Goblin NPCs [Level 23]
Goblin Battle Cleric [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +16; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 36, Reflex 33, Will 37
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 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] Haunting Strike (standard) ✦ Weapon
- +30 vs. AC; 4d8 + 15 damage. The next attack roll the goblin cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +28 vs. AC; 3d8 + 15 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.
- □ Purify (standard)
- Every effect that a save can end is removed from the goblin cleric and each ally within 10 squares.
- ○○○ 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 +17
Str 22 (+17); Dex 15 (+13); Wis 20 (+16);
Con 14 (+13); Int 12 (+12); Cha 17 (+14)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Devoted Cleric [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 32, Reflex 33, Will 38
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +26 vs. Reflex; 2d8 + 15 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The goblin cleric and
each ally in the burst gain a +6 power bonus to AC until the end of the goblin cleric’s next turn and can spend a healing
surge. Add +6 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 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 + 15 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The goblin cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit
points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t
take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the goblin cleric within 5 squares
of its previous location.
- ○○○ 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 +22, Religion +17
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Greatweapon Fighter [Level 23 Soldier]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +13; low-light
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 38, Reflex 34, Will 32
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage. Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +28 vs. AC; 4d10 + 20 damage.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +28 vs. AC; 3d10 + 15 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: +28 vs. AC; 1d10 + 15 damage.
- ● Goblin Tactics (immediate reaction)
- When the goblin fighter is missed by a melee attack.
The goblin fighter shifts 1 square.
- □ No Surrender (no action) ✦ Healing
- When the goblin fighter’s hit points drop to 0 or lower.
The goblin fighter regains hit points up to one-half the goblin fighter’s maximum hit points. However, the goblin fighter
takes a –2 penalty to attack rolls until the end of the encounter.
- 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 +22, Intimidate +18
Str 22 (+17); Dex 17 (+14); Wis 14 (+13);
Con 20 (+16); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Goblin Guardian Fighter [Level 23 Soldier]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +13; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 38, Reflex 39, Will 32
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+28 vs. AC; 2d8 + 15 damage (crit 31 + 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] Fangs of Steel (standard) ✦ Weapon
- +28 vs. AC; 3d8 + 21 damage (crit 45 + 3d8), and make a secondary attack against one creature adjacent to the primary target
and within the goblin fighter’s melee reach. Secondary Attack: +28 vs. AC; 2d8 + 21 damage (crit 37 + 3d8).
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +28 vs. AC; 4d8 + 15 damage (crit 47 + 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.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The goblin fighter gains an action point that the goblin fighter must spend during the goblin fighter’s current turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin fighter is missed by a melee attack.
The goblin fighter shifts 1 square.
- Combat Challenge
- Every time the goblin fighter attacks an enemy, the goblin fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the goblin fighter’s next turn. If the marked creature makes an attack that doesn’t include
the goblin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the goblin fighter and shifts or makes an attack that does not include the goblin fighter, the goblin fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +18, Intimidate +18
Str 22 (+17); Dex 22 (+17); Wis 14 (+13);
Con 15 (+13); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Avenging Paladin [Level 23 Soldier]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 37, Reflex 34, Will 37
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +29 vs. AC; 2d8 + 15 radiant damage. If the goblin paladin has marked the target, the goblin paladin gains a +2 bonus to the
damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +29 vs. AC; 3d8 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the goblin paladin other than the primary target. Secondary Attack: +29 vs. AC; 1d8 + 15 thunder damage, and the
target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 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.
- □ Cleansing Burst (minor)
- The goblin paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- ● Goblin Tactics (immediate reaction)
- When the goblin paladin is missed by a melee attack.
The goblin paladin shifts 1 square.
Skills Intimidate +22, Religion +17
Str 22 (+17); Dex 15 (+13); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Goblin Protecting Paladin [Level 23 Soldier]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 40; Fortitude 36, Reflex 36, Will 38
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 16 damage (crit 32 + 3d8), and the goblin paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +27 vs. Reflex; 3d10 + 16 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 + 9 fire damage and
grant combat advantage to the goblin paladin and the goblin paladin’s allies. Sustain Minor: The zone persists.
