Goblin NPCs [Level 21]

Goblin Battle Cleric [Level 21 Controller (Leader)]

Small natural humanoid [XP 3200]

Initiative +12; Senses Perception +15; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 34; Fortitude 34, Reflex 31, Will 35
Speed 5

● [m] Mace (standard) ✦ Weapon
+26 vs. AC; 2d8 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+26 vs. AC; 2d8 + 14 damage, and one ally within 5 squares gains a +6 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
+26 vs. Fortitude; 2d8 + 14 radiant damage, and the target is blinded until the end of the goblin cleric’s next turn.
□ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
+26 vs. AC; 3d8 + 14 damage. Miss: Half damage. Hit or Miss: The goblin cleric and each ally within 5 squares of the goblin cleric regains hit points as if the goblin cleric had each spent a healing surge.
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 15 squares can spend a healing surge and regain an additional 5d6 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 +20, Religion +16
Str 22 (+16); Dex 15 (+12); Wis 20 (+15);
Con 14 (+12); Int 12 (+11); Cha 17 (+13)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Goblin Devoted Cleric [Level 21 Controller (Leader)]

Small natural humanoid [XP 3200]

Initiative +12; Senses Perception +16; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 34; Fortitude 30, Reflex 31, Will 36
Speed 5

● [m] Mace (standard) ✦ Weapon
+22 vs. AC; 2d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +24 vs. Reflex; 2d8 + 14 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; +24 vs. Reflex; 3d6 + 14 thunder damage, and the target is pushed 9 squares. Hit or Miss: Allies in the blast can shift 1 square.
□ [A] Fire Storm (standard) ✦ Fire, Zone
Area burst 5 within 10; targets enemies; +24 vs. Reflex; 5d10 + 14 fire damage. Miss: Half damage. Hit or Miss: The burst creates a zone of fire that lasts until the end of the goblin cleric’s next turn. Enemies that start their turn in this zone take 1d10 + 14 fire damage. 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 15 squares can spend a healing surge and regain an additional 5d6 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 +21, Religion +16
Str 15 (+12); Dex 15 (+12); Wis 22 (+16);
Con 14 (+12); Int 12 (+11); Cha 22 (+16)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Goblin Greatweapon Fighter [Level 21 Soldier]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +12; low-light
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 36, Reflex 32, Will 30
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage.
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +26 vs. AC; 2d6 + 14 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage. Miss: 6 damage.
○ [M] Mountain Breaking Blow (standard) ✦ Weapon
+26 vs. AC; 3d10 + 14 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.
□ [C] Devastation’s Wake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +26 vs. AC; 3d10 + 14 damage. Miss: Half damage. Hit or Miss: Until the start of the goblin fighter’s next turn, the goblin fighter can make a secondary attack as a free action against any enemy that starts its turn adjacent to the goblin fighter. Secondary Attack: +26 vs. AC; 1d10 + 14 damage.
Iron Warrior (minor) ✦ Healing
The goblin fighter spends a healing surge, regaining an additional 2d6 + 5 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 +21, Intimidate +17
Str 22 (+16); Dex 17 (+13); Wis 14 (+12);
Con 20 (+15); Int 12 (+11); Cha 15 (+12)
Equipment scale armor, battleaxe, handaxe

-1 Level / +1 Level

Goblin Guardian Fighter [Level 21 Soldier]

Small natural humanoid [XP 3200]

Initiative +16; Senses Perception +12; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 36, Reflex 37, Will 30
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8), 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
+26 vs. AC; 3d8 + 14 damage (crit 38 + 3d8), 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] Strike of the Watchful Guard (standard) ✦ Weapon
+26 vs. AC; 4d8 + 14 damage (crit 46 + 3d8). Hit or Miss: Until the end of the encounter, the goblin fighter can make a melee basic attack against the target as a free action if the goblin fighter is adjacent to it and it either shifts or attacks one of the goblin fighter’s allies.
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 +17, Intimidate +17
Str 22 (+16); Dex 22 (+16); Wis 14 (+12);
Con 15 (+12); Int 12 (+11); Cha 15 (+12)
Equipment scale armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Goblin Avenging Paladin [Level 21 Soldier]

Small natural humanoid [XP 3200]

Initiative +12; Senses Perception +12; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 36; Fortitude 35, Reflex 32, Will 35
Speed 5

