Goblin NPCs [Level 14]
Goblin Battle Cleric [Level 14 Controller (Leader)]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +11; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 28; Fortitude 27, Reflex 25, Will 28
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target
until the end of the goblin cleric’s next turn.
- ○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +19 vs. AC; 2d8 + 10 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+19 vs. AC; 1d8 + 10 lightning damage.
- ○ [R] Plague of Doom (standard)
- Ranged 10; +16 vs. Fortitude; 3d8 + 9 damage, and the target takes a -3 penalty to all defenses until the end of the goblin
cleric’s next turn.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The goblin cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+3 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The goblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +16, Religion +12
Str 20 (+12); Dex 14 (+9); Wis 18 (+11);
Con 13 (+8); Int 11 (+7); Cha 16 (+10)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Devoted Cleric [Level 14 Controller (Leader)]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +12; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 28; Fortitude 24, Reflex 25, Will 29
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +17 vs. Reflex; 1d8 + 10 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] Plague of Doom (standard)
- Ranged 10; +17 vs. Fortitude; 3d8 + 10 damage, and the target takes a -5 penalty to all defenses until the end of the goblin
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +17 vs. Reflex; 2d10 + 10 fire damage, and ongoing 10 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The goblin cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+5 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The goblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +17, Religion +12
Str 14 (+9); Dex 14 (+9); Wis 20 (+12);
Con 13 (+8); Int 11 (+7); Cha 20 (+12)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Greatweapon Fighter [Level 14 Soldier]
Small natural humanoid [XP 1000]
Initiative +10; Senses Perception +8; low-light
HP 138; Bloodied 69
Healing Surges (+34 hp) ○○
AC 29; Fortitude 29, Reflex 26, Will 24
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage. Miss: 5 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +19 vs. AC; 2d10 + 14 damage, and make a secondary attack against each enemy adjacent to the primary target and within the
goblin fighter’s melee reach. Secondary Attack: +19 vs. AC; 1d10 + 14 damage.
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +19 vs. AC; 2d10 + 10 damage, and the goblin fighter slides the target 1 square. Miss:
Half damage.
- ○ Into the Fray (minor)
- The goblin fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- ● 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 +17, Intimidate +14
Str 20 (+12); Dex 16 (+10); Wis 13 (+8);
Con 18 (+11); Int 11 (+7); Cha 14 (+9)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Goblin Guardian Fighter [Level 14 Soldier]
Small natural humanoid [XP 1000]
Initiative +12; Senses Perception +8; low-light
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 31; Fortitude 29, Reflex 30, Will 24
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8), 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] Storm of Blows (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 15 damage (crit 23 + 2d8). Hit or Miss: After the attack, the goblin fighter can shift 1 square and
repeat the attack against another target within reach. The goblin fighter can then shift 1 square and repeat the attack against
a third target within reach. After the final attack, the goblin fighter can shift 1 square.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +19 vs. AC; 3d8 + 10 damage (crit 34 + 2d8), and the target is slowed (save ends). Miss: The power is not expended.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the goblin fighter. 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 Heal +13, Intimidate +14
Str 20 (+12); Dex 20 (+12); Wis 13 (+8);
Con 14 (+9); Int 11 (+7); Cha 14 (+9)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Avenging Paladin [Level 14 Soldier]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +9; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 30; Fortitude 28, Reflex 26, Will 28
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +20 vs. AC; 1d8 + 10 radiant damage. If the goblin paladin has marked the target, the goblin paladin gains a +2 bonus to the
damage roll.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +20 vs. AC; 3d8 + 10 radiant damage, and the target is marked until the end of the goblin paladin’s next turn. The goblin
paladin can fly 2 squares and must charge as part of this attack.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +17 vs. Will; 2d8 + 10 radiant damage. Hit or Miss: The targets are weakened (save
ends).
- ● 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 11 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.