- ● 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.
- □ United in Faith (minor) ✦ Healing
- The goblin paladin and each ally within 5 squares can spend a healing surge.
- ● Goblin Tactics (immediate reaction)
- When the goblin paladin is missed by a melee attack.
The goblin paladin shifts 1 square.
Skills Intimidate +23, Religion +17
Str 20 (+16); Dex 15 (+13); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 24 (+18)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Archer Ranger [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +18; Senses Perception +18; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 40; Fortitude 36, Reflex 39, Will 32
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +29 vs. AC; 2d8 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +27/+28 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d6
+ 9 damage (off-hand).
Shortbow: Ranged 15/30; +29 vs. AC (twice); 2d8 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 15/30; +29 vs. Fortitude; 4d8 + 16 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 15/30; two attacks against one creature; +29 vs. AC; 2d8 + 16 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.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the goblin ranger’s turn, enemies treat the goblin ranger as invisible if the goblin ranger has cover or concealment
from them. An enemy still knows the square occupied by the goblin ranger if it saw the goblin ranger in that square at any
point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 +18, Stealth +24
Str 20 (+16); Dex 24 (+18); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Goblin Two-Blade Ranger [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +18; low-light
HP 221; Bloodied 110
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 37, Reflex 38, Will 32
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +28/+28 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d8
+ 9 damage (crit 25 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +28 vs. AC (twice); 2d8 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Scimitar (main): +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar (off hand): +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
If one attack hits, the target takes a
–2 penalty to attack rolls until the end of the goblin ranger’s next turn. If both attacks hit the same target, this penalty
worsens to –4. Hit or Miss: If any adjacent creature makes an attack against the goblin ranger and misses before the
start of the goblin ranger’s next turn, make a melee basic attack against it with both the goblin ranger’s main weapon and
the goblin ranger’s off-hand weapon as an immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Scimitar (first attack; main): +30 vs. AC; 2d8 + 15 damage
(crit 31 + 3d8).
Scimitar (second attack; off hand): +30 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar
(third attack; main): +30 vs. AC; 1d8 + 15 damage (crit 23 + 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.
- □ Hit the Dirt (immediate interrupt)
- When the goblin ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +18, Perception +18
Str 22 (+17); Dex 22 (+17); Wis 15 (+13);
Con 14 (+13); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Goblin Brawny Rogue [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +18; Senses Perception +12; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 35, Reflex 40, Will 33
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +30 vs. Reflex; 2d6 + 16 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +30 vs. Fortitude; 4d6 + 16 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.
- ○ Dazzling Acrobatics (move)
- The goblin rogue can shift twice the goblin rogue’s speed. The goblin rogue can climb at full speed as part of this move.
If an enemy attacks the goblin rogue while the goblin rogue shifts, the goblin rogue gains a +4 bonus to AC against that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the goblin rogue.
Targets the creature the goblin rogue’s ally damaged; +30 vs. AC; 2d6 + 16 damage.
- ● 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 Acrobatics +23, Thievery +25
Str 20 (+16); Dex 24 (+18); Wis 13 (+12);
Con 14 (+13); Int 12 (+12); Cha 17 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Goblin Trickster Rogue [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +18; Senses Perception +17; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 32, Reflex 40, Will 36
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +25 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
The goblin rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 16 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the goblin rogue.
The goblin rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +30 vs. Will; 5d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. Will; 5d6 + 16 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 from the Light (minor)
- The goblin rogue must already be hidden to use this power. The goblin rogue is invisible until the end of the encounter or
until the goblin rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic
attack or an at-will attack.
- ● 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 +25, Thievery +25
Str 15 (+13); Dex 24 (+18); Wis 13 (+12);
Con 14 (+13); Int 12 (+12); Cha 22 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Goblin Fey-Pact Warlock [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 37; Fortitude 32, Reflex 37, Will 38
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the goblin warlock is invisible to the target until the start of the
goblin warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +27 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the goblin warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +27 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.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The goblin warlock becomes invisible until the start of the goblin warlock’s next turn and teleports 20 squares. The goblin
warlock leaves behind an illusory image of the goblin warlock that persists as long as the goblin warlock is invisible. This
image stands in place, takes no actions, and uses the goblin warlock’s defenses if it is attacked. If the illusion is touched
or takes any damage, it dissolves into a pile of dead leaves. If the goblin warlock makes an attack, the goblin warlock becomes
visible. Sustain Standard: The goblin warlock remains invisible as long as the goblin warlock doesn’t make an attack.
