Goblin NPCs [Level 6]

Goblin Battle Cleric [Level 6 Controller (Leader)]

Small natural humanoid [XP 250]

Initiative +4; Senses Perception +5; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 18, Reflex 17, Will 19
Speed 5

● [m] Mace (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 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
+10 vs. Fortitude; 1d8 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
Cure Serious Wounds (standard) ✦ Healing
The goblin cleric or one creature touched by the goblin cleric regains hit points as if spending two healing surges.
○○ Healing Word (minor) ✦ Healing
The goblin cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Weapon of the Gods (minor) ✦ Radiant, Weapon
One weapon touched by the goblin cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s next turn.
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 +8
Str 17 (+6); Dex 13 (+4); Wis 15 (+5);
Con 12 (+4); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Goblin Devoted Cleric [Level 6 Controller (Leader)]

Small natural humanoid [XP 250]

Initiative +4; Senses Perception +6; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 17, Will 20
Speed 5

● [m] Mace (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 2d10 + 5 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] Spiritual Weapon (standard) ✦ Conjuration
Ranged 10; +8 vs. AC; 1d10 + 5 damage. The goblin cleric conjures a weapon that appears in the target’s square and attacks. Hit or Miss: The goblin cleric’s allies gain combat advantage against the target. The goblin cleric can move the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the goblin cleric’s next turn. Sustain Minor: Repeat the attack. The goblin cleric’s allies continue to gain combat advantage against the weapon’s target.
Cure Serious Wounds (standard) ✦ Healing
The goblin cleric or one creature touched by the goblin cleric regains hit points as if spending two healing surges.
○○ Healing Word (minor) ✦ Healing
The goblin cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +11, Religion +8
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Goblin Greatweapon Fighter [Level 6 Soldier]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +4; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 20, Reflex 18, Will 16
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage. Miss: 3 damage.
○ [M] Crushing Blow (standard) ✦ Weapon
+10 vs. AC; 2d10 + 7 damage.
□ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
+10 vs. AC; 3d10 + 5 damage, and the target is immobilized (save ends). Miss: The power is not expended.
Defensive Training (minor) ✦ Stance
The goblin fighter gains a +2 power bonus to the goblin fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the goblin fighter uses another stance power.
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 +11, Intimidate +9
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, battleaxe, handaxe

-1 Level / +1 Level

Goblin Guardian Fighter [Level 6 Soldier]

Small natural humanoid [XP 250]

Initiative +6; Senses Perception +4; low-light
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 24; Fortitude 20, Reflex 21, Will 16
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+10 vs. AC; 1d8 + 5 damage (crit 13 + 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
+10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and the target is immobilized until the end of the goblin fighter’s next turn.
□ [M] Crack the Shell (standard) ✦ Reliable, Weapon
+10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
Goblin Tactics (immediate reaction)
When the goblin fighter is missed by a melee attack.
The goblin fighter shifts 1 square.
Unbreakable (immediate reaction)
When the goblin fighter is hit by an attack.
Reduce the damage from the attack by 6.
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 +9, Intimidate +9
Str 17 (+6); Dex 17 (+6); Wis 12 (+4);
Con 13 (+4); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Goblin Avenging Paladin [Level 6 Soldier]

Small natural humanoid [XP 250]

Initiative +4; Senses Perception +4; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 23; Fortitude 19, Reflex 18, Will 19
Speed 5

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+11 vs. AC; 1d8 + 5 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
+11 vs. AC against one or two targets; 1d8 + 5 damage, and the target is marked until the end of the goblin paladin’s next turn.
□ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
The goblin paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d8 + 5 radiant damage. Miss: Half damage.
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.
Wrath of the Gods (minor)
The goblin paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
Goblin Tactics (immediate reaction)
When the goblin paladin is missed by a melee attack.
The goblin paladin shifts 1 square.