- ○ Cleansing Spirit (minor)
- The goblin paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □□ 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 +17, Religion +12
Str 20 (+12); Dex 14 (+9); Wis 14 (+9);
Con 13 (+8); Int 11 (+7); Cha 20 (+12)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Goblin Protecting Paladin [Level 14 Soldier]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +9; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 32; Fortitude 27, Reflex 28, Will 29
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 9 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 11 damage (crit 19 + 2d8), and the goblin paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +20 vs. AC; 2d8 + 11 damage (crit 27 + 2d8), and one ally within 5 squares of the goblin paladin regains 12 hit points.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +18 vs. Fortitude; 1d10 + 11 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +18 vs. Fortitude; 1d10 + 11 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- □ Turn the Tide (standard)
- The goblin paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ● 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 12 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 +18, Religion +12
Str 18 (+11); Dex 14 (+9); Wis 14 (+9);
Con 13 (+8); Int 11 (+7); Cha 22 (+13)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Archer Ranger [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +13; Senses Perception +14; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 31; Fortitude 27, Reflex 30, Will 24
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 9 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +20 vs. AC; 1d8 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +18/+19 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d6
+ 5 damage (off-hand).
Shortbow: Ranged 15/30; +20 vs. AC (twice); 1d8 + 5 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +18/+19 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d6
+ 5 damage (off-hand).
Shortbow: Ranged 15/30; +20 vs. AC (twice); 1d8 + 5 damage.
Hit: The target
is immobilized until the start of the goblin ranger’s next turn.
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The goblin ranger can move at full speed. At any point during the move, the goblin ranger can make two attacks.
Scimitar:
+18 vs. AC; 3d8 + 9 damage (crit 33 + 2d8).
Shortbow: Ranged 15/30; +20 vs. AC; 3d8 + 11 damage.
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 2d6 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.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the goblin ranger.
The goblin ranger can shift 1 square and then move 3 squares. The goblin ranger cannot end the move adjacent to the triggering
enemy.
- 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 +14, Stealth +19
Str 18 (+11); Dex 22 (+13); Wis 14 (+9);
Con 13 (+8); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Goblin Two-Blade Ranger [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +12; Senses Perception +14; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 30; Fortitude 28, Reflex 29, Will 24
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +19 vs. AC; 1d8 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +19/+19 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d8
+ 5 damage (crit 13 + 2d8) (off-hand).
Shortbow: Ranged 15/30; +19 vs. AC (twice); 1d8 + 5 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
Scimitar
(off hand): +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
If one attack hits, the target takes a -2 penalty to AC
until the end of the goblin ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of
the goblin ranger’s next turn.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +19 vs. AC; 2d8 + 10 damage (crit 26 + 2d8). Miss: Half damage.
- ● 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 2d6 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.
- ○ Expeditious Stride (minor)
- Until the end of the goblin ranger’s next turn, the goblin ranger’s speed increases by 4, and the goblin ranger can shift
1 additional square when shifting.
- ● Goblin Tactics (immediate reaction)
- When the goblin ranger is missed by a melee attack.
The goblin ranger shifts 1 square.
- 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 +10 hit points.
Skills Nature +14, Perception +14
Str 20 (+12); Dex 20 (+12); Wis 14 (+9);
Con 13 (+8); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Goblin Brawny Rogue [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +13; Senses Perception +8; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 30; Fortitude 26, Reflex 31, Will 25
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 9 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +21 vs. Reflex; 1d6 + 11 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +21 vs. AC; 3d6 + 11 damage, and the target cannot shift until the end of the goblin rogue’s next turn. If the target provokes
an opportunity attack from the goblin rogue before the start of the goblin rogue’s next turn, the goblin rogue gains a +4
bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +21 vs. Fortitude; 2d6 + 11 damage, and the target takes ongoing 9 damage and grants combat advantage to the goblin rogue
(save ends both). Miss: Half damage, and no ongoing damage.
- □ Certain Freedom (move)
- The goblin rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- ● 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 3d6 damage.
Skills Acrobatics +18, Thievery +20
Str 18 (+11); Dex 22 (+13); Wis 12 (+8);
Con 13 (+8); Int 11 (+7); Cha 16 (+10)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Goblin Trickster Rogue [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +13; Senses Perception +13; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 30; Fortitude 24, Reflex 31, Will 27
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 7 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +21 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
The goblin rogue can move 2 squares before the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +21 vs. AC; 2d6 + 11 damage.
Hand
Crossbow: Ranged 10/20; +20 vs. AC; 2d6 + 11 damage.
Hit: The target slides 2 squares. Hit or Miss:
The goblin rogue can move 3 squares after making the attack.
- □ [M] Knockout (standard) ✦ Weapon
- +21 vs. Fortitude; 2d6 + 11 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the goblin rogue’s
next turn.
- ● Shadow Stride (move)
- The goblin rogue must be hidden to use this power. The goblin rogue can move at full speed and must end the movement in a
space where the goblin rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check
is successful, the goblin rogue remains during the movement, even if the goblin rogue has no cover or concealment during it.