- ● 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 +21, Bluff +23
Str 12 (+12); Dex 15 (+13); Wis 14 (+13);
Con 15 (+13); Int 20 (+16); Cha 24 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Infernal-Pact Warlock [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +12; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 36, Reflex 37, Will 34
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +26 vs. Reflex; 2d6 + 15 fire damage. If the goblin warlock takes damage before the end of the goblin warlock’s
next turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +26 vs. Reflex; 4d8 + 15 damage, and the target is pushed 8 squares.
- □ 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.
- ● 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The goblin warlock grows wings and gains a fly speed equal to the goblin warlock’s speed until the end of the encounter or
for 5 minutes.
- ● 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 23 temporary hit points.
Skills Arcana +21, Intimidate +19
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 22 (+17); Int 20 (+16); Cha 17 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Goblin Star-Pact Warlock [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +12; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 36, Reflex 35, Will 37
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the goblin warlock on its next turn,
it takes an extra 2d6 + 15 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 15 damage, and the goblin warlock can swap places with the target. After swapping places with
the target, the goblin warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +26 vs. Reflex; 4d10 + 15 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 + 9 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.
- ○ Entropic Ward (minor)
- Until the end of the goblin warlock’s next turn, anyone who attacks the goblin warlock must roll two dice and take the lower
result. Each time an attack misses due to this effect, the goblin warlock gains a cumulative +1 power bonus to the goblin
warlock’s next attack roll.
- ● 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 +18, Insight +17
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 22 (+17); Int 15 (+13); Cha 22 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Goblin Inspiring Warlord [Level 23 Soldier (Leader)]
Small natural humanoid [XP 5100]
Initiative +15; Senses Perception +12; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 36; Fortitude 37, Reflex 33, Will 37
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +28 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the goblin warlord’s next turn. Until the end of
the encounter, the goblin warlord’s allies gain a +6 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 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.
- □ Heart of the Titan (standard)
- The goblin warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 6. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +6 to damage rolls and
can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ 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 17 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 +17, History +18
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 14 (+13); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Goblin Tactical Warlord [Level 23 Soldier (Leader)]
Small natural humanoid [XP 5100]
Initiative +15; Senses Perception +12; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 37, Reflex 37, Will 34
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 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] Sudden Assault (standard) ✦ Weapon
- +28 vs. AC; 1d8 + 15 damage (crit 23 + 3d8), and an ally of the goblin warlord’s choice within 5 squares of the goblin warlord
takes a standard action. The goblin warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the
goblin warlord for attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +28 vs. AC; 4d8 + 15 damage (crit 47 + 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.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the goblin warlord slides each target 5 squares.
- ○○○ 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 +17, History +21
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 14 (+13); Int 20 (+16); Cha 17 (+14)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Goblin Control Wizard [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +16; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 36; Fortitude 32, Reflex 37, Will 37
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +26 vs. AC; 2d4 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the goblin wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the goblin wizard’s next turn, or the goblin wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 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 + 9 necrotic damage to creatures that are immobilized.
- □ Time Stop (minor)
- The goblin wizard gains two extra standard actions, which the goblin wizard can’t use to attack other creatures.
- ● 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.
Skills Arcana +22, Insight +21
Str 12 (+12); Dex 17 (+14); Wis 20 (+16);
Con 14 (+13); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Goblin War Wizard [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +13; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 36; Fortitude 32, Reflex 37, Will 34
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 15 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +26 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The goblin wizard and each ally within 5 squares gain a speed of fly 8 until the end of the goblin wizard’s next turn. Sustain
Minor: The goblin wizard can sustain this power until the end of the encounter or for 5 minutes. If the goblin wizard
does not sustain this power, all targets float to the ground without taking falling damage.
