Goblin NPCs [Level 18]
Goblin Battle Cleric [Level 18 Controller (Leader)]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +13; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 31; Fortitude 30, Reflex 28, Will 31
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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] Blinding Light (standard) ✦ Radiant, Weapon
- +22 vs. Fortitude; 2d8 + 11 radiant damage, and the target is blinded until the end of the goblin cleric’s next turn.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +22 vs. Will; 2d8 + 11 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ Divine Armor (standard) ✦ Healing
- The goblin cleric gains a +2 power bonus to AC. The goblin cleric and each ally within 3 squares gain resist 5 to all damage
until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The goblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +18, Religion +14
Str 21 (+14); Dex 14 (+11); Wis 19 (+13);
Con 13 (+10); Int 11 (+9); Cha 16 (+12)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Devoted Cleric [Level 18 Controller (Leader)]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +14; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 31; Fortitude 27, Reflex 28, Will 32
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +20 vs. Reflex; 1d8 + 11 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.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +20 vs. Reflex; 3d6 + 11 thunder damage, and the target is pushed 8 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +20 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the goblin
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the goblin cleric and the goblin cleric’s allies against ranged attacks until the end
of the goblin cleric’s next turn. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The goblin cleric and any allies gain the following benefits while
within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls.
The area remains hallowed until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The goblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +19, Religion +14
Str 14 (+11); Dex 14 (+11); Wis 21 (+14);
Con 13 (+10); Int 11 (+9); Cha 21 (+14)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Greatweapon Fighter [Level 18 Soldier]
Small natural humanoid [XP 2000]
Initiative +12; Senses Perception +10; low-light
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○
AC 32; Fortitude 32, Reflex 29, Will 27
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage. Miss: 5 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +22 vs. AC; 3d10 + 11 damage, and the target is pushed 3 squares. Hit or Miss: After the attack, the goblin fighter
can shift the same distance the goblin fighter pushed the target. The goblin fighter must end the move adjacent to the target.
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The goblin fighter gains regeneration 4, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the goblin fighter takes 1d10 + 6 damage damage and is slowed until the end of its turn, as long as the
goblin fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the goblin fighter uses another stance power.
- □ Iron Warrior (minor) ✦ Healing
- The goblin fighter spends a healing surge, regaining an additional 2d6 + 4 hit points, and makes a saving throw against one
effect that a save can end.
- ● 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 +19, Intimidate +16
Str 21 (+14); Dex 16 (+12); Wis 13 (+10);
Con 19 (+13); Int 11 (+9); Cha 14 (+11)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Goblin Guardian Fighter [Level 18 Soldier]
Small natural humanoid [XP 2000]
Initiative +14; Senses Perception +10; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 34; Fortitude 32, Reflex 33, Will 27
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+22 vs. AC; 1d8 + 11 damage (crit 19 + 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] Warrior’s Challenge (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage (crit 35 + 2d8), and the target is pushed 2 squares. All of the goblin fighter’s enemies within
2 squares of the target are marked until the end of the goblin fighter’s next turn.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +22 vs. AC; 3d8 + 11 damage (crit 35 + 2d8). Miss: Half damage.
- ● Goblin Tactics (immediate reaction)
- When the goblin fighter is missed by a melee attack.
The goblin fighter shifts 1 square.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +15, Intimidate +16
Str 21 (+14); Dex 21 (+14); Wis 13 (+10);
Con 14 (+11); Int 11 (+9); Cha 14 (+11)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Avenging Paladin [Level 18 Soldier]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +11; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 33; Fortitude 31, Reflex 29, Will 31
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +23 vs. AC; 1d8 + 11 radiant damage. If the goblin paladin has marked the target, the goblin paladin gains a +2 bonus to the
damage roll.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +23 vs. AC; 3d8 + 11 damage, and the target is pushed 5 squares. The target can’t move nearer to the goblin paladin on its
next turn.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+23 vs. AC; 4d8 + 11 damage. Miss: Half damage. Hit or Miss: The goblin paladin can spend a healing surge.
- ● 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.
- □□ 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the goblin paladin is hit by an attack.
The goblin paladin teleports adjacent to the ally and is hit by the attack instead.