Skills Intimidate +11, Religion +8
Str 17 (+6); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, longsword, javelin

-1 Level / +1 Level

Goblin Protecting Paladin [Level 6 Soldier]

Small natural humanoid [XP 250]

Initiative +4; Senses Perception +4; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 25; Fortitude 18, Reflex 20, Will 20
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+11 vs. AC; 1d8 + 6 damage (crit 14 + 1d8), and the goblin paladin gains 1 temporary hit points.
○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
+11 vs. Will; 2d8 + 6 damage (crit 22 + 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.
□ [C] Hallowed Circle (standard) ✦ Zone
Close burst 3; targets enemies; +9 vs. Reflex; 2d6 + 6 damage. Hit or Miss: The burst creates a zone of bright light that lasts until the end of the encounter. The goblin paladin and the goblin paladin’s allies gain a +1 power bonus to all defenses while within the zone.
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.
Divine Bodyguard (minor)
Choose an ally within 5 squares. The goblin paladin takes half that ally’s damage until the end of the encounter or until the goblin paladin ends the effect as a free action. No power or effect can reduce the damage the goblin paladin takes from this power.
Goblin Tactics (immediate reaction)
When the goblin paladin is missed by a melee attack.
The goblin paladin shifts 1 square.

Skills Intimidate +12, Religion +8
Str 15 (+5); Dex 13 (+4); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 19 (+7)
Equipment plate armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Goblin Archer Ranger [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +7; Senses Perception +9; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 22; Fortitude 18, Reflex 21, Will 16
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
● [m] Off-hand Short Sword (standard) ✦ Weapon
+10 vs. AC; 1d6 + 4 damage.
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +11 vs. AC; 1d8 + 6 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Short Sword: +9/+10 vs. AC; 1d8 + 2 damage (crit 10 + 1d8) (main)/1d6 + 2 damage (off-hand).
Shortbow: Ranged 15/30; +11 vs. AC (twice); 1d8 + 2 damage.
□ [R] Splintering Shot (standard) ✦ Weapon
Ranged 15/30; +11 vs. AC; 3d8 + 6 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
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: +9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
Shortbow: Ranged 15/30; +11 vs. AC; 1d8 + 6 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.
Weave through the Fray (immediate interrupt)
When an enemy moves adjacent to the goblin ranger.
The goblin ranger can shift 1 square.
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 +9, Stealth +13
Str 15 (+5); Dex 19 (+7); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, scimitar, short sword, shortbow

-1 Level / +1 Level

Goblin Two-Blade Ranger [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +6; Senses Perception +9; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 20, Will 16
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
● [m] Off-hand Scimitar (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Scimitar: +10/+10 vs. AC; 1d8 + 2 damage (crit 10 + 1d8) (main)/1d8 + 2 damage (crit 10 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +10 vs. AC (twice); 1d8 + 2 damage.
○ [M/R] Cut and Run (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Scimitar: +10/+10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8) (main)/1d8 + 5 damage (crit 13 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +10 vs. AC (twice); 1d8 + 5 damage.
After the first or the second attack, the goblin ranger can shift 2 squares.
□ [M] Two-Wolf Pounce (standard) ✦ Weapon
The goblin ranger can shift 2 squares before making this attack. Two attacks on one creature.
Scimitar (main): +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8).
Scimitar (off hand): +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
Hit or Miss: After attacking the primary target, the goblin ranger can shift 2 squares and make a secondary attack against a different creature. Secondary Attack: +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8) (off-hand).
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.
Evade Ambush (no action)
At the start of a surprise round in which any allies are surprised, the goblin ranger can use this power to allow one ally to avoid being surprised.
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 +9, Perception +9
Str 17 (+6); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, scimitar, scimitar, shortbow