● [m] Longsword (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+27 vs. AC; 2d8 + 14 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
+27 vs. AC; 3d8 + 14 damage, and the target is pushed 6 squares. The target can’t move nearer to the goblin paladin on its next turn.
□ [M] Crusader’s Boon (standard) ✦ Weapon
+27 vs. AC; 4d8 + 14 damage. Miss: Half damage. Hit or Miss: The goblin paladin and allies adjacent to the goblin paladin gains a +1 power bonus to attack rolls until the end of the encounter.
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 15 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 +21, Religion +16
Str 22 (+16); Dex 15 (+12); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 22 (+16)
Equipment plate armor, longsword, javelin

-1 Level / +1 Level

Goblin Protecting Paladin [Level 21 Soldier]

Small natural humanoid [XP 3200]

Initiative +12; Senses Perception +12; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 38; Fortitude 34, Reflex 34, Will 36
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+25 vs. AC; 2d8 + 13 damage (crit 29 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 2d6 + 13 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+27 vs. AC; 2d8 + 15 damage (crit 31 + 3d8), and the goblin paladin gains 2 temporary hit points.
○ [M] Enervating Smite (standard) ✦ Weapon
+27 vs. Will; 2d8 + 15 damage (crit 31 + 3d8), and the target is weakened until the end of the goblin paladin’s next turn.
□ [A] Righteous Inferno (standard) ✦ Fire, Zone
Area burst 2 within 10; targets enemies; +25 vs. Reflex; 3d10 + 15 fire damage, and the target grants combat advantage to the goblin paladin and the goblin paladin’s allies until the end of the goblin paladin’s next turn. Miss: Half damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the end of the goblin paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 8 fire damage and grant combat advantage to the goblin paladin and the goblin paladin’s allies. Sustain Minor: The zone persists.
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 +7 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 16 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 +22, Religion +16
Str 20 (+15); Dex 15 (+12); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 24 (+17)
Equipment plate armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Goblin Archer Ranger [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +17; Senses Perception +17; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 38; Fortitude 34, Reflex 37, Will 30
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+25 vs. AC; 2d8 + 13 damage (crit 29 + 3d8).
● [m] Off-hand Short Sword (standard) ✦ Weapon
+26 vs. AC; 2d6 + 13 damage.
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +27 vs. AC; 2d8 + 15 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Short Sword: +25/+26 vs. AC; 2d8 + 8 damage (crit 24 + 3d8) (main)/2d6 + 8 damage (off-hand).
Shortbow: Ranged 15/30; +27 vs. AC (twice); 2d8 + 8 damage.
○ [R] Triple Shot (standard) ✦ Weapon
Ranged 15/30; three attacks against one, two, or three creatures; +27 vs. AC; 1d8 + 15 damage per attack.
□ [R] Two-in-One Shot (standard) ✦ Weapon
Ranged 15/30; two attacks against one creature; +27 vs. AC; 2d8 + 15 damage per attack. If the first attack hits, the goblin ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally. Miss: Half damage per attack.
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 3d6 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 +17, Stealth +23
Str 20 (+15); Dex 24 (+17); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, scimitar, short sword, shortbow

-1 Level / +1 Level

Goblin Two-Blade Ranger [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +16; Senses Perception +17; low-light
HP 205; Bloodied 102
Healing Surges (+51 hp) ○○○
AC 37; Fortitude 35, Reflex 36, Will 30
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
● [m] Off-hand Scimitar (standard) ✦ Weapon
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +26 vs. AC; 2d8 + 14 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Scimitar: +26/+26 vs. AC; 2d8 + 8 damage (crit 24 + 3d8) (main)/2d8 + 8 damage (crit 24 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +26 vs. AC (twice); 2d8 + 8 damage.
○ [C] Cheetah’s Rake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +26 vs. AC; 1d8 + 14 damage (crit 22 + 3d8), and the target is immobilized and knocked prone until the end of the goblin ranger’s next turn.
□ [M] Cruel Cage of Steel (standard) ✦ Weapon
Three attacks against one, two, or three creatures;
Scimitar (first attack; main): +28 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
Scimitar (second attack; off hand): +28 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
Scimitar (third attack; main): +28 vs. AC; 1d8 + 14 damage (crit 22 + 3d8).
A target hit once is dazed until the end of the goblin ranger’s next turn. A target hit twice is stunned until the end of the goblin ranger’s next turn. A target hit three times is weakened and stunned until the end of the goblin ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened. Hit or Miss: After the first attack and after the second attack, the goblin ranger can shift 1 square.
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 3d6 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 +15 hit points.