Skills Intimidate +19, Religion +14
Str 21 (+14); Dex 14 (+11); Wis 14 (+11);
Con 13 (+10); Int 11 (+9); Cha 21 (+14)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Goblin Protecting Paladin [Level 18 Soldier]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +11; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 35; Fortitude 30, Reflex 31, Will 32
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage (crit 20 + 2d8), and the goblin paladin gains 2 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +23 vs. Will; 2d8 + 12 damage (crit 28 + 2d8), and the target is weakened until the end of the goblin paladin’s next turn.
- □ [R] True Nemesis (standard)
- Ranged 5; +21 vs. Will; 2d10 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the goblin paladin and attacks the goblin paladin or an ally, the goblin paladin can make
a secondary attack against the target as an immediate reaction. Secondary Attack: +21 vs. Will; 2d10 + 12 damage. Miss:
Half damage.
- □ Death Ward (standard) ✦ Healing
- The goblin paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target
regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
- ● 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 +20, Religion +14
Str 19 (+13); Dex 14 (+11); Wis 14 (+11);
Con 13 (+10); Int 11 (+9); Cha 23 (+15)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Archer Ranger [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +15; Senses Perception +16; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 34; Fortitude 30, Reflex 33, Will 27
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 10 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +23 vs. AC; 1d8 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +21/+22 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d6
+ 6 damage (off-hand).
Shortbow: Ranged 15/30; +23 vs. AC (twice); 1d8 + 6 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 15/30; three attacks against one, two, or three creatures; +23 vs. AC; 1d8 + 12 damage per attack.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 15/30; three attacks against one, two, or three creatures; +23 vs. AC; 1d8 + 12 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d8 damage. Miss: The target is dazed (save ends).
- □ Momentary Respite (standard)
- The goblin ranger shifts 2 squares and makes a saving throw. The goblin ranger is no longer marked by any enemy.
- ● 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.
- 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 +16, Stealth +21
Str 19 (+13); Dex 23 (+15); Wis 14 (+11);
Con 13 (+10); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Goblin Two-Blade Ranger [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +14; Senses Perception +16; low-light
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 33; Fortitude 31, Reflex 32, Will 27
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +22 vs. AC; 1d8 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +22/+22 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d8
+ 6 damage (crit 14 + 2d8) (off-hand).
Shortbow: Ranged 15/30; +22 vs. AC (twice); 1d8 + 6 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +22 vs. AC; 1d8 + 11 damage (crit 19 + 2d8), and the target is immobilized and knocked
prone until the end of the goblin ranger’s next turn.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Scimitar (main): +22 vs. AC; 2d8 + 11 damage (crit 27 + 2d8).
Scimitar
(off hand): +22 vs. AC; 2d8 + 11 damage (crit 27 + 2d8).
Alternate main and off-hand weapon attacks until the goblin
ranger misses or until the goblin ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the goblin ranger with a melee attack.
Shift 1 square away from the enemy.
- 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 +16, Perception +16
Str 21 (+14); Dex 21 (+14); Wis 14 (+11);
Con 13 (+10); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Goblin Brawny Rogue [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +15; Senses Perception +10; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 33; Fortitude 29, Reflex 34, Will 28
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +24 vs. Reflex; 1d6 + 12 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +24 vs. Fortitude; 3d6 + 12 damage.
Shuriken: Ranged 6/12; +24 vs. Fortitude; 3d6 + 12 damage.
Hit: If the target attacks the goblin rogue before the start of the goblin rogue’s next turn, the goblin rogue
can attack it again as an immediate interrupt.
Short Sword: +24 vs. Fortitude; 2d6 + 12 damage.
Shuriken:
Ranged 6/12; +24 vs. Fortitude; 2d6 + 12 damage.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The goblin rogue can use this power as a minor action if the goblin rogue has already grabbed a creature. Doing so requires
no attack roll. +24 vs. Reflex; 2d6 + 12 damage, and the goblin rogue grabs the target. Until the target escapes, the goblin
rogue has cover, and any melee attack or ranged attack that misses the goblin rogue hits the target instead. Sustain Minor:
Sustain the grab for another round. The third time the goblin rogue sustains the grab after using this power, the target falls
unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- ● Goblin Tactics (immediate reaction)
- When the goblin rogue is missed by a melee attack.
The goblin rogue shifts 1 square.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the goblin rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 +20, Thievery +22
Str 19 (+13); Dex 23 (+15); Wis 12 (+10);
Con 13 (+10); Int 11 (+9); Cha 16 (+12)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Goblin Trickster Rogue [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +15; Senses Perception +15; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 33; Fortitude 27, Reflex 34, Will 30
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +20 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +24 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +23 vs. AC; 1d6 + 12 damage.
