Goblin NPCs [Level 30]
Goblin Battle Cleric [Level 30 Controller (Leader)]
Small natural humanoid [XP 19000]
Initiative +17; Senses Perception +21; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 43, Reflex 39, Will 44
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target
until the end of the goblin cleric’s next turn.
- ○ [M] Punishing Strike (standard) ✦ Weapon
- +39 vs. AC; 4d8 + 18 damage.
- □ [M] Godstrike (standard) ✦ Radiant, Weapon
- +35 vs. AC; 7d8 + 18 radiant damage. Miss: Half damage.
- □ 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 6d6 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 +26, Religion +21
Str 24 (+22); Dex 15 (+17); Wis 22 (+21);
Con 14 (+17); Int 12 (+16); Cha 17 (+18)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Devoted Cleric [Level 30 Controller (Leader)]
Small natural humanoid [XP 19000]
Initiative +17; Senses Perception +22; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 38, Reflex 39, Will 45
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +33 vs. Reflex; 2d8 + 18 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] Sunburst (standard) ✦ Healing, Radiant
- Area burst 2 within 10; targets enemies; +33 vs. Will; 3d8 + 18 radiant damage. Hit or Miss: The goblin cleric and
each ally in the burst regain 17 hit points and make a saving throw.
- □ [A] Astral Storm (standard) ✦ Cold, Fire, Lightning, Thunder, Zone
- Area burst 5 within 20; targets enemies; +33 vs. Reflex; 6d10 + 18 cold, fire, lightning, and thunder damage. Resistance doesn’t
reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target
that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Hit
or Miss: The burst creates a stormy zone until the end of the goblin cleric’s next turn. Sustain Minor: When the
goblin cleric sustains this power, make a +33 vs. Reflex attack against every enemy within the zone, dealing 2d10 + 18 lightning
damage if the goblin cleric hits and half damage if the goblin cleric misses.
- □ 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 6d6 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 +27, Religion +21
Str 15 (+17); Dex 15 (+17); Wis 24 (+22);
Con 14 (+17); Int 12 (+16); Cha 24 (+22)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Goblin Greatweapon Fighter [Level 30 Soldier]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +17; low-light
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 43; Fortitude 45, Reflex 40, Will 38
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage. Miss: 7 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +35 vs. Reflex; 4d10 + 18 damage, and the target takes a –2 penalty to AC until the end of the goblin fighter’s next turn.
- □ [M] No Mercy (standard) ✦ Reliable, Weapon
- +35 vs. AC; 7d10 + 18 damage. Miss: The power is not expended.
- ● Goblin Tactics (immediate reaction)
- When the goblin fighter is missed by a melee attack.
The goblin fighter shifts 1 square.
- □ 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 +27, Intimidate +22
Str 24 (+22); Dex 17 (+18); Wis 14 (+17);
Con 22 (+21); Int 12 (+16); Cha 15 (+17)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Goblin Guardian Fighter [Level 30 Soldier]
Small natural humanoid [XP 19000]
Initiative +22; Senses Perception +17; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 45; Fortitude 45, Reflex 46, Will 38
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+35 vs. AC; 2d8 + 18 damage (crit 34 + 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] Diamond Shield Defense (standard) ✦ Weapon
- Must be using a shield.
+35 vs. AC; 4d8 + 18 damage (crit 50 + 3d8), and the goblin fighter takes half damage from the target’s attacks until the
end of the goblin fighter’s next turn. Hit or Miss: The goblin fighter gains a +2 power bonus to AC until the end of
the goblin fighter’s next turn.
- □ [M] Storm of Destruction (standard) ✦ Weapon
- Targets one or two creatures, one attack per target; +35 vs. AC; 5d8 + 18 damage (crit 58 + 3d8). Miss: Half damage.
- □ 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 +22, Intimidate +22
Str 24 (+22); Dex 24 (+22); Wis 14 (+17);
Con 15 (+17); Int 12 (+16); Cha 15 (+17)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Avenging Paladin [Level 30 Soldier]
Small natural humanoid [XP 19000]
Initiative +17; Senses Perception +17; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 44, Reflex 40, Will 44
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +36 vs. AC; 2d8 + 18 radiant damage. If the goblin paladin has marked the target, the goblin paladin gains a +2 bonus to the
damage roll.