Skills Nature +17, Perception +17
Str 22 (+16); Dex 22 (+16); Wis 15 (+12);
Con 14 (+12); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, scimitar, scimitar, shortbow

-1 Level / +1 Level

Goblin Brawny Rogue [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +17; Senses Perception +11; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 33, Reflex 38, Will 31
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+26 vs. AC; 2d6 + 13 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +28 vs. AC; 2d6 + 15 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+28 vs. Reflex; 2d6 + 15 damage.
○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
Short Sword: +28 vs. Fortitude; 3d6 + 15 damage.
Shuriken: Ranged 6/12; +28 vs. Fortitude; 3d6 + 15 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: +28 vs. Fortitude; 2d6 + 15 damage.
Shuriken: Ranged 6/12; +28 vs. Fortitude; 2d6 + 15 damage.
□ [M] Flying Foe (standard) ✦ Weapon
+28 vs. Fortitude; 4d6 + 15 damage, and the goblin rogue slides the target 5 squares. If an obstacle (including a creature) arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied before it collided with the obstacle. Miss: The goblin rogue slides the target 5 squares, and no damage from obstacles.
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 5d6 damage.

Skills Acrobatics +22, Thievery +24
Str 20 (+15); Dex 24 (+17); Wis 13 (+11);
Con 14 (+12); Int 12 (+11); Cha 17 (+13)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Goblin Trickster Rogue [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +17; Senses Perception +16; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 30, Reflex 38, Will 34
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+23 vs. AC; 2d6 + 10 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +28 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
The goblin rogue can move 2 squares before the attack.
○ [M/R] Hounding Strike (standard) ✦ Weapon
Short Sword: +28 vs. Will; 3d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. Will; 3d6 + 15 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] Feinting Flurry (standard) ✦ Weapon
Short Sword: +28 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. Will; 5d6 + 15 damage.
Hit or Miss: Until the end of the goblin rogue’s next turn, all of the target’s defenses against the goblin rogue’s attacks take a -6 penalty. Sustain Minor: Sustain the penalty for another round.
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 5d6 damage.

Skills Stealth +24, Thievery +24
Str 15 (+12); Dex 24 (+17); Wis 13 (+11);
Con 14 (+12); Int 12 (+11); Cha 22 (+16)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Goblin Fey-Pact Warlock [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +12; Senses Perception +12; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 35; Fortitude 30, Reflex 35, Will 36
Speed 6

● [m] Spear (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +25 vs. Will; 2d6 + 15 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; +25 vs. Fortitude; 3d6 + 15 damage, and the goblin warlock can spend a healing surge, regaining an additional +5 hit points.
□ [R] Delusions of Loyalty (standard) ✦ Charm
Ranged 10; +25 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature to attack the goblin warlock since the goblin warlock’s last turn. If no one attacked the goblin warlock since the goblin warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When the goblin warlock sustains this power, the goblin warlock can repeat the attack against the target. If the goblin warlock misses, the goblin warlock can no longer sustain the power.
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 3d6 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 +20, Bluff +22
Str 12 (+11); Dex 15 (+12); Wis 14 (+12);
Con 15 (+12); Int 20 (+15); Cha 24 (+17)
Equipment leather armor, spear

-1 Level / +1 Level

Goblin Infernal-Pact Warlock [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +11; low-light
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 34, Reflex 35, Will 32
Speed 6

● [m] Mace (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +24 vs. Reflex; 2d10 + 14 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +24 vs. Reflex; 2d6 + 14 fire damage. If the goblin warlock takes damage before the end of the goblin warlock’s next turn, the target takes an extra 2d6 + 14 fire damage.
○ [R] Warlock’s Bargain (standard)
Ranged 5; +24 vs. Fortitude; the goblin warlock takes 16 damage, and the target takes 3d10 + 24 damage.
Minions of Malbolge (standard) ✦ Conjuration, Fire
The goblin warlock conjures flames in the shape of diabolic imps that appear at the goblin warlock’s feet. The goblin warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the goblin warlock takes 2d10 fire damage and is pushed 3 squares. This effect applies once per creature per round. It ends when the goblin warlock has no temporary hit points remaining.
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 3d6 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 21 temporary hit points.