The goblin rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +24 vs. Will; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +23 vs. Will; 3d6 + 12 damage.
Hit: Until the end of the goblin rogue’s next turn, the goblin rogue gains combat advantage against the target
and a +1 power bonus to all defenses against its attacks.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +24 vs. AC; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +23 vs. AC; 3d6 + 12 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 14 damage (short sword) or
5d6 + 14 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ○ Hide in Plain Sight (minor)
- The goblin rogue must already be hidden to use this power. The goblin rogue is invisible until the goblin rogue leaves the
goblin rogue’s current square. No other action that the goblin rogue performs makes the goblin rogue visible.
- ● 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 +22, Thievery +22
Str 14 (+11); Dex 23 (+15); Wis 12 (+10);
Con 13 (+10); Int 11 (+9); Cha 21 (+14)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Goblin Fey-Pact Warlock [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +10; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 27, Reflex 31, Will 32
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +21 vs. Will; 1d6 + 12 psychic damage, and the goblin warlock is invisible to the target until the start of the
goblin warlock’s next turn.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +21 vs. Fortitude; 3d6 + 12 damage, and the goblin warlock can spend a healing surge, regaining an additional +4
hit points.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +21 vs. Will; The target loses its next standard action. Sustain Standard: Make a +21 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The goblin warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the goblin warlock’s
next turn.
- ● Warlock’s Curse (minor)
- The goblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
goblin warlock can deal an extra 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 +18, Bluff +20
Str 11 (+9); Dex 14 (+11); Wis 13 (+10);
Con 14 (+11); Int 19 (+13); Cha 23 (+15)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Infernal-Pact Warlock [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +10; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 31; Fortitude 30, Reflex 31, Will 29
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 11 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +20 vs. Reflex; 1d6 + 11 fire damage. If the goblin warlock takes damage before the end of the goblin warlock’s
next turn, the target takes an extra 1d6 + 11 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +20 vs. Fortitude; the goblin warlock takes 14 damage, and the target takes 3d10 + 20 damage.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +20 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +20 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the goblin
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The goblin warlock can fly a number of squares equal to the goblin warlock’s speed + 2. If the goblin warlock doesn’t land
at the end of this move, the goblin warlock falls. Until the end of the goblin warlock’s next turn, the goblin warlock is
insubstantial, and the goblin warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 18 temporary hit points.
Skills Arcana +18, Intimidate +17
Str 11 (+9); Dex 15 (+11); Wis 12 (+10);
Con 21 (+14); Int 19 (+13); Cha 16 (+12)
Equipment leather armor, mace
-1 Level / +1 Level
Goblin Star-Pact Warlock [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +10; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 29; Fortitude 30, Reflex 29, Will 31
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 11 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +20 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the goblin warlock on its next turn,
it takes an extra 1d6 + 11 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +20 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 12 to all attacks until the end of the goblin
warlock’s next turn.
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +20 vs. Fortitude; 4d10 + 11 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the goblin warlock’s next turn. Sustain Minor: Make
a +20 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 cold damage and is immobilized
(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 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.
- □ Eye of the Warlock (minor)
- Ranged 10; the goblin warlock sees through the target’s eyes. The target is not aware that the goblin warlock is doing so.
The goblin warlock has line of sight and line of effect from the target for the goblin warlock’s attacks. The goblin warlock’s
warlock powers can originate in the target’s square. Each time the goblin warlock uses a power through this link, a mystical
third eye briefly appears upon the target’s brow (save ends).
- ● Goblin Tactics (immediate reaction)
- When the goblin warlock is missed by a melee attack.
The goblin warlock shifts 1 square.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The goblin warlock gains a +1 bonus to a single d20 roll the goblin warlock makes during the goblin warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Skills Arcana +16, Insight +15
Str 11 (+9); Dex 15 (+11); Wis 12 (+10);
Con 21 (+14); Int 14 (+11); Cha 21 (+14)
Equipment leather armor, sickle
-1 Level / +1 Level
Goblin Inspiring Warlord [Level 18 Soldier (Leader)]
Small natural humanoid [XP 2000]
Initiative +13; Senses Perception +9; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 31
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +22 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] Battle On (standard) ✦ Weapon
- +22 vs. AC; 3d10 + 11 damage, and every ally within 5 squares of the goblin warlord makes a saving throw with a +5 bonus.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +22 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the goblin warlord regains hit points as if he or she
had spent a healing surge, regaining an additional +5 extra hit points. Miss: Each ally who has line of sight to the
goblin warlord regains 15 hit points.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the goblin warlord’s next turn, each target gains a
+2 power bonus to attack rolls.