- ● 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 +22, History +22
Str 12 (+12); Dex 22 (+17); Wis 15 (+13);
Con 14 (+13); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Goblin Isolating Avenger [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 38; Fortitude 33, Reflex 37, Will 37
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage, and the goblin avenger shifts 1 square, sliding the target 1 square into the space the goblin
avenger occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 15 damage, and until the end of the goblin avenger’s next turn, the goblin avenger and the target are immobilized.
In addition, no other creature has line of sight or line of effect to either the target or the goblin avenger, both of whom
have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the
target or the goblin avenger before the end of the goblin avenger’s next turn. Hit or Miss: Until the end of the goblin
avenger’s next turn, the goblin avenger gains a +5 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the goblin avenger to 0 hit points or fewer and doesn’t kill you.
The goblin avenger is dying but doesn’t fall unconscious. Until the end of the goblin avenger’s next turn, the goblin avenger
doesn’t take any damage after the triggering attack, and the goblin avenger gains a +4 bonus to attack rolls. At the end of
the goblin avenger’s next turn, the goblin avenger falls unconscious if the goblin avenger is still dying.
- 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 +18, Religion +21
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 14 (+13); Int 20 (+16); Cha 14 (+13)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Goblin Pursuing Avenger [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +17; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 33, Reflex 38, Will 37
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 15 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 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] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +29 vs. AC; 4d8 + 15 radiant damage, and if the target is not adjacent to the goblin avenger at the start of the goblin avenger’s
next turn, the goblin avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the
goblin avenger can teleport to a space adjacent to the target as a move action, doing 11 radiant damage to the target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +29 vs. AC; 5d8 + 15 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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the goblin avenger gains phasing, and the goblin avenger takes half damage from opportunity
attacks.
- ○ [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 +17, Stealth +24
Str 15 (+13); Dex 22 (+17); Wis 22 (+17);
Con 14 (+13); Int 13 (+12); Cha 14 (+13)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Goblin Rageblood Barbarian [Level 23 Brute]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 260; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 39; Fortitude 38, Reflex 37, Will 33
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d10 + 3d8 + 15 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] Fatal Strike (standard) ✦ Weapon
- +28 vs. AC; 4d10 + 20 damage, and the target cannot regain hit points until the start of the goblin barbarian’s next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +28 vs. AC; 4d10 + 15 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.
- ● 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.
- □ Primal Vigor (immediate interrupt)
- When the goblin barbarian is hit by an attack.
Until the end of the goblin barbarian’s next turn, the goblin barbarian gains resist 16 to all damage.
- 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 +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 20 (+16); Int 12 (+12); Cha 17 (+14)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Thaneborn Barbarian [Level 23 Brute]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 39; Fortitude 38, Reflex 37, Will 36
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d10 + 3d6 + 15 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +28 vs. AC; 5d10 + 15 damage, and each enemy adjacent to the goblin barbarian takes a –6 penalty to attack rolls until the
end of the goblin barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +28 vs. AC; 3d10 + 15 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.
- □ Untouched (minor)
- The goblin barbarian makes a saving throw against each effect on the goblin barbarian that a save can end. The goblin barbarian
gains a +2 bonus to each saving throw.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the goblin barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the goblin barbarian’s next turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin barbarian is missed by a melee attack.
The goblin barbarian shifts 1 square.
- Thaneborn Triumph
- Whenever the goblin barbarian bloodies an enemy, the next attack by the goblin barbarian or an ally against that enemy gains
a +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 +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 15 (+13); Int 12 (+12); Cha 22 (+17)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Cunning Bard [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 32, Reflex 38, Will 38
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the goblin
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +27 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the goblin bard, as the last action of his
or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the
goblin bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 3d8 + 16 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.
- ○○○ 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.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- ● 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 +21, Bluff +23
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 15 (+13); Int 20 (+16); Cha 24 (+18)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Goblin Valorous Bard [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 35, Reflex 35, Will 38
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 16 damage (crit 32 + 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] Weal and Woe (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 16 damage (crit 40 + 3d8), and one ally adjacent to the target makes a saving throw with a +5 power bonus
and gains a +5 power bonus to his or her next attack roll 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.