Skills Arcana +20, Intimidate +18
Str 12 (+11); Dex 16 (+13); Wis 13 (+11);
Con 22 (+16); Int 20 (+15); Cha 17 (+13)
Equipment leather armor, mace

-1 Level / +1 Level

Goblin Star-Pact Warlock [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +11; low-light
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 33; Fortitude 34, Reflex 33, Will 35
Speed 6

● [m] Sickle (standard) ✦ Weapon
+21 vs. AC; 2d6 + 9 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +24 vs. Reflex; 2d10 + 14 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +24 vs. Fortitude; 2d6 + 14 radiant damage. If the target moves nearer to the goblin warlock on its next turn, it takes an extra 2d6 + 14 damage.
○ [R] Strand of Fate (standard)
Ranged 10; +24 vs. Reflex; 1d8 + 14 damage, and the target gains vulnerability 12 to all attacks until the end of the goblin warlock’s next turn.
□ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
Ranged 10; +24 vs. Reflex; 4d10 + 14 necrotic damage, and the target disappears into a starry realm (save ends). While in the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 8 necrotic damage at the start of its turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied space of its choice.
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 3d6 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 +17, Insight +16
Str 12 (+11); Dex 16 (+13); Wis 13 (+11);
Con 22 (+16); Int 15 (+12); Cha 22 (+16)
Equipment leather armor, sickle

-1 Level / +1 Level

Goblin Inspiring Warlord [Level 21 Soldier (Leader)]

Small natural humanoid [XP 3200]

Initiative +14; Senses Perception +11; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 34; Fortitude 35, Reflex 31, Will 35
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Furious Smash (standard) ✦ Weapon
+26 vs. Fortitude; 6 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 +6 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
+26 vs. AC; 3d10 + 14 damage, and every ally within 5 squares of the goblin warlord makes a saving throw with a +6 bonus.
□ [M] Victory Surge (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage. Until the start of the goblin warlord’s next turn, every ally within 10 squares of the goblin warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the goblin warlord’s next turn, one ally of the goblin warlord’s choice within 10 squares of the goblin warlord can follow up a standard action with a basic attack made as a free action. Sustain Minor: Until the start of the goblin warlord’s next turn, one ally of the goblin warlord’s choice within 10 squares of the goblin warlord can follow up a standard action with a basic attack made as a free action.
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 15 squares can spend a healing surge and regain an additional 5d6 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 16 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 +16, History +17
Str 22 (+16); Dex 15 (+12); Wis 12 (+11);
Con 14 (+12); Int 15 (+12); Cha 22 (+16)
Equipment chainmail, battleaxe, javelin

-1 Level / +1 Level

Goblin Tactical Warlord [Level 21 Soldier (Leader)]

Small natural humanoid [XP 3200]

Initiative +14; Senses Perception +11; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 35, Reflex 35, Will 32
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8). 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
+26 vs. AC; 3d8 + 14 damage (crit 38 + 3d8), 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 +5 power bonus to attack rolls against the target.
□ [M] Break the Tempo (standard) ✦ Weapon
+26 vs. AC; 4d8 + 14 damage (crit 46 + 3d8). Hit or Miss: If the target attacks before the end of the goblin warlord’s next turn, the goblin warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If the goblin warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect continues until the end of the goblin warlord’s next turn.
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 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +16, History +20
Str 22 (+16); Dex 15 (+12); Wis 12 (+11);
Con 14 (+12); Int 20 (+15); Cha 17 (+13)
Equipment hide armor, light shield, scimitar, javelin

-1 Level / +1 Level

Goblin Control Wizard [Level 21 Artillery]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +15; low-light
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 34; Fortitude 30, Reflex 35, Will 35
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +24 vs. AC; 2d4 + 11 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +24 vs. Fortitude; 2d6 + 14 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; +24 vs. Reflex; 3d8 + 14 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.
□ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
Area burst 4 within 10; +24 vs. Reflex; 2d10 + 14 necrotic damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of difficult terrain that lasts until the end of the goblin wizard’s next turn. Sustain Minor: When the goblin wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 + 8 necrotic damage to creatures that are immobilized.
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 -5 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 +21, Insight +20
Str 12 (+11); Dex 17 (+13); Wis 20 (+15);
Con 14 (+12); Int 22 (+16); Cha 15 (+12)
Equipment cloth armor, dagger, orb

-1 Level / +1 Level

Goblin War Wizard [Level 21 Artillery]

Small natural humanoid [XP 3200]

Initiative +16; Senses Perception +12; low-light
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 34; Fortitude 30, Reflex 35, Will 32
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +27 vs. AC; 2d4 + 14 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +24 vs. Reflex; 2d6 + 14 fire damage.
○ [R] Force Volley (standard) ✦ Force
Ranged 20; targets one, two, or three creatures, one attack per target; +24 vs. Reflex; 3d6 + 14 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] Acid Wave (standard) ✦ Acid
Close blast 5; +24 vs. Reflex; 5d6 + 14 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and ongoing 5 acid damage (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 +6 bonus to a single attack roll.