- ○○○ Inspiring Word (minor) ✦ Healing
- The goblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 14 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 +14, History +16
Str 21 (+14); Dex 14 (+11); Wis 11 (+9);
Con 13 (+10); Int 14 (+11); Cha 21 (+14)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Goblin Tactical Warlord [Level 18 Soldier (Leader)]
Small natural humanoid [XP 2000]
Initiative +13; Senses Perception +9; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 29
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage (crit 19 + 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] Thunderous Fury (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage (crit 35 + 2d8), and the target is dazed until the end of the goblin warlord’s next turn. Until
the end of the goblin warlord’s next turn, the goblin warlord’s allies gain a +4 power bonus to attack rolls against the target.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage (crit 35 + 2d8), and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter,
when the goblin warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○○○ Inspiring Word (minor) ✦ Healing
- The goblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power
can only be used once per round.
- ● Goblin Tactics (immediate reaction)
- When the goblin warlord is missed by a melee attack.
The goblin warlord shifts 1 square.
- Tactical Presence
- When an ally the goblin warlord can see spends an action point to make an extra attack, the ally gains a +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 +14, History +18
Str 21 (+14); Dex 14 (+11); Wis 11 (+9);
Con 13 (+10); Int 19 (+13); Cha 16 (+12)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Goblin Control Wizard [Level 18 Artillery]
Small natural humanoid [XP 2000]
Initiative +12; Senses Perception +13; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 30; Fortitude 26, Reflex 31, Will 31
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d4 + 9 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +20 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the goblin wizard’s next turn.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +20 vs. Reflex; 3d8 + 11 force damage, and the target is immobilized until the end of the goblin wizard’s
next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends
at the end of the goblin wizard’s next turn, and the goblin wizard can dismiss it as a minor action.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +20 vs. Fortitude, Reflex, Will. The goblin wizard makes only one attack per target, but compare
that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 11 poison
damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and ongoing
5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any,
all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each
ongoing effect separately.
- ● 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the goblin wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Skills Arcana +19, Insight +18
Str 11 (+9); Dex 16 (+12); Wis 19 (+13);
Con 13 (+10); Int 21 (+14); Cha 14 (+11)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Goblin War Wizard [Level 18 Artillery]
Small natural humanoid [XP 2000]
Initiative +14; Senses Perception +11; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 30; Fortitude 26, Reflex 31, Will 29
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +23 vs. AC; 1d4 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +20 vs. Reflex; 1d6 + 11 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +20 vs. Reflex; 3d6 + 11 force damage, and the target
is dazed 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.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +20 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The goblin wizard or one ally touched by the goblin wizard gains resist 10 to all damage until the end of the encounter or
for 5 minutes.
- ● 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 +19, History +19
Str 11 (+9); Dex 21 (+14); Wis 14 (+11);
Con 13 (+10); Int 21 (+14); Cha 14 (+11)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Goblin Isolating Avenger [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +14; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 32; Fortitude 28, Reflex 31, Will 31
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage, and the goblin avenger shifts 1 square, sliding the target 1 square into the space the goblin
avenger occupied.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +23 vs. AC; 2d8 + 11 thunder damage, and the goblin avenger pushes any enemy within 2 squares of the goblin avenger, other
than the target, 2 squares. Until the end of the goblin avenger’s next turn, if any enemy other than the target enters a square
adjacent to the goblin avenger or hits or misses the goblin avenger from a square within the goblin avenger’s reach, the goblin
avenger can make a melee basic attack against that enemy as an opportunity action. The goblin avenger gains a +4 power bonus
to the attack roll of the melee basic attack.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +23 vs. AC; 3d8 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the goblin avenger or that hits or misses the goblin avenger with a melee attack takes 5 damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the goblin avenger can see in within 10 squares. When the goblin avenger makes a melee attack against the
target and the target is the only enemy adjacent to the goblin avenger, the goblin avenger makes two attack rolls and use
either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point
the goblin avenger regains the use of this power.