- ○ [M] Stunning Smite (standard) ✦ Weapon
- +36 vs. Will; 2d8 + 18 damage, the target is stunned until the end of the goblin paladin’s next turn, and make a secondary
attack against each enemy other than the primary target adjacent to the goblin paladin. Secondary Attack: +36 vs. Will;
1d8 + 18 damage, and the target is stunned until the end of the goblin paladin’s next turn.
- □ [M] Powerful Faith (standard) ✦ Weapon
- +36 vs. AC; 7d8 + 18 damage and make a secondary attack against each enemy within 10 squares of the goblin paladin. Miss:
Half damage, and no secondary attack. Secondary Attack: +36 vs. Fortitude; The target is blinded until the end of the
goblin paladin’s next turn.
- ● 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.
- □ 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 +27, Religion +21
Str 24 (+22); Dex 15 (+17); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 24 (+22)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Goblin Protecting Paladin [Level 30 Soldier]
Small natural humanoid [XP 19000]
Initiative +17; Senses Perception +17; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 43, Reflex 42, Will 45
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage (crit 33 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 17 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 19 damage (crit 35 + 3d8), and the goblin paladin gains 2 temporary hit points.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +34 vs. Will; 4d8 + 19 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack
whether it hits or misses.
- □ [R] Even Hand of Justice (standard)
- Ranged 5; +34 vs. Will; 5d10 + 19 damage. Whenever the target makes an attack, its attack works as usual, but it takes the
full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. Many creatures
have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target
does not gain the benefit of any immunities or resistances. Miss: 5d10 + 19 damage.
- ● Divine Challenge (minor) ✦ Radiant
- The goblin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the goblin
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 17 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 +28, Religion +21
Str 22 (+21); Dex 15 (+17); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 26 (+23)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Archer Ranger [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +23; Senses Perception +22; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 47; Fortitude 43, Reflex 46, Will 38
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage (crit 33 + 3d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +36 vs. AC; 2d8 + 19 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +34/+35 vs. AC; 2d8 + 11 damage (crit 27 + 3d8) (main)/2d6
+ 11 damage (off-hand).
Shortbow: Ranged 15/30; +36 vs. AC (twice); 2d8 + 11 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 15/30; targets each enemy in range; +36 vs. AC; 1d8 + 19 damage.
- □ [R] Three-in-One Shot (standard) ✦ Weapon
- Ranged 15/30; three attacks against one creature; +36 vs. AC; 2d8 + 19 damage per attack. If the first attack hits, the goblin
ranger gains a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks
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 +22, Stealth +29
Str 22 (+21); Dex 26 (+23); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Goblin Two-Blade Ranger [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +22; Senses Perception +22; low-light
HP 277; Bloodied 138
Healing Surges (+69 hp) ○○○
AC 46; Fortitude 44, Reflex 45, Will 38
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +35 vs. AC; 2d8 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +35/+35 vs. AC; 2d8 + 11 damage (crit 27 + 3d8) (main)/2d8
+ 11 damage (crit 27 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +35 vs. AC (twice); 2d8 + 11 damage.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. AC; 1d8 + 18 damage (crit 26 + 3d8). Hit or Miss: The goblin ranger
can shift 3 squares, and make another close burst 1 attack (as above).
- ● 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.
- □ [M] Weave a Web of Steel (immediate interrupt) ✦ Weapon
- When an enemy hits the goblin ranger with a melee attack.
Two attacks against triggering enemy.
Scimitar (main): +35 vs. AC; 3d8 + 18 damage (crit 42 + 3d8).
Scimitar
(off hand): +35 vs. AC; 1d8 + 18 damage (crit 26 + 3d8).
If both attacks hit, the target’s attack misses. Miss:
Half damage with the main weapon, and no damage with the off-hand weapon.
- ● 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 +22, Perception +22
Str 24 (+22); Dex 24 (+22); Wis 15 (+17);
Con 14 (+17); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Goblin Brawny Rogue [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +23; Senses Perception +16; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 42, Reflex 47, Will 39
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +37 vs. AC; 2d6 + 19 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +37 vs. Reflex; 2d6 + 19 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +37 vs. AC; 5d6 + 19 damage.
- □ [M/R] Assassin’s Point (standard) ✦ Weapon
- Short Sword: +37 vs. AC; 7d6 + 19 damage.
Shuriken: Ranged 6/12; +37 vs. AC; 7d6 + 19 damage.
Hit: If the goblin rogue has combat advantage against the target, double any extra damage from Sneak Attack or a critical
hit. Miss: Half damage.
- ○ 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.