-1 Level / +1 Level

Goblin Brawny Rogue [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +7; Senses Perception +3; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 22, Will 17
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+10 vs. AC; 1d6 + 4 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +12 vs. AC; 1d6 + 6 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+12 vs. Reflex; 1d6 + 6 damage.
○ [M] Setup Strike (standard) ✦ Weapon
+12 vs. AC; 2d6 + 6 damage, and the target grants combat advantage to the goblin rogue until the end of the goblin rogue’s next turn.
□ [M] Deep Cut (standard) ✦ Weapon
+12 vs. Fortitude; 2d6 + 6 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
Ignoble Escape (move)
If the goblin rogue is marked, end that condition. The goblin rogue can shift a number of squares equal to 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 +12, Thievery +14
Str 15 (+5); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Goblin Trickster Rogue [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +7; Senses Perception +8; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 22, Will 18
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+9 vs. AC; 1d6 + 3 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
The goblin rogue can move 2 squares before the attack.
○ [M/R] Trickster’s Blade (standard) ✦ Weapon
Short Sword: +12 vs. AC; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 2d6 + 6 damage.
Hit: Add +3 to the goblin rogue’s AC until the start of the goblin rogue’s next turn.
□ [M/R] Walking Wounded (standard) ✦ Weapon
Short Sword: +12 vs. Fortitude; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. Fortitude; 2d6 + 6 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked prone.
Goblin Tactics (immediate reaction)
When the goblin rogue is missed by a melee attack.
The goblin rogue shifts 1 square.
Chameleon (immediate interrupt)
When the goblin rogue is hidden and loses cover or concealment against an opponent.
The goblin rogue makes a Stealth check. Until the end of the goblin rogue’s next turn, the goblin rogue remains hidden from a creature with a clear line of sight to the goblin rogue if that creature does not beat the goblin rogue’s check result with its Perception check. If at the end of the goblin rogue’s next turn, the goblin rogue is not behind cover or concealment against a creature, that creature automatically notices the goblin rogue.
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 +14, Thievery +14
Str 13 (+4); Dex 19 (+7); Wis 11 (+3);
Con 12 (+4); Int 10 (+3); Cha 17 (+6)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Goblin Fey-Pact Warlock [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +4; Senses Perception +4; low-light
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 19; Fortitude 16, Reflex 19, Will 20
Speed 6

● [m] Spear (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +9 vs. Will; 1d6 + 6 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; +9 vs. Fortitude; 1d8 + 6 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] Crown of Madness (standard) ✦ Charm, Psychic
Ranged 10; +9 vs. Will; 2d6 + 6 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of the goblin warlock’s choice (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.
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.
Dark One’s Own Luck (free)
Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.

Skills Arcana +10, Bluff +12
Str 10 (+3); Dex 13 (+4); Wis 12 (+4);
Con 13 (+4); Int 15 (+5); Cha 19 (+7)
Equipment leather armor, spear

-1 Level / +1 Level

Goblin Infernal-Pact Warlock [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +3; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 19, Will 18
Speed 6

● [m] Mace (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +8 vs. Reflex; 1d6 + 5 fire damage. If the goblin warlock takes damage before the end of the goblin warlock’s next turn, the target takes an extra 1d6 + 5 fire damage.
○ [R] Fiery Bolt (standard) ✦ Fire
Ranged 10; +8 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
□ [A] Avernian Eruption (standard) ✦ Fire
Area burst 1 within 10; +8 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take 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.
Shroud of Black Steel (minor) ✦ Polymorph
The goblin warlock’s skin changes into living steel. The goblin warlock gains a +2 power bonus to AC and Fortitude defense but take a –2 penalty to speed until the end of the encounter. The goblin warlock can end this effect as a minor action.
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 6 temporary hit points.

Skills Arcana +10, Intimidate +10
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 15 (+5); Cha 15 (+5)
Equipment leather armor, mace

-1 Level / +1 Level

Goblin Star-Pact Warlock [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +3; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 19, Will 19
Speed 6

● [m] Sickle (standard) ✦ Weapon
+7 vs. AC; 1d6 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +8 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the goblin warlock on its next turn, it takes an extra 1d6 + 5 damage.
○ [R] Frigid Darkness (standard) ✦ Cold, Fear
Ranged 10; +8 vs. Fortitude; 2d8 + 5 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.
□ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
Area burst 1 within 10. The burst creates a zone of darkness until the end of the goblin warlock’s next turn, blocking line of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make a secondary attack against each creature within the zone. Secondary Attack: +8 vs. Fortitude; 1d6 + 5 necrotic damage.
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.
Dark One’s Own Luck (free)
Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.

Skills Arcana +9, Insight +8
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 13 (+4); Cha 17 (+6)
Equipment leather armor, sickle

-1 Level / +1 Level

Goblin Inspiring Warlord [Level 6 Soldier (Leader)]

Small natural humanoid [XP 250]

Initiative +6; Senses Perception +3; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 19
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Furious Smash (standard) ✦ Weapon
+10 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
+10 vs. AC; 2d10 + 5 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] Stand the Fallen (standard) ✦ Healing, Weapon
+10 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional 3 hit points.
○○ Inspiring Word (minor) ✦ Healing
The goblin warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power can only be used once per round.
Stand Tough (minor) ✦ Healing
The goblin warlord and each ally within 5 squares regain 13 hit points.
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 6 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 +8, History +9
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, battleaxe, javelin