- ○ [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.
- ○ Bulwark of Defiance (no action)
- When the goblin avenger fails a saving throw other than a death saving throw.
Until the end of the goblin avenger’s next turn, the effect the goblin avenger failed the saving throw against doesn’t affect
the goblin avenger, but the goblin avenger makes saving throws against it as normal.
- 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 +16, Religion +18
Str 14 (+11); Dex 14 (+11); Wis 21 (+14);
Con 13 (+10); Int 19 (+13); Cha 13 (+10)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Goblin Pursuing Avenger [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +14; Senses Perception +14; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 33; Fortitude 28, Reflex 32, Will 31
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +22 vs. AC; 1d8 + 11 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 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.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 11 damage, and the target is immobilized until the end of the goblin avenger’s next turn. The goblin avenger
gains a +7 bonus to the goblin avenger’s next attack roll against the target before the end of the goblin avenger’s next turn.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +20 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the goblin avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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.
- ○ Astral Cloak (minor) ✦ Illusion
- The goblin avenger becomes invisible until the end of the goblin avenger’s turn.
- ○ [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 +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 +15, Stealth +21
Str 14 (+11); Dex 21 (+14); Wis 21 (+14);
Con 13 (+10); Int 12 (+10); Cha 13 (+10)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Goblin Rageblood Barbarian [Level 18 Brute]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +15; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○
AC 32; Fortitude 32, Reflex 30, Will 28
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 vs. AC; 1d10 + 2d8 + 11 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] Vigorous Strike (standard) ✦ Weapon
- +22 vs. AC; 3d10 + 11 damage, and the goblin barbarian gains 13 temporary hit points.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +22 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The goblin barbarian enters the rage of the hunting
lion. Until the rage ends, the goblin barbarian gains a +2 power bonus to attack rolls against any target that is granting
combat advantage to the goblin barbarian.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the goblin barbarian gains resist 10 against a damage type of the goblin barbarian’s choice: acid,
cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the goblin barbarian uses another stance power.
- ● Goblin Tactics (immediate reaction)
- When the goblin barbarian is missed by a melee attack.
The goblin barbarian shifts 1 square.
- ○ Swift Charge (free)
- When the goblin barbarian’s attack reduces an enemy to 0 hit points.
The goblin barbarian charges an enemy.
- Rageblood Vigor
- Whenever the goblin barbarian’s attack reduces an enemy to 0 hit points, the goblin barbarian gains 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 +18, Perception +15
Str 21 (+14); Dex 15 (+11); Wis 12 (+10);
Con 19 (+13); Int 11 (+9); Cha 16 (+12)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Thaneborn Barbarian [Level 18 Brute]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +15; low-light
HP 204; Bloodied 102
Healing Surges (+51 hp) ○○
AC 32; Fortitude 32, Reflex 30, Will 30
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 vs. AC; 1d10 + 2d6 + 11 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] Devastating Blow (standard) ✦ Weapon
- +22 vs. AC; 4d10 + 11 damage, and the target takes a –5 penalty to AC until the end of the goblin barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +22 vs. AC; 3d10 + 11 damage, and the goblin barbarian knocks the target prone. Miss: Half damage. Hit or Miss:
The goblin barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the goblin barbarian
hits or misses the goblin barbarian, the goblin barbarian can make a melee basic attack against that enemy as an immediate
reaction.
- ○ [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.
- □ Spur the Cycle (free)
- When the goblin barbarian reducees an enemy to 0 hit points during the goblin barbarian’s turn.
The goblin barbarian takes a standard action.
- 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 +18, Perception +15
Str 21 (+14); Dex 15 (+11); Wis 12 (+10);
Con 14 (+11); Int 11 (+9); Cha 21 (+14)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Cunning Bard [Level 18 Controller (Leader)]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +14; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 27, Reflex 32, Will 32
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage (crit 15 + 2d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +21 vs. Will; 1d6 + 12 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the goblin
bard’s next turn.
- ○ [R] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +21 vs. Reflex; 2d8 + 12 thunder damage, and the goblin bard and each ally within 10 squares of the goblin bard
can shift 5 squares as a free action.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +21 vs. Will; 3d6 + 12 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the goblin bard’s choice as a free action (save ends). Miss: Half damage. As the
first action of the target’s next turn, the target makes a melee basic attack against a creature of the goblin bard’s choice
as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the goblin bard’s next
turn. While within the zone, the goblin bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares
as a move action. Sustain Minor: The zone persists.