- ● 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 +28, Thievery +30
Str 22 (+21); Dex 26 (+23); Wis 13 (+16);
Con 14 (+17); Int 12 (+16); Cha 17 (+18)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Goblin Trickster Rogue [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +23; Senses Perception +21; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 38, Reflex 47, Will 43
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 13 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +37 vs. AC; 2d6 + 19 damage.
Hand Crossbow: Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
The goblin rogue can move 2 squares before the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +37 vs. AC; 3d6 + 19 damage. If the target makes a melee attack against the goblin
rogue before the end of the goblin rogue’s next turn, the goblin rogue can make it attack another creature of the goblin rogue’s
choice instead, including itself.
- □ [M/R] Immobilizing Strike (standard) ✦ Weapon
- Short Sword: +37 vs. Fortitude; 5d6 + 19 damage.
Hand Crossbow: Ranged 10/20; +36 vs. Fortitude; 5d6
+ 19 damage.
Hit: The target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed
(save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the target is slowed (save
ends). Saving throws against this effect take a –5 penalty.
- □ 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 +30, Thievery +30
Str 15 (+17); Dex 26 (+23); Wis 13 (+16);
Con 14 (+17); Int 12 (+16); Cha 24 (+22)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Goblin Fey-Pact Warlock [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +17; Senses Perception +17; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 38, Reflex 44, Will 45
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +34 vs. Will; 2d6 + 19 psychic damage, and the goblin warlock is invisible to the target until the start of the
goblin warlock’s next turn.
- ○ [R] Curse of the Fey King (standard)
- Ranged 10; +34 vs. Will; 3d10 + 19 damage. In addition, the first time the target rolls a d20 on its next turn, the goblin
warlock can steal that result. The target rerolls, and the goblin warlock uses the stolen result for the goblin warlock’s
next d20 roll. The goblin warlock gains a +6 bonus to the stolen result.
- □ [R] Curse of the Dark Delirium (standard) ✦ Charm
- Ranged 10; +34 vs. Will; on the target’s next turn, The goblin warlock dictates its standard, move, and minor actions. The
target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such
as leaping off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start of its
next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain Standard:
Repeat the attack against the target as long as the target is within range. On a miss, the goblin warlock can’t sustain this
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 +26, Bluff +28
Str 12 (+16); Dex 15 (+17); Wis 14 (+17);
Con 15 (+17); Int 22 (+21); Cha 26 (+23)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Infernal-Pact Warlock [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +16; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 44; Fortitude 43, Reflex 44, Will 40
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +33 vs. Reflex; 2d6 + 18 fire damage. If the goblin warlock takes damage before the end of the goblin warlock’s
next turn, the target takes an extra 2d6 + 18 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +33 vs. Fortitude; 5d10 + 24 fire damage.
- □ [R] Hurl through Hell (standard) ✦ Fear, Fire, Teleportation
- Ranged 10; +33 vs. Will; 7d10 + 18 fire damage, and the target disappears into the Nine Hells until the end of the goblin
warlock’s next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned
(save ends). Sustain Minor: If the goblin warlock spends a minor action to sustain the power, the target’s return is
delayed until the end of the goblin warlock’s next turn. The goblin warlock can sustain the power no more than three times.
Miss: Half damage, and the target does not disappear.
- ● 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 30 temporary hit points.
Skills Arcana +26, Intimidate +23
Str 12 (+16); Dex 16 (+18); Wis 13 (+16);
Con 24 (+22); Int 22 (+21); Cha 17 (+18)
Equipment leather armor, mace
-1 Level / +1 Level
Goblin Star-Pact Warlock [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +16; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 41; Fortitude 43, Reflex 41, Will 44
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 radiant damage. If the target moves nearer to the goblin warlock on its next turn,
it takes an extra 2d6 + 18 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +33 vs. Will; 2d10 + 18 damage. The target disappears into a starry realm. At the start of its next turn, the target
reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).
The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the goblin warlock’s
next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take
every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls
it makes due to this power.
- □ [R] Doom of Delban (standard) ✦ Cold, Fear
- Ranged 10; +33 vs. Fortitude; 5d10 + 18 cold damage. Miss: Half damage. Sustain Standard: The goblin warlock
can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage
by 1d10 each time this power hits. Each time the goblin warlock sustains this power, the goblin warlock takes 2d10 damage.