-1 Level / +1 Level

Goblin Tactical Warlord [Level 6 Soldier (Leader)]

Small natural humanoid [XP 250]

Initiative +6; Senses Perception +3; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 19, Will 18
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage (crit 13 + 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
+10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and 2 allies within 5 squares of the goblin warlord can shift 1 square.
□ [M] Villain’s Nightmare (standard) ✦ Weapon
+10 vs. Reflex; 3d8 + 5 damage (crit 29 + 1d8). Hit or Miss: Until the end of the encounter, when the goblin warlord is adjacent to the target and it walks or runs, the goblin warlord can cancel that movement as an immediate interrupt.
○○ Inspiring Word (minor) ✦ Healing
The goblin warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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.
Guide the Charge (immediate interrupt)
When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares to remain adjacent to the target.
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 +8, History +10
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 12 (+4); Int 15 (+5); Cha 15 (+5)
Equipment hide armor, light shield, scimitar, javelin

-1 Level / +1 Level

Goblin Control Wizard [Level 6 Artillery]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +5; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 19, Will 19
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +8 vs. Fortitude; 1d6 + 5 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; +8 vs. Will; 1d6 + 5 radiant damage, and the target is dazed until the end of the goblin wizard’s next turn.
□ [A] Stinking Cloud (standard) ✦ Poison, Zone
Area burst 2 within 20; +8 vs. Fortitude; 1d10 + 5 poison damage. Hit or Miss: The burst creates a zone of poisonous vapor that blocks line of sight until the end of the goblin wizard’s next turn. Creatures that enter the zone or start their turns there take 1d10 + 5 poison damage. As a move action, the goblin wizard can move the zone up to 6 squares. Sustain Minor: The zone persists.
Invisibility (standard) ✦ Illusion
The goblin wizard or one creature with 5 squares becomes invisible until the end of the goblin wizard’s next turn. If the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the goblin wizard can sustain the effect.
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.

Skills Arcana +11, Insight +10
Str 10 (+3); Dex 15 (+5); Wis 15 (+5);
Con 12 (+4); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, dagger, orb

-1 Level / +1 Level

Goblin War Wizard [Level 6 Artillery]

Small natural humanoid [XP 250]

Initiative +6; Senses Perception +4; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 19, Will 18
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
○ [A] Shock Sphere (standard) ✦ Lightning
Area burst 2 within 10; +8 vs. Reflex; 2d6 + 5 lightning damage.
□ [A] Fireball (standard) ✦ Fire
Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
Dimension Door (move) ✦ Teleportation
The goblin wizard teleports 10 squares.
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.

Skills Arcana +11, History +11
Str 10 (+3); Dex 17 (+6); Wis 13 (+4);
Con 12 (+4); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, dagger, wand

-1 Level / +1 Level

Goblin Isolating Avenger [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +4; Senses Perception +6; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 19, Will 19
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 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
+11 vs. AC; 2d8 + 5 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] Executioner’s Cloak (standard) ✦ Illusion, Weapon
+11 vs. AC; 2d8 + 5 damage, and the goblin avenger is invisible to the target (save ends). Aftereffect: The goblin avenger is invisible to the target until the end of the goblin avenger’s next turn. Miss: Half damage, and the goblin avenger is invisible to the target until the end of the goblin avenger’s next turn.
○ [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.
Wrath of the Divine (immediate reaction) ✦ Radiant
When an enemy scores a critical hit against the goblin avenger.
If the goblin avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s damage.
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 +9, Religion +10
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 12 (+4); Int 15 (+5); Cha 12 (+4)
Equipment cloth armor, longsword, javelin, holy symbol

-1 Level / +1 Level

Goblin Pursuing Avenger [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +6; Senses Perception +6; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 20, Will 19
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 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
+11 vs. AC; 2d8 + 5 damage, and the goblin avenger teleports the target 4 squares. The goblin avenger then teleports to a space adjacent to the target.
□ [R] Oath of Consuming Light (standard) ✦ Radiant
Ranged 10; +8 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the goblin avenger hits the target with a divine power, the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the goblin avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the goblin avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
Aspect of Agility (move)
The goblin avenger shifts 5 squares, and the goblin avenger gains a +2 bonus to AC and Reflex until the end of the goblin avenger’s next turn.
○ [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 +8, Stealth +13
Str 13 (+4); Dex 17 (+6); Wis 17 (+6);
Con 12 (+4); Int 11 (+3); Cha 12 (+4)
Equipment cloth armor, longsword, crossbow, holy symbol