- ○○○ Majestic Word (minor) ✦ Healing
- The goblin bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 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.
- 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 +18, Bluff +20
Str 13 (+10); Dex 14 (+11); Wis 11 (+9);
Con 14 (+11); Int 19 (+13); Cha 23 (+15)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Goblin Valorous Bard [Level 18 Controller (Leader)]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +14; low-light
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 32
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage (crit 15 + 2d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage (crit 20 + 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +23 vs. AC; 2d8 + 12 damage (crit 28 + 2d8), and the goblin bard teleports an ally within 10 squares of the goblin bard to
a space adjacent to the goblin bard and gains a +4 power bonus to attack rolls against the target.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +23 vs. AC; 3d8 + 12 damage (crit 36 + 2d8), and until the end of the goblin bard’s next turn, the target is marked by an
ally within 10 squares of the goblin bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
an enemy that is adjacent to any of the goblin bard’s allies shifts, those allies can each shift 1 square as an opportunity
action.
- ○○○ Majestic Word (minor) ✦ Healing
- The goblin bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This
power can only be used once per round. The goblin bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the goblin bard’s next turn. When the
goblin bard moves, the zone moves with the goblin bard, remaining centered on the goblin bard. Any ally who starts his or
her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
- ● Goblin Tactics (immediate reaction)
- When the goblin bard is missed by a melee attack.
The goblin bard shifts 1 square.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the goblin bard reduces an enemy to 0 hit points or bloodies an enemy, the
goblin bard can grant 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 +16, Athletics +14
Str 13 (+10); Dex 14 (+11); Wis 11 (+9);
Con 19 (+13); Int 14 (+11); Cha 23 (+15)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Goblin Guardian Druid [Level 18 Controller]
Small natural humanoid [XP 2000]
Initiative +12; Senses Perception +14; low-light
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 31
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 11 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; +20 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +20 vs. Fortitude; 3d6 + 11 damage, and the target slides 5 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +20 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the goblin druid’s next turn. Any creature that enters the zone or starts its turn there
is slowed until the end of the goblin druid’s next turn. As a move action, the goblin druid can move the zone 5 squares. Sustain
Minor: The zone persists, and each creature within it takes 5 lightning damage.
- ● Wild Shape (minor) ✦ Polymorph
- The goblin druid changes from the goblin druid’s humanoid form to beast form or vice versa. When the goblin druid changes
from beast form back to the goblin druid’s humanoid form, the goblin druid shifts 1 square. While the goblin druid is in beast
form, the goblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the goblin druid
can sustain such powers. The goblin druid can use this power once per round.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The goblin druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- ● 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 +19, Nature +19
Str 13 (+10); Dex 16 (+12); Wis 21 (+14);
Con 19 (+13); Int 12 (+10); Cha 13 (+10)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Predator Druid [Level 18 Controller]
Small natural humanoid [XP 2000]
Initiative +14; Senses Perception +19; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 27, Reflex 32, Will 31
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +20 vs. Reflex; 1d8 + 11 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; +20 vs. Reflex; 1d6 + 6 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] Scavenger’s Prize (standard) ✦ Beast Form
- +20 vs. Fortitude; 3d10 + 11 damage, the goblin druid grabs the target and shifts 5 squares, pulling the target with the goblin
druid.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +20 vs. Reflex; 3d8 + 11 damage, and remove from the goblin druid every effect that a save can end. Miss: Half damage,
and the goblin druid makes a saving throw against each effect that a save can end.
- ● 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.
- □ Insect Plague (free)
- Until the end of the encounter, the goblin druid can use wild shape to assume the form of a cloud of insects. In this form,
the goblin druid gains a fly speed equal to the goblin druid’s speed, and the goblin druid can hover. The goblin druid also
becomes insubstantial. When the goblin druid squeezes, the goblin druid can move at full speed instead of half speed and can
fit through any opening large enough to accommodate even a single insect. The goblin druid can’t attack, pick up anything,
or manipulate objects. Until this power ends, the goblin druid can use wild shape to change among this form, another beast
form, and the goblin druid’s humanoid form.