- ● Warlock’s Curse (minor)
- The goblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
goblin warlock can deal an extra 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 +22, Insight +21
Str 12 (+16); Dex 16 (+18); Wis 13 (+16);
Con 24 (+22); Int 15 (+17); Cha 24 (+22)
Equipment leather armor, sickle
-1 Level / +1 Level
Goblin Inspiring Warlord [Level 30 Soldier (Leader)]
Small natural humanoid [XP 19000]
Initiative +19; Senses Perception +16; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 44, Reflex 39, Will 44
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +35 vs. Fortitude; 7 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 +7 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] Devastating Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+35 vs. AC; 4d10 + 18 damage, and until the end of the goblin warlord’s next turn, any ally who has line of sight to the goblin
warlord gains a +7 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +35 vs. AC; 6d10 + 18 damage, and the goblin warlord and all of the goblin warlord’s allies within 10 squares of the goblin
warlord makes saving throws against any single effect that a save can end. Miss: Each of the goblin warlord’s allies
within 10 squares of the goblin warlord makes a saving throw against any effect that the target caused and that a save can
end.
- □ [M] Stand Invincible (standard) ✦ Weapon
- +35 vs. AC; 7d10 + 18 damage. Hit or Miss: The goblin warlord and each ally within 5 squares of the goblin warlord
gains a +4 power bonus to all defenses and resist 5 to all damage until the end of the goblin warlord’s next turn. Sustain
Minor: The effect continues.
- ○○○ Inspiring Word (minor) ✦ Healing
- The goblin warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 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 22 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 +21, History +22
Str 24 (+22); Dex 15 (+17); Wis 12 (+16);
Con 14 (+17); Int 15 (+17); Cha 24 (+22)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Goblin Tactical Warlord [Level 30 Soldier (Leader)]
Small natural humanoid [XP 19000]
Initiative +19; Senses Perception +16; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 44, Reflex 44, Will 40
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 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.
- ○ [C] Chimera Battlestrike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. Reflex; 3d8 + 18 damage (crit 42 + 3d8), and the target slides 7 squares.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the goblin warlord slides each target 6 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The goblin warlord or one ally within 15 squares can spend a healing surge and regain an additional 6d6 hit points. This power
can only be used once per round.
- □ [M] Defy Death (immediate interrupt) ✦ Healing, Weapon
- When a creature attacks the goblin warlord’s ally.
As part of this action, the goblin warlord can move twice the goblin warlord’s speed to reach the target without provoking
opportunity attacks. Targets the attacking creature; +35 vs. AC; 7d8 + 18 damage (crit 74 + 3d8), and the target’s attack
misses. Miss: Half damage, and the target’s attack deals half damage if it hits. Hit or Miss: As an immediate
reaction, the attacked ally can spend a healing surge.
- ● 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 +6 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 +21, History +26
Str 24 (+22); Dex 15 (+17); Wis 12 (+16);
Con 14 (+17); Int 22 (+21); Cha 17 (+18)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Goblin Control Wizard [Level 30 Artillery]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +21; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 38, Reflex 44, Will 44
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +32 vs. AC; 2d4 + 14 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the goblin wizard’s next turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +33 vs. Will; 3d10 + 18 psychic damage. On the target’s next turn, the goblin wizard controls its actions. The
goblin wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
- □ [C] Legion’s Hold (standard) ✦ Charm, Psychic
- Close burst 20; targets enemies; +33 vs. Will; 2d10 + 18 psychic damage, and the target is stunned (save ends). Miss:
Half damage, and the target is dazed (save ends).
- □ 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 -6 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 +27, Insight +26
Str 12 (+16); Dex 17 (+18); Wis 22 (+21);
Con 14 (+17); Int 24 (+22); Cha 15 (+17)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Goblin War Wizard [Level 30 Artillery]
Small natural humanoid [XP 19000]
Initiative +22; Senses Perception +17; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 38, Reflex 44, Will 40
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +36 vs. AC; 2d4 + 18 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +33 vs. Reflex; 2d6 + 18 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +33 vs. Reflex; 6d6 + 18 fire and necrotic damage.
- □ [A] Meteor Swarm (standard) ✦ Fire
- Area burst 5 within 20; +33 vs. Reflex; 8d6 + 18 fire damage. Miss: Half damage.
- □ 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 +7 bonus to a single attack roll.
Skills Arcana +27, History +27
Str 12 (+16); Dex 24 (+22); Wis 15 (+17);
Con 14 (+17); Int 24 (+22); Cha 15 (+17)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Goblin Isolating Avenger [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +17; Senses Perception +22; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 45; Fortitude 39, Reflex 44, Will 44
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage, and the goblin avenger shifts 1 square, sliding the target 1 square into the space the goblin
avenger occupied.