Skills Arcana +21, History +21
Str 12 (+11); Dex 22 (+16); Wis 15 (+12);
Con 14 (+12); Int 22 (+16); Cha 15 (+12)
Equipment cloth armor, dagger, wand

-1 Level / +1 Level

Goblin Isolating Avenger [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +12; Senses Perception +16; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 36; Fortitude 31, Reflex 35, Will 35
Speed 6

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 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
+27 vs. AC; 2d8 + 14 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 +5 power bonus to the attack roll of the melee basic attack.
□ [C] Aspect of Awe (standard) ✦ Charm, Psychic
Close burst 5; targets one creature in burst; +24 vs. Will; 4d8 + 14 psychic damage, and the target is pulled 3 squares. At the start of each of the goblin avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and the target is pulled 2 squares. At the start of the goblin avenger’s next turn, the target is pulled 3 squares.
○ [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 +5 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 +17, Religion +20
Str 15 (+12); Dex 15 (+12); Wis 22 (+16);
Con 14 (+12); Int 20 (+15); Cha 14 (+12)
Equipment cloth armor, longsword, javelin, holy symbol

-1 Level / +1 Level

Goblin Pursuing Avenger [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +16; Senses Perception +16; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 31, Reflex 36, Will 35
Speed 6

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +26 vs. AC; 2d8 + 14 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage, and if the target doesn’t end its next turn adjacent to the goblin avenger, the goblin avenger can shift 7 squares as a free action. The goblin avenger must end that shift closer to the target.
○ [M] Ready the Final Blow (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage, and the target is immobilized until the end of the goblin avenger’s next turn. The goblin avenger gains a +8 bonus to the goblin avenger’s next attack roll against the target before the end of the goblin avenger’s next turn.
□ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
+27 vs. AC; 5d8 + 14 damage. Miss: Half damage. The goblin avenger gains a +5 power bonus to the goblin avenger’s next damage roll against the target before the end of the encounter, unless the goblin avenger attacks another creature first.
○ [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 +12 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 +16, Stealth +23
Str 15 (+12); Dex 22 (+16); Wis 22 (+16);
Con 14 (+12); Int 13 (+11); Cha 14 (+12)
Equipment cloth armor, longsword, crossbow, holy symbol

-1 Level / +1 Level

Goblin Rageblood Barbarian [Level 21 Brute]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +16; low-light
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 37; Fortitude 36, Reflex 35, Will 31
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+26 vs. AC; 2d10 + 3d8 + 14 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
+26 vs. AC; 3d10 + 14 damage, and the goblin barbarian gains 15 temporary hit points.
□ [M] Hydra Rage (standard) ✦ Rage, Weapon
+26 vs. AC; 4d10 + 14 damage, and the target is dazed (save ends). Miss: Half damage. Hit or Miss: The goblin barbarian enters the rage of the hydra. Until the rage ends, once per round when the goblin barbarian makes an attack that misses, the goblin barbarian can make a melee basic attack as a free action.
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 15 temporary hit points.
Barbarian Agility
While the goblin barbarian is not wearing heavy armor, the goblin barbarian gains a +3 bonus to AC and Reflex.

Skills Athletics +20, Perception +16
Str 22 (+16); Dex 16 (+13); Wis 13 (+11);
Con 20 (+15); Int 12 (+11); Cha 17 (+13)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Goblin Thaneborn Barbarian [Level 21 Brute]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +16; low-light
HP 235; Bloodied 117
Healing Surges (+58 hp) ○○○
AC 37; Fortitude 36, Reflex 35, Will 34
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+26 vs. AC; 2d10 + 3d6 + 14 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
+26 vs. AC; 4d10 + 14 damage, and the target takes a –6 penalty to AC until the end of the goblin barbarian’s next turn.
□ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
+26 vs. AC; 3d10 + 14 damage, and ongoing 10 poison damage (save ends). Miss: Half damage. Hit or Miss: The goblin barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next to the goblin barbarian grants combat advantage to the goblin barbarian and the goblin barbarian’s allies until the end of its next 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.
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 +6 bonus to the attack roll.
Barbarian Agility
While the goblin barbarian is not wearing heavy armor, the goblin barbarian gains a +3 bonus to AC and Reflex.