- 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 +19, Perception +19
Str 13 (+10); Dex 21 (+14); Wis 21 (+14);
Con 14 (+11); Int 12 (+10); Cha 13 (+10)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Preserving Invoker [Level 18 Artillery]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +14; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 32; Fortitude 28, Reflex 31, Will 31
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +20 vs. Reflex; 1d8 + 11 radiant damage, and the goblin invoker slides the target 1 square. The goblin invoker
can use this power as a ranged basic attack.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +20 vs. Reflex; 2d8 + 11 damage. If the target moves more than 1 square before the end of the goblin
invoker’s next turn, the target takes 9 damage.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +20 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the goblin invoker
can teleport a creature within the zone 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 +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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the goblin invoker makes an attack roll against the goblin invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the goblin invoker’s next turn, any
attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +18, Religion +18
Str 11 (+9); Dex 15 (+11); Wis 21 (+14);
Con 14 (+11); Int 19 (+13); Cha 14 (+11)
Equipment hide armor, mace
-1 Level / +1 Level
Goblin Wrathful Invoker [Level 18 Artillery]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +14; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 31; Fortitude 30, Reflex 29, Will 31
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +20 vs. Fortitude; 1d10 + 11 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] Blood Debt (standard) ✦ Radiant
- Ranged 10; +20 vs. Will; 3d10 + 11 radiant damage, and until the end of the goblin invoker’s next turn, each creature that
the target attacks gains a +5 bonus to its next attack roll against the target.
- □ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the goblin invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall
can be up to 4 squares high, and it lasts until the end of the goblin invoker’s next turn. The wall provides cover to the
goblin invoker and the goblin invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 11
radiant damage. While the goblin invoker is within 5 squares of the wall, the goblin invoker can make the following attack
as a standard action. Secondary Attack: Ranged 10; +20 vs. Reflex; 2d10 + 11 radiant damage. Before the attack, remove
a square of the wall. Sustain Minor: The wall persists.
- □ Walk Between Worlds (minor)
- The goblin invoker or one ally within 10 squares gains phasing until the end of the goblin invoker’s next turn. Sustain
Minor: The effect 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.
- 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 +17, Religion +16
Str 11 (+9); Dex 15 (+11); Wis 21 (+14);
Con 19 (+13); Int 14 (+11); Cha 14 (+11)
Equipment chainmail, mace
-1 Level / +1 Level
Goblin Bear Shaman [Level 18 Controller (Leader)]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +19; low-light
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○
AC 29; Fortitude 30, Reflex 28, Will 31
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Will; 1d8 + 11 damage, and each ally adjacent to the goblin shaman’s spirit companion gains 4 temporary
hit points.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +20 vs. Will; 3d6 + 11 damage, and each ally adjacent to the goblin shaman’s spirit companion can spend a healing
surge and regains an additional 8 hit points.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +20 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 19 damage to the spirit, the spirit
disappears, and the goblin shaman takes 14 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the goblin shaman’s next turn or until it attacks.
- ● [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; +20 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 +19, Perception +19
Str 12 (+10); Dex 15 (+11); Wis 21 (+14);
Con 19 (+13); Int 14 (+11); Cha 13 (+10)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Panther Shaman [Level 18 Controller (Leader)]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +19; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 28, Reflex 30, Will 31
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +20 vs. Fortitude; 1d10 + 11 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +20 vs. Reflex; 2d10 + 11 damage. Until the end of the goblin shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the goblin shaman’s spirit companion.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +20 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The
goblin shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 19 damage to the spirit, the spirit
disappears, and the goblin shaman takes 14 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the goblin shaman
or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action,
the goblin shaman can move the zone 5 squares.
- ● [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; +20 vs. Reflex; 1d10 + 11 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +19, Perception +19
Str 12 (+10); Dex 15 (+11); Wis 21 (+14);
Con 14 (+11); Int 19 (+13); Cha 13 (+10)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Chaos Sorcerer [Level 18 Artillery]
Small natural humanoid [XP 2000]
Initiative +14; Senses Perception +9; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 30; Fortitude 27, Reflex 31, Will 33
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +23 vs. AC; 1d4 + 11 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +21 vs. Will; 1d10 + 19 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:
+21 vs. Will; 1d6 + 13 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +21 vs. Will; 3d8 + 19 thunder damage, and the goblin sorcerer teleports
the target to a space adjacent to the goblin sorcerer’s enemy that is nearest to it. If the goblin sorcerer rolled an even
number on the attack roll, the goblin sorcerer can teleport the target to a space adjacent to the goblin sorcerer’s ally,
not the goblin sorcerer’s enemy, who is nearest to it.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +21 vs. Will; 5d6 + 19 psychic damage, and as a free action, the target charges the goblin sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the goblin sorcerer rolled an even number on the attack roll,
the goblin sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack
that they provoke (save ends). Miss: Half damage.