-1 Level / +1 Level

Goblin Rageblood Barbarian [Level 6 Brute]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +8; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 20, Reflex 19, Will 17
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+10 vs. AC; 1d10 + 1d8 + 5 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
+10 vs. AC; 2d10 + 5 damage, and each enemy adjacent to the goblin barbarian takes 2 damage.
□ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
+10 vs. AC; 2d10 + 5 fire damage, and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or Miss: The goblin barbarian enters the rage of the silver phoenix. Until the rage ends, the goblin barbarian gains regeneration 3. In addition, the first time the goblin barbarian drops to 0 hit points or fewer, the goblin barbarian can spend a healing surge as an immediate interrupt.
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.
Combat Surge (free)
When the goblin barbarian misses with an attack.
Must be raging.
The goblin barbarian rerolls the attack.
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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 15 (+5); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Goblin Thaneborn Barbarian [Level 6 Brute]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +8; low-light
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 21; Fortitude 20, Reflex 19, Will 18
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+10 vs. AC; 1d10 + 1d6 + 5 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
+10 vs. AC; 2d10 + 5 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.
□ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
Before the attack, the target can make a melee basic attack against the goblin barbarian as a free action. If it does so, the goblin barbarian’s attack deals 1d10 damage extra cold damage.
+10 vs. AC; 3d10 + 5 cold damage. Miss: Half damage. Hit or Miss: The goblin barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that hits the goblin barbarian with a melee attack takes 6 cold damage.
○ [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.
Instinctive Charge (no action)
When the goblin barbarian rolls initiative at the beginning of an encounter.
The goblin barbarian gains a +5 power bonus to the goblin barbarian’s initiative. The goblin barbarian also gains a +2 power bonus to the goblin barbarian’s first attack roll during the encounter.
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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 13 (+4); Int 10 (+3); Cha 17 (+6)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Goblin Cunning Bard [Level 6 Controller (Leader)]

Small natural humanoid [XP 250]

Initiative +4; Senses Perception +8; low-light
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 20, Will 20
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +9 vs. Will; 1d6 + 6 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
+11 vs. Reflex; 1d8 + 6 damage (crit 14 + 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] Song of Discord (standard) ✦ Charm
Ranged 10; +9 vs. Will; the target is dominated until the end of the goblin bard’s next turn. Hit or Miss: The target makes a basic attack against an enemy of the goblin bard’s choice as a free action.
○○ Majestic Word (minor) ✦ Healing
The goblin bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This power can only be used once per round. The goblin bard can also slide the target 1 square.
Goblin Tactics (immediate reaction)
When the goblin bard is missed by a melee attack.
The goblin bard shifts 1 square.
Trickster’s Healing (immediate reaction) ✦ Healing
When an attack misses an ally within 10 squares of the goblin bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
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 +10, Bluff +12
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 13 (+4); Int 15 (+5); Cha 19 (+7)
Equipment hide armor, light shield, scimitar

-1 Level / +1 Level

Goblin Valorous Bard [Level 6 Controller (Leader)]

Small natural humanoid [XP 250]

Initiative +4; Senses Perception +8; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 17, Reflex 19, Will 20
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
● [M] Guiding Strike (standard) ✦ Weapon
+11 vs. AC; 1d8 + 6 damage (crit 14 + 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
+11 vs. AC; 2d8 + 6 damage (crit 22 + 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.
□ [C] Satire of Bravery (standard) ✦ Psychic
Close blast 3; targets enemies; +9 vs. Will; 2d6 + 6 psychic damage, and the target is affected by the goblin bard’s satire of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the goblin bard than where it started its turn, the target takes 1d6 + 6 psychic damage and is dazed until the end of its next turn. Miss: Half damage. Hit or Miss: The goblin bard pushes the target 3 squares.
○○ Majestic Word (minor) ✦ Healing
The goblin bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This power can only be used once per round. The goblin bard can also slide the target 1 square.
Ode to Sacrifice (minor)
Choose one ally within 5 squares. The goblin bard transfers one effect on the target that a save can end to the goblin bard or to another ally with 5 squares. The new subject of the effect gains a +2 power bonus to saving throws against that effect.
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 +9, Athletics +8
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 15 (+5); Int 13 (+4); Cha 19 (+7)
Equipment chainmail, light shield, scimitar