Skills Athletics +20, Perception +16
Str 22 (+16); Dex 16 (+13); Wis 13 (+11);
Con 15 (+12); Int 12 (+11); Cha 22 (+16)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Goblin Cunning Bard [Level 21 Controller (Leader)]

Small natural humanoid [XP 3200]

Initiative +12; Senses Perception +16; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 30, Reflex 36, Will 36
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+22 vs. AC; 2d8 + 10 damage (crit 26 + 3d8).
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +25 vs. Will; 2d6 + 15 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; +25 vs. Reflex; 2d8 + 15 thunder damage, and the goblin bard and each ally within 10 squares of the goblin bard can shift 6 squares as a free action.
□ [R] Encircling Dance (standard) ✦ Radiant
Ranged 10; targets one or two creatures; +25 vs. Reflex; 3d8 + 15 radiant damage. Miss: Half damage. Hit or Miss: The goblin bard and each ally within 10 squares of the goblin bard can shift 5 squares 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 15 squares can spend a healing surge and regain an additional 4d6 + 7 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 10 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 +20, Bluff +22
Str 14 (+12); Dex 15 (+12); Wis 12 (+11);
Con 15 (+12); Int 20 (+15); Cha 24 (+17)
Equipment hide armor, light shield, scimitar

-1 Level / +1 Level

Goblin Valorous Bard [Level 21 Controller (Leader)]

Small natural humanoid [XP 3200]

Initiative +12; Senses Perception +16; low-light
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 33, Reflex 33, Will 36
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+22 vs. AC; 2d8 + 10 damage (crit 26 + 3d8).
● [M] Guiding Strike (standard) ✦ Weapon
+27 vs. AC; 2d8 + 15 damage (crit 31 + 3d8), 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
+27 vs. AC; 2d8 + 15 damage (crit 31 + 3d8), 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 +5 power bonus to attack rolls against the target.
Increasing the Tempo (standard)
One ally within 10 squares target makes four basic attacks as a free action.
○○○ Majestic Word (minor) ✦ Healing
The goblin bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 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 10 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 +17, Athletics +16
Str 14 (+12); Dex 15 (+12); Wis 12 (+11);
Con 20 (+15); Int 15 (+12); Cha 24 (+17)
Equipment chainmail, light shield, scimitar

-1 Level / +1 Level

Goblin Guardian Druid [Level 21 Controller]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +16; low-light
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 36; Fortitude 33, Reflex 33, Will 35
Speed 6

● [m] Spear (standard) ✦ Weapon
+22 vs. AC; 2d8 + 10 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+24 vs. Reflex; 2d8 + 14 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; +24 vs. Fortitude; 2d6 + 8 cold damage, and the target slides 1 square.
○ [A] Windstorm (standard)
Area burst 1 within 10; +24 vs. Fortitude; 3d6 + 14 damage, and the target slides 6 squares.
□ [A] Entangling Thorns (standard)
Area burst 2 within 10; +24 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect: 2d6 + 14 damage. Miss: 1d6 + 14 damage, and the target is immobilized until the end of the goblin druid’s next turn.
Wild Shape (minor) ✦ Polymorph
The goblin druid changes from the goblin druid’s humanoid form to beast form or vice versa. When the goblin druid changes from beast form back to the goblin druid’s humanoid form, the goblin druid shifts 1 square. While the goblin druid is in beast form, the goblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the goblin druid can sustain such powers. The goblin druid can use this power once per round.
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 3d6 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 +21, Nature +21
Str 14 (+12); Dex 17 (+13); Wis 22 (+16);
Con 20 (+15); Int 13 (+11); Cha 14 (+12)
Equipment hide armor, spear

-1 Level / +1 Level

Goblin Predator Druid [Level 21 Controller]

Small natural humanoid [XP 3200]

Initiative +16; Senses Perception +21; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 37; Fortitude 30, Reflex 36, Will 35
Speed 7

● [m] Spear (standard) ✦ Weapon
+22 vs. AC; 2d8 + 10 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+24 vs. Reflex; 2d8 + 14 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; +24 vs. Reflex; 2d6 + 8 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 6 fire damage.
○ [M] Scavenger’s Prize (standard) ✦ Beast Form
+24 vs. Fortitude; 3d10 + 14 damage, the goblin druid grabs the target and shifts 6 squares, pulling the target with the goblin druid.
□ [M] Primal Bear (standard) ✦ Beast Form, Healing
+24 vs. Fortitude; 3d10 + 14 damage, and the goblin druid grabs the target. Until the grab ends, the target takes 10 damage at the start of the goblin druid’s turn. Miss: Half damage, and the goblin druid grabs the target. Hit or Miss: Until the end of the encounter, while the goblin druid is in beast form, the goblin druid gains a +2 bonus to AC and Fortitude.
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 +21, Perception +21
Str 14 (+12); Dex 22 (+16); Wis 22 (+16);
Con 15 (+12); Int 13 (+11); Cha 14 (+12)
Equipment hide armor, spear