- ● Goblin Tactics (immediate reaction)
- When the goblin sorcerer is missed by a melee attack.
The goblin sorcerer shifts 1 square.
- □ Chaos Echoes (immediate reaction)
- When the goblin sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- 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 +15, Bluff +20
Str 14 (+11); Dex 21 (+14); Wis 11 (+9);
Con 13 (+10); Int 12 (+10); Cha 23 (+15)
Equipment cloth armor, dagger
-1 Level / +1 Level
Goblin Dragon Sorcerer [Level 18 Skirmisher]
Small natural humanoid [XP 2000]
Initiative +12; Senses Perception +9; low-light
HP 165; Bloodied 82
Healing Surges (+41 hp) ○○
AC 29; Fortitude 29, Reflex 29, Will 33
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +21 vs. Reflex; 1d8 + 18 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] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +21 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the goblin sorcerer takes 6 fire damage.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the goblin sorcerer’s next turn. When the goblin
sorcerer moves, the zone moves with the goblin sorcerer, remaining centered on the goblin sorcerer. The zone is difficult
terrain for the goblin sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the goblin sorcerer.
Targets the triggering creature; +21 vs. Reflex; 2d10 + 18 lightning damage and the goblin sorcerer pushes the target 4 squares.
- ● 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 +15, Athletics +18
Str 19 (+13); Dex 16 (+12); Wis 11 (+9);
Con 13 (+10); Int 12 (+10); Cha 23 (+15)
Equipment cloth armor, mace
-1 Level / +1 Level
Goblin Earth Warden [Level 18 Brute]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +16; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○
AC 34; Fortitude 31, Reflex 30, Will 28
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage (crit 19 + 2d8), and the goblin warden gains a +1 power bonus to AC until the end of the goblin
warden’s next turn.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 11 damage (crit 27 + 2d8). The target is immobilized and takes a -4 penalty to AC and Reflex until the end
of the goblin warden’s next turn.
- □ Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The goblin warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the goblin warden
is in this form, the goblin warden gains resist 10 lightning, and the goblin warden’s melee reach increases by 1. In addition,
if any enemy starts its turn within 3 squares of the goblin warden and the goblin warden is able to take actions, that enemy
is marked until the end of the goblin warden’s next turn. 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: +22 vs. AC; 2d8 + 11
lightning damage (crit 27 + 2d8), and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss:
Half damage, and the target is dazed until the end of the goblin warden’s next turn.
- ● [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.
- ○ Cleansing Earth (immediate reaction)
- When the goblin warden is subjected to an effect that a save can end.
The goblin warden makes a saving throw against the triggering effect, with a +5 power bonus.
- 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 +16, Perception +16
Str 21 (+14); Dex 15 (+11); Wis 14 (+11);
Con 19 (+13); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Wild Warden [Level 18 Brute]
Small natural humanoid [XP 2000]
Initiative +11; Senses Perception +18; low-light
HP 204; Bloodied 102
Healing Surges (+51 hp) ○○
AC 32; Fortitude 31, Reflex 28, Will 30
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage, and the target is slowed until the end of the goblin warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +22 vs. Fortitude; 2d10 + 15 damage, and the target is weakened until the end of the goblin warden’s next turn.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The goblin warden assumes the guardian form of the charging boar until the end of the encounter. While the goblin warden is
in this form, the goblin warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during this
encounter, the goblin warden can make the following attack while the goblin warden is in this form as a standard action.
Secondary Attack: Before the attack, the goblin warden moves the goblin warden’s speed; +22 vs. Reflex; 3d10 + 11
damage, and the goblin warden slides the target 2 squares. Miss: Half damage, and the goblin warden slides the target
1 square.
- □ Verdant Life (minor) ✦ Healing
- The goblin warden can spend two healing surges.
- ● [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; +22 vs. Fortitude; 1d10 + 11 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 +18, Perception +18
Str 21 (+14); Dex 15 (+11); Wis 19 (+13);
Con 14 (+11); Int 11 (+9); Cha 14 (+11)
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.