- ● 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 3d6 damage.
Skills Stealth +20, Thievery +20
Str 14 (+9); Dex 22 (+13); Wis 12 (+8);
Con 13 (+8); Int 11 (+7); Cha 20 (+12)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Goblin Fey-Pact Warlock [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +8; low-light
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 24, Reflex 28, Will 29
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 1d6 + 11 psychic damage, and the goblin warlock is invisible to the target until the start of the
goblin warlock’s next turn.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +18 vs. Will; until the end of the goblin warlock’s next turn, the target treats all creatures as enemies for the
purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these
attack rolls.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +18 vs. Reflex; 2d8 + 11 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 5
cold damage (save ends). Sustain Minor: The target takes 2d8 + 5 cold damage. If the target saves, the goblin warlock
can no longer sustain this power.
- □ Warlock’s Leap (move) ✦ Teleportation
- The goblin warlock can teleport 6 squares, even without a line of sight to the destination. If the goblin warlock attempts
to teleport to a space the goblin warlock can’t occupy, the power fails.
- ● 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 2d6 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 +16, Bluff +18
Str 11 (+7); Dex 14 (+9); Wis 13 (+8);
Con 14 (+9); Int 18 (+11); Cha 22 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Infernal-Pact Warlock [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +8; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 28; Fortitude 27, Reflex 28, Will 26
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +17 vs. Reflex; 1d10 + 10 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +17 vs. Reflex; 1d6 + 10 fire damage. If the goblin warlock takes damage before the end of the goblin warlock’s
next turn, the target takes an extra 1d6 + 10 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +17 vs. Will; 2d8 + 14 necrotic damage, and the target is weakened until the end of the goblin warlock’s next turn.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +17 vs. Reflex; 3d10 + 10 damage, and the target is immobilized (save ends). Miss: Half damage, and the
target is not immobilized.
- ● 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 2d6 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The goblin warlock gains 14 temporary hit points.
- □ Shielding Shades (immediate reaction)
- When the goblin warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Skills Arcana +16, Intimidate +15
Str 11 (+7); Dex 15 (+9); Wis 12 (+8);
Con 20 (+12); Int 18 (+11); Cha 16 (+10)
Equipment leather armor, mace
-1 Level / +1 Level
Goblin Star-Pact Warlock [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +8; low-light
HP 140; Bloodied 70
Healing Surges (+35 hp) ○○
AC 26; Fortitude 27, Reflex 26, Will 28
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +17 vs. Reflex; 1d10 + 10 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +17 vs. Fortitude; 1d6 + 10 radiant damage. If the target moves nearer to the goblin warlock on its next turn,
it takes an extra 1d6 + 10 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +17 vs. Fortitude; 2d10 + 10 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +17 vs. Reflex; 1d10 + 12 damage (choose cold or radiant damage).
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +17 vs. Will; 2d10 + 10 psychic damage, and the goblin warlock teleports the target to an unoccupied square within
3 squares of the goblin warlock. Sustain Minor: Make a +17 vs. Will attack against the target. On a hit, the goblin
warlock teleports the target to an unoccupied square within 3 squares of the goblin warlock. On a miss, the effect 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 2d6 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.
- □ Shielding Shades (immediate reaction)
- When the goblin warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Skills Arcana +14, Insight +13
Str 11 (+7); Dex 15 (+9); Wis 12 (+8);
Con 20 (+12); Int 14 (+9); Cha 20 (+12)
Equipment leather armor, sickle
-1 Level / +1 Level
Goblin Inspiring Warlord [Level 14 Soldier (Leader)]
Small natural humanoid [XP 1000]
Initiative +11; Senses Perception +7; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 28; Fortitude 28, Reflex 25, Will 28
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +19 vs. Fortitude; 5 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 +5 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] Bolstering Blow (standard) ✦ Weapon
- +19 vs. AC; 3d10 + 10 damage, and the goblin warlord grants 15 temporary hit points to an ally within 5 squares.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +19 vs. AC; 3d10 + 10 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
goblin warlord dropped the target to 0 hit points or fewer with this attack, add +5 to the temporary hit points the goblin
warlord’s allies gain.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the goblin warlord’s next turn.
- ○○ Inspiring Word (minor) ✦ Healing
- The goblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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.