-1 Level / +1 Level

Goblin Preserving Invoker [Level 21 Artillery]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +16; low-light
HP 147; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 36; Fortitude 31, Reflex 35, Will 35
Speed 6

● [m] Mace (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +24 vs. Reflex; 2d8 + 14 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; +24 vs. Reflex; 2d8 + 14 damage. If the target moves more than 1 square before the end of the goblin invoker’s next turn, the target takes 10 damage.
□ [R] Malediction of Gartak (standard)
Ranged 10; +24 vs. Will; 5d6 + 14 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10 damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
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 +5 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 +20, Religion +20
Str 12 (+11); Dex 16 (+13); Wis 22 (+16);
Con 15 (+12); Int 20 (+15); Cha 15 (+12)
Equipment hide armor, mace

-1 Level / +1 Level

Goblin Wrathful Invoker [Level 21 Artillery]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +16; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○○
AC 34; Fortitude 34, Reflex 33, Will 35
Speed 5

● [m] Mace (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +24 vs. Fortitude; 2d10 + 14 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +5 radiant damage. The goblin invoker can use this power as a ranged basic attack.
○ [R] Blood Debt (standard) ✦ Radiant
Ranged 10; +24 vs. Will; 3d10 + 14 radiant damage, and until the end of the goblin invoker’s next turn, each creature that the target attacks gains a +6 bonus to its next attack roll against the target.
□ [A] Astral Tempest (standard)
Area burst 2 within 10; +24 vs. Fortitude; 7d6 + 14 damage, and the goblin invoker slides the target 5 squares and knock it prone. Miss: Half damage, and the goblin invoker slides the target 3 squares and knock it prone.
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 2d6+5 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 +19, Religion +17
Str 12 (+11); Dex 16 (+13); Wis 22 (+16);
Con 20 (+15); Int 15 (+12); Cha 15 (+12)
Equipment chainmail, mace

-1 Level / +1 Level

Goblin Bear Shaman [Level 21 Controller (Leader)]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +21; low-light
HP 196; Bloodied 98
Healing Surges (+49 hp) ○○○
AC 33; Fortitude 34, Reflex 32, Will 35
Speed 6

● [m] Spear (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +24 vs. Will; 2d8 + 14 damage, and each ally adjacent to the goblin shaman’s spirit companion gains 5 temporary hit points.
○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
Ranged 10; +24 vs. Will; 3d6 + 14 damage, and each ally adjacent to the goblin shaman’s spirit companion can spend a healing surge and regains an additional 10 hit points.
□ [R] Great Bear Guardian (standard) ✦ Conjuration
Ranged 10; +24 vs. Fortitude; 2d10 + 14 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage, and the target is pushed 1 square. Hit or Miss: The goblin shaman conjures a bear spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. As a move action, the goblin shaman can move the spirit 5 squares.
The spirit can flank enemies with the goblin shaman and the goblin shaman’s allies, and it can make opportunity attacks against the goblin shaman’s enemies: +24 vs. Reflex; 2d10 + 14 damage.
Call Spirit Companion (minor) ✦ Conjuration
The goblin shaman conjures the goblin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until the goblin shaman falls unconscious or until the goblin shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When the goblin shaman takes a move action, the goblin shaman can also move the spirit a number of squares equal to the goblin shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 20 damage to the spirit, the spirit disappears, and the goblin shaman takes 15 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 5d6 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; +24 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the goblin shaman’s spirit companion regains 6 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 5 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 +21, Perception +21
Str 13 (+11); Dex 16 (+13); Wis 22 (+16);
Con 20 (+15); Int 15 (+12); Cha 14 (+12)
Equipment leather armor, spear

-1 Level / +1 Level

Goblin Panther Shaman [Level 21 Controller (Leader)]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +21; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 35; Fortitude 31, Reflex 34, Will 35
Speed 6

● [m] Spear (standard) ✦ Weapon
+21 vs. AC; 2d8 + 9 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +24 vs. Fortitude; 2d10 + 14 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; +24 vs. Reflex; 2d10 + 14 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.
□ [R] Horns of the Undefeated Khan (standard)
Ranged 20; +24 vs. Reflex; 4d8 + 14 damage. Miss: Half damage. Hit or Miss: Until the end of the goblin shaman’s next turn, the goblin shaman and the goblin shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against the target. As a free action before the goblin shaman’s next turn, each ally within 20 squares of the target can make a saving throw and shift 3 squares as the first action of his or her turn.
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 20 damage to the spirit, the spirit disappears, and the goblin shaman takes 15 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 5d6 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; +24 vs. Reflex; 2d10 + 14 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 +5 bonus to damage rolls against bloodied enemies.