- ○ [M] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
- +36 vs. Will; 3d8 + 18 damage, and the goblin avenger teleports each enemy within 5 squares of the goblin avenger, other than
the target, 10 squares.
- □ [C] Fiery Vengeance (standard) ✦ Fire, Healing, Radiant
- Close burst 3; +33 vs. Reflex; 7d6 + 18 fire and radiant damage. Miss: Half damage. Hit or Miss: The goblin
avenger regains hit points as if the goblin avenger had spent a healing surge. Until the end of the encounter, any enemy that
ends its turn adjacent to the goblin avenger takes 10 fire and radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the goblin avenger can see in within 10 squares. When the goblin avenger makes a melee attack against the
target and the target is the only enemy adjacent to the goblin avenger, the goblin avenger makes two attack rolls and use
either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point
the goblin avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the goblin avenger makes an attack roll against the goblin avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- ● Goblin Tactics (immediate reaction)
- When the goblin avenger is missed by a melee attack.
The goblin avenger shifts 1 square.
- □ 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 +6
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 +22, Religion +26
Str 15 (+17); Dex 15 (+17); Wis 24 (+22);
Con 14 (+17); Int 22 (+21); Cha 14 (+17)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Goblin Pursuing Avenger [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +22; Senses Perception +22; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 39, Reflex 45, Will 44
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +35 vs. AC; 2d8 + 18 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage, and if the target doesn’t end its next turn adjacent to the goblin avenger, the goblin avenger
can shift 8 squares as a free action. The goblin avenger must end that shift closer to the target.
- ○ [M] Inevitable End (standard) ✦ Weapon
- +43 vs. AC; 4d8 + 18 damage. Hit or Miss: If the target is still alive and not adjacent to the goblin avenger at the
end of its next turn, the goblin avenger regains the use of this power. The goblin avenger can regain the use of this power
in this manner once per encounter.
- □ [M] Final Oath (standard) ✦ Weapon
- +36 vs. AC; 9d8 + 18 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the goblin avenger
and the target gain a +5 bonus to attack rolls against each other.
- ○ [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 +13
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 +21, Stealth +29
Str 15 (+17); Dex 24 (+22); Wis 24 (+22);
Con 14 (+17); Int 13 (+16); Cha 14 (+17)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Goblin Rageblood Barbarian [Level 30 Brute]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +21; low-light
HP 332; Bloodied 166
Healing Surges (+83 hp) ○○○
AC 45; Fortitude 45, Reflex 43, Will 39
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d10 + 3d8 + 18 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] Blood Wrath (standard) ✦ Weapon
- The goblin barbarian gains gains a +6 bonus to the attack roll if the target is bloodied. +35 vs. AC; 5d10 + 18 damage, and
the goblin barbarian gains a +6 bonus to attack rolls until the end of the goblin barbarian’s next turn.
- □ [M] Winter Ghost Rage (standard) ✦ Cold, Rage, Weapon
- +35 vs. AC; 6d10 + 18 cold damage, and ongoing 10 cold damage (save ends). Miss: Half damage. Hit or Miss: The
goblin barbarian enters the rage of the winter ghost. Until the rage ends, the goblin barbarian is insubstantial while the
goblin barbarian is bloodied.
- ● 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 21 to all damage.
- Rageblood Vigor
- Whenever the goblin barbarian’s attack reduces an enemy to 0 hit points, the goblin barbarian gains 16 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 +26, Perception +21
Str 24 (+22); Dex 16 (+18); Wis 13 (+16);
Con 22 (+21); Int 12 (+16); Cha 17 (+18)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Thaneborn Barbarian [Level 30 Brute]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +21; low-light
HP 325; Bloodied 162
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 45, Reflex 43, Will 43
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d10 + 3d6 + 18 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] Butcher’s Feast (standard) ✦ Weapon
- +35 vs. AC; 6d10 + 18 damage, and until the end of the goblin barbarian’s next turn, the goblin barbarian can make a melee
basic attack as a free action against any enemy adjacent to the goblin barbarian that hits or misses the goblin barbarian.
Until the end of the goblin barbarian’s next turn, the goblin barbarian also gains a +7 power bonus to basic attack rolls.