- Inspiring Presence
- When an ally who can see the goblin warlord spends an action point to take an extra action, that ally also regains 12 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 +12, History +14
Str 20 (+12); Dex 14 (+9); Wis 11 (+7);
Con 13 (+8); Int 14 (+9); Cha 20 (+12)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Goblin Tactical Warlord [Level 14 Soldier (Leader)]
Small natural humanoid [XP 1000]
Initiative +11; Senses Perception +7; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 26
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8). 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] Beat Them into the Ground (standard) ✦ Weapon
- +19 vs. Fortitude; 2d8 + 10 damage (crit 26 + 2d8), the target is knocked prone, and every ally within 5 squares of the goblin
warlord makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a
target prone on a hit. The goblin warlord’s allies have a +4 power bonus to these attack rolls.
- □ [M] Iron Dragon Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+19 vs. AC; 3d8 + 10 damage (crit 34 + 2d8). Hit or Miss: Until the end of the encounter, as an immediate reaction,
an ally of the goblin warlord’s choice within 5 squares of the goblin warlord can charge a target that the goblin warlord
charges.
- ○○ Inspiring Word (minor) ✦ Healing
- The goblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 5 squares.
- Tactical Presence
- When an ally the goblin warlord can see spends an action point to make an extra attack, the ally gains a +4 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 +12, History +16
Str 20 (+12); Dex 14 (+9); Wis 11 (+7);
Con 13 (+8); Int 18 (+11); Cha 16 (+10)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Goblin Control Wizard [Level 14 Artillery]
Small natural humanoid [XP 1000]
Initiative +10; Senses Perception +11; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○○
AC 27; Fortitude 23, Reflex 28, Will 28
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +18 vs. AC; 1d4 + 8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +17 vs. Fortitude; 1d6 + 10 cold damage, and the target is slowed until the end of the goblin wizard’s next turn.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +17 vs. Will; 2d6 + 10 psychic damage, and the target
is immobilized until the end of the goblin wizard’s next turn. If the goblin wizard targets only one creature with this power,
the goblin wizard gains a +4 power bonus to the attack roll.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +17 vs. Reflex; 2d12 + 10 lightning 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).
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the goblin wizard’s space, and the goblin wizard gains a +6 power bonus to AC. Each time
an attack misses the goblin wizard, one of the duplicate images disappears and the bonus granted by this power decreases by
2. When the bonus reaches 0, all the goblin wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1
hour.
- ● 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 -4 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 +17, Insight +16
Str 11 (+7); Dex 16 (+10); Wis 18 (+11);
Con 13 (+8); Int 20 (+12); Cha 14 (+9)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Goblin War Wizard [Level 14 Artillery]
Small natural humanoid [XP 1000]
Initiative +12; Senses Perception +9; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○○
AC 27; Fortitude 23, Reflex 28, Will 26
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +20 vs. AC; 1d4 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +17 vs. Reflex; 1d6 + 10 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +17 vs. Reflex; 4d6 + 10 thunder damage, and the target is pushed 4 squares.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +17 vs. Fortitude; 2d8 + 10 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the goblin wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away
from the goblin wizard cannot see the goblin wizard.
- ● 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 +5 bonus to a single attack roll.
Skills Arcana +17, History +17
Str 11 (+7); Dex 20 (+12); Wis 14 (+9);
Con 13 (+8); Int 20 (+12); Cha 14 (+9)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Goblin Isolating Avenger [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +12; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 29; Fortitude 25, Reflex 28, Will 28
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage, and the goblin avenger shifts 1 square, sliding the target 1 square into the space the goblin
avenger occupied.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +20 vs. Will; 2d8 + 10 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the goblin avenger’s next turn or until the goblin avenger dismisses it as a minor action. Any enemy that
enters the zone is dazed until the end of the goblin avenger’s next turn. Hit or Miss: Until the end of the goblin
avenger’s next turn, the goblin avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +20 vs. AC; 3d8 + 10 damage, and the goblin avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the
goblin avenger makes a saving throw.
- ○ [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.
- □ River of Life (minor) ✦ Healing
- The goblin avenger gains regeneration 5 until the end of the encounter.
