that does not include the goblin warden as a target.
Targets the triggering enemy; +8 vs. Fortitude; 1d10 + 4 damage, and the target grants combat advantage to the goblin warden
and the goblin warden’s allies until the end of the goblin warden’s next turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin warden is missed by a melee attack.
The goblin warden shifts 1 square.
- Wildblood
- When the goblin warden uses the goblin warden’s second wind, each enemy marked by the goblin warden takes an additional -2
penalty to attack rolls for attacks that don’t include the goblin warden as a target, until the end of the goblin warden’s
next turn.
- Font of Life
- At the start of the goblin warden’s turn, the goblin warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the goblin warden on the goblin warden’s current turn.
If the goblin warden fails the saving throw, the goblin warden still makes a saving throw against the effect at the end of
the goblin warden’s turn.
- Nature’s Wrath
- Once during each of the goblin warden’s turns, the goblin warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the goblin warden’s next turn.
Skills Athletics +9, Perception +9
Str 17 (+5); Dex 14 (+4); Wis 15 (+4);
Con 13 (+3); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.