-1 Level / +1 Level

Goblin Guardian Druid [Level 6 Controller]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +6; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 19, Will 19
Speed 6

● [m] Spear (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
○ [C] Tundra Wind (standard) ✦ Cold
Close blast 3; +8 vs. Fortitude; 2d6 + 5 cold damage, the target is pushed 2 squares and is knocked prone.
□ [A] Wall of Thorns (standard) ✦ Conjuration
Area wall 8 within 10. The goblin druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must be on a solid surface, and it lasts until the end of the goblin druid’s next turn. The wall provides cover. A creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 5 damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
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.
Camouflage Cloak (minor)
The goblin druid or one ally within 5 squares becomes invisible until moving or 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 +11, Nature +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 15 (+5); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, spear

-1 Level / +1 Level

Goblin Predator Druid [Level 6 Controller]

Small natural humanoid [XP 250]

Initiative +6; Senses Perception +11; low-light
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 21; Fortitude 16, Reflex 20, Will 19
Speed 7

● [m] Spear (standard) ✦ Weapon
+8 vs. AC; 1d8 + 3 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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
+8 vs. Reflex; 1d6 + 5 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: +8 vs. Reflex; 1d6 + 5 damage, and the secondary target is dazed until the end of the goblin druid’s next turn.
□ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the target is dazed 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.
Stalker’s Eyes (minor)
The goblin druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
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 +11, Perception +11
Str 12 (+4); Dex 17 (+6); Wis 17 (+6);
Con 13 (+4); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, spear

-1 Level / +1 Level

Goblin Preserving Invoker [Level 6 Artillery]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +6; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 20; Fortitude 17, Reflex 19, Will 19
Speed 6

● [m] Mace (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +8 vs. Reflex; 1d8 + 5 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 + 5 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.
□ [A] Searing Orb (standard) ✦ Radiant
Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also dazed until the end of the goblin invoker’s next turn. Miss: Half damage, and the target is blinded until the end of the goblin invoker’s next turn.
Astral Step (move) ✦ Teleportation
The goblin invoker and each ally within 5 squares teleports 5 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 +10, Religion +10
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, mace

-1 Level / +1 Level

Goblin Wrathful Invoker [Level 6 Artillery]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +6; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 19
Speed 5

● [m] Mace (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +8 vs. Fortitude; 1d10 + 5 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; +8 vs. Reflex; 2d8 + 5 damage, and the target is slowed until the end of the goblin invoker’s next turn.
□ [C] Icon of Terror (standard) ✦ Fear, Psychic
Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 2 squares. Miss: Half damage, and the target is pushed 1 square.
○ [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.
Demand Justice (immediate interrupt)
When a creature within 10 squares of the goblin invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
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 +9, Religion +9
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 13 (+4)
Equipment chainmail, mace

-1 Level / +1 Level

Goblin Bear Shaman [Level 6 Controller (Leader)]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +11; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 19; Fortitude 18, Reflex 18, Will 19
Speed 6

● [m] Spear (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +8 vs. Will; 1d8 + 5 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; +8 vs. Fortitude; 2d8 + 5 damage, and one ally adjacent to the goblin shaman’s spirit companion can spend a healing surge and regains 2 additional hit points.
□ [R] War Chieftain’s Blessing (standard)
Ranged 10; +8 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the goblin shaman and the goblin shaman’s allies gain a +2 bonus to attack rolls against the target.
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 13 damage to the spirit, the spirit disappears, and the goblin shaman takes 8 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 2d6 hit points. This power can only be used once per round.
Spirit of the Keeper (minor) ✦ Healing
One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter, any ally adjacent to the goblin shaman’s spirit companion doesn’t grant combat advantage.
● [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; +8 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 13 (+4); Cha 12 (+4)
Equipment leather armor, spear

-1 Level / +1 Level

Goblin Panther Shaman [Level 6 Controller (Leader)]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +11; low-light
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 19; Fortitude 17, Reflex 18, Will 19
Speed 6

● [m] Spear (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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; +8 vs. Reflex; 1d10 + 5 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] Earthrage Spirit (standard)
Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 damage, and the goblin shaman knocks the target prone. Miss: Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
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 13 damage to the spirit, the spirit disappears, and the goblin shaman takes 8 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 2d6 hit points. This power can only be used once per round.
Sudden Restoration (minor)
One or two allies within 10 squares make a saving throw.
● [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; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 13 (+4); Int 15 (+5); Cha 12 (+4)
Equipment leather armor, spear