- ○ [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 +4
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 +14, Religion +16
Str 14 (+9); Dex 14 (+9); Wis 20 (+12);
Con 13 (+8); Int 18 (+11); Cha 13 (+8)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Goblin Pursuing Avenger [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +12; Senses Perception +12; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 30; Fortitude 25, Reflex 29, Will 28
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +19 vs. AC; 1d8 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage, and if the target doesn’t end its next turn adjacent to the goblin avenger, the goblin avenger
can shift 6 squares as a free action. The goblin avenger must end that shift closer to the target.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +17 vs. Will; 2d8 + 10 thunder damage, and the goblin avenger teleports the target 5 squares. The goblin avenger
then teleports to a space adjacent to the target. Until the end of the goblin avenger’s next turn, any enemy that ends its
turn adjacent to the goblin avenger takes 5 thunder damage.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +20 vs. AC; 2d8 + 10 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the goblin avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The goblin avenger
must end this movement closer to the target.
- ○ [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.
- □ Avenger’s Readiness (no action)
- When the goblin avenger rolls initiative at the beginning of an encounter.
The goblin avenger gains a +5 power bonus to the initiative check. The goblin avenger shifts 3 squares as a free action when
the first creature in the initiative order starts its turn, even if the goblin avenger is surprised.
- Censure of Pursuit
- If the goblin avenger’s oath of enmity target moves away from the goblin avenger willingly, the goblin avenger gains a +9
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 +13, Stealth +19
Str 14 (+9); Dex 20 (+12); Wis 20 (+12);
Con 13 (+8); Int 12 (+8); Cha 13 (+8)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Goblin Rageblood Barbarian [Level 14 Brute]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +13; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 25
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+19 vs. AC; 1d10 + 2d8 + 10 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +19 vs. AC; 2d10 + 10 damage and the target is pushed 1 square.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +19 vs. AC; 3d10 + 10 damage, and the target is knocked prone. Miss: Half damage. Hit or Miss: The goblin barbarian
enters the rage of the oak hammer. Until the rage ends, whenever the goblin barbarian hits a target with a melee attack, the
goblin barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +4 damage.
- ● 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.
- □ Deny Death (immediate interrupt)
- When the goblin barbarian drops to 0 hit points or fewer and doesn’t die.
The goblin barbarian is dying but don’t fall unconscious because of that condition. At the end of the goblin barbarian’s next
turn, the goblin barbarian falls unconscious if the goblin barbarian is still dying.
- Rageblood Vigor
- Whenever the goblin barbarian’s attack reduces an enemy to 0 hit points, the goblin barbarian gains 9 temporary hit points.
- Barbarian Agility
- While the goblin barbarian is not wearing heavy armor, the goblin barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +16, Perception +13
Str 20 (+12); Dex 15 (+9); Wis 12 (+8);
Con 18 (+11); Int 11 (+7); Cha 16 (+10)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Thaneborn Barbarian [Level 14 Brute]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +13; low-light
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 27
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+19 vs. AC; 1d10 + 2d6 + 10 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +19 vs. Fortitude; 3d10 + 10 damage. Make a secondary attack against each adjacent enemy. Secondary Attack: +19 vs.
Will; the secondary target moves 2 squares away from the goblin barbarian as a free action and takes a –5 penalty to attack
rolls until the end of the goblin barbarian’s next turn.
- □ [M] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +19 vs. AC; 2d10 + 10 acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The
goblin barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the goblin barbarian’s
turns, each enemy adjacent to the goblin barbarian is blinded until the end of the goblin barbarian’s turn.
- ○ [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.
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the goblin barbarian is pulled, pushed, or slid.
The goblin barbarian negates the forced movement. Until the stance ends, the goblin barbarian can negate forced movement against
the goblin barbarian. Stance: This power lasts until the end of the encounter or until the goblin barbarian uses another stance power.
- Thaneborn Triumph
- Whenever the goblin barbarian bloodies an enemy, the next attack by the goblin barbarian or an ally against that enemy gains
a +5 bonus to the attack roll.
- Barbarian Agility
- While the goblin barbarian is not wearing heavy armor, the goblin barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +16, Perception +13
Str 20 (+12); Dex 15 (+9); Wis 12 (+8);
Con 14 (+9); Int 11 (+7); Cha 20 (+12)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Cunning Bard [Level 14 Controller (Leader)]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +12; low-light
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 24, Reflex 29, Will 29
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage (crit 14 + 2d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 1d6 + 11 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the goblin
bard’s next turn.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 1d10 + 11 psychic damage. Until the end of the goblin bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +18 vs. Will; 3d8 + 11 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to
attack rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half
damage, and the target can’t take opportunity actions until the end of the goblin bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The goblin bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 6 hit points. This
power can only be used once per round. The goblin bard can also slide the target 1 square.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the goblin bard’s next turn, and the goblin bard slides the
target 2 squares.