Skills Nature +21, Perception +21
Str 13 (+11); Dex 16 (+13); Wis 22 (+16);
Con 15 (+12); Int 20 (+15); Cha 14 (+12)
Equipment leather armor, spear

-1 Level / +1 Level

Goblin Chaos Sorcerer [Level 21 Artillery]

Small natural humanoid [XP 3200]

Initiative +16; Senses Perception +11; low-light
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○○
AC 34; Fortitude 30, Reflex 35, Will 37
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +27 vs. AC; 2d4 + 14 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +25 vs. Will; 2d10 + 25 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: +25 vs. Will; 1d6 + 18 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; +25 vs. Will; 3d8 + 25 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] Split Strike (standard) ✦ Lightning
Ranged 10; targets one or two creatures; +25 vs. Reflex; 6d6 + 25 lightning damage. If the goblin sorcerer rolled an even number on the attack roll, the target is immobilized (save ends). If the goblin sorcerer rolled an odd number on the attack roll, the target is dazed (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 +10 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 +16, Bluff +22
Str 15 (+12); Dex 22 (+16); Wis 12 (+11);
Con 14 (+12); Int 13 (+11); Cha 24 (+17)
Equipment cloth armor, dagger

-1 Level / +1 Level

Goblin Dragon Sorcerer [Level 21 Skirmisher]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +11; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 33; Fortitude 33, Reflex 32, Will 37
Speed 6

● [m] Mace (standard) ✦ Weapon
+25 vs. AC; 2d8 + 13 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +25 vs. Reflex; 2d8 + 24 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 5 fire damage.
□ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
Ranged 10; +25 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing 10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the goblin sorcerer slides the target 5 squares.
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 -5 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; +25 vs. Reflex; 2d10 + 24 lightning damage and the goblin sorcerer pushes the target 5 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 +9 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 +16, Athletics +20
Str 20 (+15); Dex 17 (+13); Wis 12 (+11);
Con 14 (+12); Int 13 (+11); Cha 24 (+17)
Equipment cloth armor, mace

-1 Level / +1 Level

Goblin Earth Warden [Level 21 Brute]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +17; low-light
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 38; Fortitude 35, Reflex 34, Will 31
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8), 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
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8). The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the goblin warden’s next turn.
□ [M] Blizzard Strike (standard) ✦ Cold, Weapon
+26 vs. AC; 4d8 + 14 cold damage (crit 46 + 3d8), and the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss: Half damage, and the target is slowed until the end of the goblin warden’s next turn. Hit or Miss: Each enemy within 3 squares of the goblin warden, other than the target, is slowed 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 +6 power bonus.
Earthstrength
When the goblin warden uses the goblin warden’s second wind, the goblin warden gains an additional +5 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 +18, Perception +17
Str 22 (+16); Dex 16 (+13); Wis 15 (+12);
Con 20 (+15); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Goblin Wild Warden [Level 21 Brute]

Small natural humanoid [XP 3200]

Initiative +13; Senses Perception +20; low-light
HP 235; Bloodied 117
Healing Surges (+58 hp) ○○○
AC 36; Fortitude 35, Reflex 32, Will 34
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+26 vs. AC; 2d10 + 14 damage, and the target is slowed until the end of the goblin warden’s next turn.
○ [M] Razorleaf Cut (standard) ✦ Weapon
+26 vs. Fortitude; 2d10 + 19 damage, and the target is weakened until the end of the goblin warden’s next turn.
□ [M] Dire Beast Assault (standard) ✦ Weapon
Before and after the attack, the goblin warden shifts 1 square. +26 vs. AC; 3d10 + 14 damage, and ongoing 10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
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; +26 vs. Fortitude; 2d10 + 14 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 -5 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 +20, Perception +20
Str 22 (+16); Dex 16 (+13); Wis 20 (+15);
Con 15 (+12); Int 12 (+11); Cha 15 (+12)
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.