-1 Level / +1 Level

Goblin Chaos Sorcerer [Level 6 Artillery]

Small natural humanoid [XP 250]

Initiative +6; Senses Perception +3; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 19, Will 21
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +9 vs. Will; 1d10 + 9 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: +9 vs. Will; 1d6 + 5 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; +9 vs. Fortitude; 1d8 + 9 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] Serpentine Blast (standard) ✦ Lightning
Ranged 10; +9 vs. Reflex; 3d10 + 9 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but not superior cover or total concealment.
Goblin Tactics (immediate reaction)
When the goblin sorcerer is missed by a melee attack.
The goblin sorcerer shifts 1 square.
Swift Escape (immediate interrupt) ✦ Teleportation
When the goblin sorcerer is hit by an area or a close attack.
The goblin sorcerer teleports 5 squares.
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 +8, Bluff +12
Str 13 (+4); Dex 17 (+6); Wis 10 (+3);
Con 12 (+4); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, dagger

-1 Level / +1 Level

Goblin Dragon Sorcerer [Level 6 Skirmisher]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +3; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 17; Fortitude 17, Reflex 18, Will 21
Speed 6

● [m] Mace (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +9 vs. Reflex; 1d8 + 8 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; +9 vs. Fortitude; 2d8 + 8 poison damage, and the target takes a –2 penalty to Fortitude until the end of the goblin sorcerer’s next turn.
□ [C] Thunder Leap (standard) ✦ Thunder
Close burst 1; +9 vs. Fortitude; 2d6 + 8 thunder damage. Hit or Miss: The goblin sorcerer jumps a number of squares equal to the goblin sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack against each creature in the burst. Secondary Attack: +9 vs. Fortitude; 2d6 + 4 thunder damage, and the goblin sorcerer pushes the secondary target 1 square.
Goblin Tactics (immediate reaction)
When the goblin sorcerer is missed by a melee attack.
The goblin sorcerer shifts 1 square.
Sudden Scales (immediate interrupt)
When the goblin sorcerer is hit by an attack.
The goblin sorcerer gains a +5 bonus to all defenses against the triggering attack.
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 +8, Athletics +10
Str 15 (+5); Dex 15 (+5); Wis 10 (+3);
Con 12 (+4); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, mace

-1 Level / +1 Level

Goblin Earth Warden [Level 6 Brute]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +9; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 22; Fortitude 19, Reflex 20, Will 17
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+10 vs. AC; 1d8 + 5 damage (crit 13 + 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
+10 vs. AC; 1d8 + 5 damage (crit 13 + 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 + 5 damage.
□ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
Before the attack, the goblin warden teleports 5 squares. +10 vs. Reflex; 2d8 + 5 thunder damage (crit 21 + 1d8), and the target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the goblin warden’s next turn.
Earthguard (minor) ✦ Stance
Until the stance ends, the goblin warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the goblin warden uses another stance power.
● [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 +8, Perception +9
Str 17 (+6); Dex 14 (+5); Wis 13 (+4);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Goblin Wild Warden [Level 6 Brute]

Small natural humanoid [XP 250]

Initiative +5; Senses Perception +10; low-light
HP 83; Bloodied 41
Healing Surges (+20 hp) ○
AC 20; Fortitude 19, Reflex 18, Will 18
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage, and the target is slowed until the end of the goblin warden’s next turn.
○ [M] Predatory Guardian (standard) ✦ Weapon
+10 vs. AC; 2d10 + 5 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.
□ [C] Hail of Thorns (standard) ✦ Poison, Weapon
Close blast 3; targets creatures the goblin warden can see; +10 vs. Reflex; 1d10 + 5 poison damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
● [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; +10 vs. Fortitude; 1d10 + 5 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.
Bear’s Endurance (immediate interrupt) ✦ Healing
When the goblin warden drops to 0 hit points or fewer.
The goblin warden regains hit points as if the goblin warden had spent a healing surge.
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 +10, Perception +10
Str 17 (+6); Dex 14 (+5); Wis 15 (+5);
Con 13 (+4); Int 10 (+3); Cha 13 (+4)
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.