- ● 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 9 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 +16, Bluff +18
Str 13 (+8); Dex 14 (+9); Wis 11 (+7);
Con 14 (+9); Int 18 (+11); Cha 22 (+13)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Goblin Valorous Bard [Level 14 Controller (Leader)]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +12; low-light
HP 138; Bloodied 69
Healing Surges (+34 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 29
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage (crit 14 + 2d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 11 damage (crit 19 + 2d8), 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] Earthquake Strike (standard) ✦ Weapon
- +20 vs. AC; 2d8 + 11 damage (crit 27 + 2d8), and the goblin bard knocks the target prone. Until the end of the goblin bard’s
next turn, each ally within 10 squares of the goblin bard can knock prone any creature he or she hits and gains a +4 bonus
to damage rolls.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +20 vs. AC; 3d8 + 11 thunder damage (crit 35 + 2d8), and the goblin bard slides the target 2 squares. Hit or Miss:
Until the end of the encounter, whenever the goblin bard hits a target with an at-will attack power, the goblin bard slides
the target 2 squares to a space that must be adjacent to at least one of the goblin bard’s allies.
- ○○ Majestic Word (minor) ✦ Healing
- The goblin bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 6 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.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the goblin bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the
goblin bard’s next turn.
- 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 7 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 +14, Athletics +12
Str 13 (+8); Dex 14 (+9); Wis 11 (+7);
Con 18 (+11); Int 14 (+9); Cha 22 (+13)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Goblin Guardian Druid [Level 14 Controller]
Small natural humanoid [XP 1000]
Initiative +10; Senses Perception +12; low-light
HP 138; Bloodied 69
Healing Surges (+34 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 28
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +17 vs. Fortitude; 2d6 + 10 damage, and the goblin druid slides the target 3 squares.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +17 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 10 radiant
damage. Miss: 1d10 + 10 radiant damage.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The goblin druid teleports to a safe place in the Feywild. While the goblin druid is there, the goblin druid can’t take any
actions other than using the goblin druid’s second wind and wild shape. At the end of the goblin druid’s next turn or as a
move action before then, the goblin druid reappears in an unoccupied space within 10 squares of the space the goblin druid
left.
- ● 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.
- ● 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 +17, Nature +17
Str 13 (+8); Dex 16 (+10); Wis 20 (+12);
Con 18 (+11); Int 12 (+8); Cha 13 (+8)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Predator Druid [Level 14 Controller]
Small natural humanoid [XP 1000]
Initiative +12; Senses Perception +17; low-light
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 30; Fortitude 24, Reflex 29, Will 28
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 vs. Reflex; 1d6 + 5 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 5 fire damage.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +17 vs. Reflex; 2d6 + 10 damage, and until the end of the goblin druid’s next turn, the goblin druid can make a melee basic
attack with a +5 attack bonus as an opportunity action against any enemy adjacent to the goblin druid that hits or misses
with an attack.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +17 vs. Reflex; 2d8 + 10 damage, the goblin druid knocks the target prone, and it can’t stand up (save ends). Miss:
Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the goblin druid gains a
+2 bonus to attack rolls against prone targets. In addition, whenever the goblin druid hits an enemy with a melee attack while
the goblin druid is in beast form, the goblin druid can knock that enemy prone.
- ● 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.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the goblin druid is in beast form, the goblin druid gains resist 2 to all damage.
- ● 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 +17, Perception +17
Str 13 (+8); Dex 20 (+12); Wis 20 (+12);
Con 14 (+9); Int 12 (+8); Cha 13 (+8)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Preserving Invoker [Level 14 Artillery]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +12; low-light
HP 104; Bloodied 52
Healing Surges (+26 hp) ○○
AC 29; Fortitude 25, Reflex 28, Will 28
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +17 vs. Reflex; 1d8 + 10 radiant damage, and the goblin invoker slides the target 1 square. The goblin invoker
can use this power as a ranged basic attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +17 vs. Fortitude; 3d6 + 10 damage, and the goblin invoker either slides the target
5 squares or the goblin invoker slides the target 1 square and knocks it prone.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +17 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the goblin invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the goblin invoker takes 5 psychic damage.