- ● Goblin Tactics (immediate reaction)
- When the goblin bard is missed by a melee attack.
The goblin bard shifts 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the goblin bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 +18, Athletics +17
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 20 (+16); Int 15 (+13); Cha 24 (+18)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Goblin Guardian Druid [Level 23 Controller]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 38; Fortitude 35, Reflex 35, Will 37
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the goblin druid’s
next turn. Hit or Miss: Until the end of the goblin druid’s next turn, any creature that enters the area of the burst
or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the goblin druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The goblin druid and each ally with 5 squares grows revitalizing roots. Until the end of the goblin druid’s next turn, each
target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he
or she regains 5 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The goblin druid changes from the goblin druid’s humanoid form to beast form or vice versa. When the goblin druid changes
from beast form back to the goblin druid’s humanoid form, the goblin druid shifts 1 square. While the goblin druid is in beast
form, the goblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the goblin druid
can sustain such powers. The goblin druid can use this power once per round.
- ● 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 +22, Nature +22
Str 14 (+13); Dex 17 (+14); Wis 22 (+17);
Con 20 (+16); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Predator Druid [Level 23 Controller]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +22; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 39; Fortitude 32, Reflex 38, Will 37
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the goblin druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +26 vs. Fortitude; 3d10 + 15 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the goblin druid uses wild shape to change into beast form, the goblin druid becomes
insubstantial and gain phasing until the end of the goblin druid’s turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin druid is missed by a melee attack.
The goblin druid shifts 1 square.
- Primal Predator
- While the goblin druid is not wearing heavy armor, the goblin druid gains a +1 bonus to the goblin druid’s speed.
Skills Nature +22, Perception +22
Str 14 (+13); Dex 22 (+17); Wis 22 (+17);
Con 15 (+13); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Preserving Invoker [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 38; Fortitude 33, Reflex 37, Will 37
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +26 vs. Reflex; 2d8 + 15 radiant damage, and the goblin invoker slides the target 1 square. The goblin invoker
can use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the goblin invoker’s next turn. Until the
end of the goblin invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 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.
- □ Covenant of Vengeance (minor)
- Choose either the goblin invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the goblin invoker and the goblin invoker’s allies
gain a +4 power bonus to attack rolls against that creature until the end of the goblin invoker’s next 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.
- 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 +21, Religion +21
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 15 (+13); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, mace
-1 Level / +1 Level
Goblin Wrathful Invoker [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 164; Bloodied 82
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 36, Reflex 35, Will 37
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 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.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the goblin invoker’s
next turn, it takes 15 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 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.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 +20, Religion +18
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 20 (+16); Int 15 (+13); Cha 15 (+13)
Equipment chainmail, mace
-1 Level / +1 Level
Goblin Bear Shaman [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +22; low-light
HP 212; Bloodied 106
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 36, Reflex 34, Will 37
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the goblin shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the goblin shaman’s next turn, any ally takes half damage
from any source while adjacent to the goblin shaman’s spirit companion. Each ally adjacent to the goblin shaman’s spirit companion
gains 7 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 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: +26 vs. Reflex; 2d10 + 15 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 21 damage to the spirit, the spirit
disappears, and the goblin shaman takes 16 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.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the goblin shaman and the goblin shaman’s allies are insubstantial.
- ● [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; +26 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 +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 20 (+16); Int 15 (+13); Cha 14 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Panther Shaman [Level 23 Controller (Leader)]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +22; low-light
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 37; Fortitude 33, Reflex 36, Will 37
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 damage, and until the end of the goblin shaman’s next turn, the goblin shaman’s
spirit companion can flank with the goblin shaman and the goblin shaman’s allies. If the target is bloodied, the goblin shaman
gains a +2 bonus to the attack roll.
- ○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the goblin shaman’s next turn, when any ally adjacent
to the goblin shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5 damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +26 vs. Reflex; 4d8 + 15 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 the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 21 damage to the spirit, the spirit
disappears, and the goblin shaman takes 16 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.