- ● 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 +4 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the goblin invoker makes an attack roll against the goblin invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +16, Religion +16
Str 11 (+7); Dex 15 (+9); Wis 20 (+12);
Con 14 (+9); Int 18 (+11); Cha 14 (+9)
Equipment hide armor, mace
-1 Level / +1 Level
Goblin Wrathful Invoker [Level 14 Artillery]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +12; low-light
HP 108; Bloodied 54
Healing Surges (+27 hp) ○○
AC 28; Fortitude 27, Reflex 26, Will 28
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +17 vs. Fortitude; 1d10 + 10 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +4 radiant damage. The goblin invoker can use this power as a ranged basic attack.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +17 vs. Will; 2d8 + 10 damage, or 3d8 + 10 damage if the goblin invoker targets
only one creature. The target takes a –5 penalty to all saving throws until the end of the goblin invoker’s next turn.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +17 vs. Reflex; 3d6 + 10 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the goblin invoker’s next turn. Any creature that starts its turn within
the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ [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 1d6+4 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the goblin invoker makes an attack roll against the goblin invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +15, Religion +14
Str 11 (+7); Dex 15 (+9); Wis 20 (+12);
Con 18 (+11); Int 14 (+9); Cha 14 (+9)
Equipment chainmail, mace
-1 Level / +1 Level
Goblin Bear Shaman [Level 14 Controller (Leader)]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +17; low-light
HP 138; Bloodied 69
Healing Surges (+34 hp) ○○
AC 26; Fortitude 27, Reflex 25, Will 28
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Will; 1d8 + 10 damage, and each ally adjacent to the goblin shaman’s spirit companion gains 4 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 2d6 + 10 damage. Until the end of the goblin shaman’s next turn, the goblin shaman and
the goblin shaman’s allies gain resist 8 to all damage while adjacent to the goblin shaman’s spirit companion.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +17 vs. Will; 2d8 + 10 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● 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 17 damage to the spirit, the spirit
disappears, and the goblin shaman takes 12 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 3d6 hit points. This power can only be used once per round.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the goblin shaman can move the zone
5 squares.
- ● [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; +17 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the goblin shaman’s spirit
companion regains 5 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 4 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 +17, Perception +17
Str 12 (+8); Dex 15 (+9); Wis 20 (+12);
Con 18 (+11); Int 14 (+9); Cha 13 (+8)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Panther Shaman [Level 14 Controller (Leader)]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +17; low-light
HP 134; Bloodied 67
Healing Surges (+33 hp) ○○
AC 28; Fortitude 25, Reflex 27, Will 28
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 1d10 + 10 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 +2 bonus to the attack roll.
- ○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Reflex; 2d10 + 10 damage. Until the start of the goblin shaman’s next turn, if an ally adjacent to
the goblin shaman’s spirit companion misses with an attack, the goblin shaman can use an immediate interrupt to allow that
ally to reroll the attack with a +4 bonus to the attack roll.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +17 vs. Fortitude; 3d6 + 10 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The goblin shaman and each ally
within 10 squares of the goblin shaman regains 5 hit points.
- ● 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 17 damage to the spirit, the spirit
disappears, and the goblin shaman takes 12 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 3d6 hit points. This power can only be used once per round.
- ● [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; +17 vs. Reflex; 1d10 + 10 damage.
- ● Goblin Tactics (immediate reaction)
- When the goblin shaman is missed by a melee attack.
The goblin shaman shifts 1 square.
- □ Spirit Summons (free)
- Until the end of the encounter, the goblin shaman can use the goblin shaman’s call spirit companion power to conjure a second
spirit companion. When the goblin shaman attacks with a spirit power, the goblin shaman chooses which spirit companion to
use for the attack. When an effect applies to creatures adjacent to the goblin shaman’s spirit companion, that effect applies
to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
- Stalker Spirit
- Any ally adjacent to the goblin shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.
Skills Nature +17, Perception +17
Str 12 (+8); Dex 15 (+9); Wis 20 (+12);
Con 14 (+9); Int 18 (+11); Cha 13 (+8)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Chaos Sorcerer [Level 14 Artillery]
Small natural humanoid [XP 1000]
Initiative +12; Senses Perception +7; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○○
AC 27; Fortitude 24, Reflex 28, Will 30
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +20 vs. AC; 1d4 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +18 vs. Will; 1d10 + 18 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:
+18 vs. Will; 1d6 + 12 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] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +18 vs. Will; 2d10 + 18 psychic damage, and the goblin sorcerer knocks the target prone. If the goblin sorcerer
rolled an even number on the attack roll, the target can’t stand up until the end of the goblin sorcerer’s next turn. If the
goblin sorcerer rolled an odd number on the attack roll, the goblin sorcerer slides the target 5 squares.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +18 vs. Fortitude; 2d10 + 18 poison damage. Hit or Miss: The goblin sorcerer slides the target 6 squares.
The target is poisonous to the goblin sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 12 poison damage. If the goblin sorcerer rolled an even number on the attack
roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 12 poison damage.
- ● Goblin Tactics (immediate reaction)
- When the goblin sorcerer is missed by a melee attack.
The goblin sorcerer shifts 1 square.
- □ Chaos Link (immediate reaction)
- When the goblin sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- Chaos Power
- The goblin sorcerer gains a +7 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 +13, Bluff +18
Str 14 (+9); Dex 20 (+12); Wis 11 (+7);
Con 13 (+8); Int 12 (+8); Cha 22 (+13)
Equipment cloth armor, dagger
-1 Level / +1 Level
Goblin Dragon Sorcerer [Level 14 Skirmisher]
Small natural humanoid [XP 1000]
Initiative +10; Senses Perception +7; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 26; Fortitude 26, Reflex 26, Will 30
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +18 vs. Reflex; 1d8 + 17 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 4 fire damage.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +18 vs. Fortitude; 2d6 + 17 thunder damage, and the target is dazed and slowed until the end of the goblin
sorcerer’s next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +18 vs. Fortitude; 2d6 + 17 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The goblin sorcerer gains a +4 power bonus to AC until the end of the encounter.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- ● Goblin Tactics (immediate reaction)
- When the goblin sorcerer is missed by a melee attack.
The goblin sorcerer shifts 1 square.
- Draconic Power
- The goblin sorcerer gains a +6 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 +13, Athletics +16
Str 18 (+11); Dex 16 (+10); Wis 11 (+7);
Con 13 (+8); Int 12 (+8); Cha 22 (+13)
Equipment cloth armor, mace
-1 Level / +1 Level
Goblin Earth Warden [Level 14 Brute]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +14; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 31; Fortitude 28, Reflex 27, Will 25
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8), and the goblin warden gains a +1 power bonus to AC until the end of the goblin
warden’s next turn.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +19 vs. AC; 3d8 + 10 damage (crit 34 + 2d8). Hit or Miss: The target provokes an opportunity attack from the goblin
warden if it shifts before the end of the goblin warden’s next turn.
- □ Shield of Stone (minor)
- The goblin warden slides one ally within 5 squares by 5 squares. Until the end of the goblin warden’s next turn, that ally
gains resist 5 to all damage and a +2 power bonus to all defenses.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The goblin warden assumes the guardian form of the oak sentinel until the end of the encounter. While the goblin warden is
in this form, the goblin warden’s melee reach increases by 1. In addition, any enemy that hits the goblin warden with a melee
attack takes 5 damage. 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 within the goblin warden’s reach makes a melee attack against the
goblin warden’s ally.
Secondary Attack: targets the triggering enemy; +19 vs. AC; 2d8 + 10 damage (crit 26 +
2d8). Miss: Half damage. Hit or Miss: The goblin warden becomes the target of the triggering attack, even if
the goblin warden is not within that attack’s range.
- ● [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 +4 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 +14, Perception +14
Str 20 (+12); Dex 15 (+9); Wis 14 (+9);
Con 18 (+11); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Wild Warden [Level 14 Brute]
Small natural humanoid [XP 1000]
Initiative +9; Senses Perception +16; low-light
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○
AC 29; Fortitude 28, Reflex 25, Will 27
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage, and the target is slowed until the end of the goblin warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +19 vs. AC; 1d10 + 10 radiant damage, and the target is blinded until the end of the goblin warden’s next turn. If the target
is bloodied, the goblin warden shifts 2 squares.
- □ Returning Strength (minor) ✦ Healing
- The goblin warden spends a healing surge and regains +5 additional hit points.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The goblin warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the goblin warden
is in this form, the goblin warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage.
In addition, the goblin warden can use the goblin warden’s second wind as a minor 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: +19 vs. AC; 1d10 + 10 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; +19 vs. Fortitude; 1d10 + 10 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 -4
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 +16, Perception +16
Str 20 (+12); Dex 15 (+9); Wis 18 (+11);
Con 14 (+9); Int 11 (+7); Cha 14 (+9)
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.