- ● [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; +26 vs. Reflex; 2d10 + 15 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 +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 15 (+13); Int 20 (+16); Cha 14 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Chaos Sorcerer [Level 23 Artillery]
Small natural humanoid [XP 5100]
Initiative +17; Senses Perception +12; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○○
AC 36; Fortitude 32, Reflex 37, Will 39
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 15 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 2d10 + 26 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:
+27 vs. Will; 1d6 + 19 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +27 vs. Fortitude; 4d6 + 26 cold damage, and the target is weakened until the end of the goblin sorcerer’s next
turn. If the goblin sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 19
cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 6d6 + 26 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.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the goblin sorcerer’s next turn, the goblin sorcerer becomes insubstantial, the goblin sorcerer gains a fly
speed equal to the goblin sorcerer’s speed, and the goblin sorcerer can hover.
- ● Goblin Tactics (immediate reaction)
- When the goblin sorcerer is missed by a melee attack.
The goblin sorcerer shifts 1 square.
- Chaos Power
- The goblin sorcerer gains a +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 +17, Bluff +23
Str 15 (+13); Dex 22 (+17); Wis 12 (+12);
Con 14 (+13); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Goblin Dragon Sorcerer [Level 23 Skirmisher]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +12; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 35; Fortitude 35, Reflex 34, Will 39
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d8 + 25 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.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +27 vs. Reflex; 5d6 + 25 acid damage. Until the end of the goblin sorcerer’s next turn, the target doesn’t
have line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +27 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.
- ● Goblin Tactics (immediate reaction)
- When the goblin sorcerer is missed by a melee attack.
The goblin sorcerer shifts 1 square.
- □ Platinum Scales (immediate interrupt)
- When the goblin sorcerer is hit by an attack.
Until the end of the encounter, the goblin sorcerer gains a +5 power bonus to all defenses.
- 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 +17, Athletics +21
Str 20 (+16); Dex 17 (+14); Wis 12 (+12);
Con 14 (+13); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, mace
-1 Level / +1 Level
Goblin Earth Warden [Level 23 Brute]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +18; low-light
HP 260; Bloodied 130
Healing Surges (+65 hp) ○○○
AC 40; Fortitude 37, Reflex 36, Will 33
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8), and the goblin warden gains a +1 power bonus to AC until the end of the goblin
warden’s next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +28 vs. Reflex; the goblin warden pulls the target 2 squares to a space that
must be adjacent to the goblin warden. Make a secondary attack against the target. Secondary Attack: +30 vs. AC; 3d8
+ 15 damage (crit 39 + 3d8). Special: If either attack hits, the target is also slowed until the start of the goblin
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +28 vs. AC; 4d8 + 15 cold damage (crit 47 + 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.
- □ Panacea (minor)
- The goblin warden makes a saving throw with a +4 power bonus. The goblin warden also gains a +4 power bonus to saving throws
until the end of the encounter.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the goblin warden that is within 5 squares of the goblin warden makes an attack that does not include
the goblin warden as a target.
Targets the triggering enemy; The goblin warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- ● Goblin Tactics (immediate reaction)
- When the goblin warden is missed by a melee attack.
The goblin warden shifts 1 square.
- Earthstrength
- When the goblin warden uses the goblin warden’s second wind, the goblin warden gains an additional +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 +19, Perception +18
Str 22 (+17); Dex 16 (+14); Wis 15 (+13);
Con 20 (+16); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Wild Warden [Level 23 Brute]
Small natural humanoid [XP 5100]
Initiative +14; Senses Perception +21; low-light
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 38; Fortitude 37, Reflex 34, Will 36
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and the target is slowed until the end of the goblin warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is dazed until the end of the goblin warden’s next turn. Until the end of the
goblin warden’s next turn, the goblin warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the goblin warden shifts 1 square. +28 vs. AC; 3d10 + 15 damage, and ongoing 10 damage (save
ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ Renewal (minor) ✦ Healing
- The goblin warden spends a healing surge. In addition, the goblin warden regains the use of an encounter attack power the
goblin warden has already used during this encounter.
- ● [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; +28 vs. Fortitude; 2d10 + 15 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 +21, Perception +21
Str 22 (+17); Dex 16 (+14); Wis 20 (+16);
Con 15 (+13); Int 12 (+12); Cha 15 (+13)
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.