- □ [M] World Serpent Rage (standard) ✦ Rage, Weapon
- +35 vs. AC; 7d10 + 18 damage. Miss: Half damage. Hit or Miss: The goblin barbarian enters the rage of the World
Serpent. Until the rage ends, the goblin barbarian can make a melee basic attack as a free action against any enemy adjacent
to the goblin barbarian that shifts. In addition, on the goblin barbarian’s turn, the goblin barbarian gains a +5 bonus to
damage rolls against any enemy that was adjacent to the goblin barbarian at the start of the goblin barbarian’s turn. When
charging, the goblin barbarian can use this power in place of a melee basic attack.
- □ 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 +7 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 +26, Perception +21
Str 24 (+22); Dex 16 (+18); Wis 13 (+16);
Con 15 (+17); Int 12 (+16); Cha 24 (+22)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Goblin Cunning Bard [Level 30 Controller (Leader)]
Small natural humanoid [XP 19000]
Initiative +17; Senses Perception +21; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 38, Reflex 45, Will 45
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage (crit 29 + 3d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +34 vs. Will; 2d6 + 19 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the goblin
bard’s next turn.
- ○ [R] Bond of Malediction (standard) ✦ Psychic
- Ranged 10; +34 vs. Reflex; 3d10 + 19 psychic damage. Choose an ally within 10 squares of the goblin bard. Until the end of
the goblin bard’s next turn, the target takes 16 psychic damage whenever that ally takes damage.
- □ [R] Spellbind (standard) ✦ Charm
- Ranged 10; +34 vs. Will; The target is dominated (save ends). Aftereffect: 2d10 + 19 damage, and the target is dazed
until the end of the goblin bard’s next turn. Miss: The target is dazed (save ends). Aftereffect: 2d10 + 19
damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The goblin bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 8 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 11 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 +26, Bluff +28
Str 14 (+17); Dex 15 (+17); Wis 12 (+16);
Con 15 (+17); Int 22 (+21); Cha 26 (+23)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Goblin Valorous Bard [Level 30 Controller (Leader)]
Small natural humanoid [XP 19000]
Initiative +17; Senses Perception +21; low-light
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 43; Fortitude 42, Reflex 41, Will 45
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage (crit 29 + 3d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 19 damage (crit 35 + 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] Surge of Valor (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 19 damage (crit 35 + 3d8), and each ally within 10 squares of the goblin bard can shift 2 squares and make
a melee basic attack as a free action, with a +6 bonus to the attack roll and the damage roll.
- □ [R] Satire of Leadership (standard) ✦ Psychic
- Ranged 10; +34 vs. Will; 5d10 + 19 psychic damage. Hit or Miss: The target and each enemy within 3 squares of it take
a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
- ○○○ Majestic Word (minor) ✦ Healing
- The goblin bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 8 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 11 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 +22, Athletics +21
Str 14 (+17); Dex 15 (+17); Wis 12 (+16);
Con 22 (+21); Int 15 (+17); Cha 26 (+23)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Goblin Guardian Druid [Level 30 Controller]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +22; low-light
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 45; Fortitude 42, Reflex 41, Will 44
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +33 vs. Reflex; 3d8 + 18 cold damage, the target gains 6 vulnerability to all damage and the target is immobilized
until the end of the goblin druid’s next turn.
- □ [A] Lifeleech Thorns (standard) ✦ Healing
- Area burst 2 within 20; +33 vs. Reflex; the target is immobilized and weakened and takes ongoing 10 damage (save ends all).
The goblin druid regains 6 hit points for each target hit with this power. Aftereffect: 3d8 + 18 damage. Miss:
1d10 + 18 damage, and the target is weakened (save ends).
- □ 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 6 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 +27, Nature +27
Str 14 (+17); Dex 17 (+18); Wis 24 (+22);
Con 22 (+21); Int 13 (+16); Cha 14 (+17)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Predator Druid [Level 30 Controller]
Small natural humanoid [XP 19000]
Initiative +22; Senses Perception +27; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 46; Fortitude 38, Reflex 45, Will 44
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Reflex; 2d6 + 11 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 7 fire damage.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the goblin druid shifts 8 squares. Targets each enemy within reach during the shift; +33 vs. Reflex; 1d10
+ 18 damage, and the target is dazed until the end of the goblin druid’s next turn.
- □ [R] Gaze of the Beast (standard) ✦ Beast Form, Charm, Psychic
- Ranged 10; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d10 + 18 psychic damage. Miss: The
target is dazed (save ends), with 2d10 + 18 psychic damage as an aftereffect.
- ● 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 +27, Perception +27
Str 14 (+17); Dex 24 (+22); Wis 24 (+22);
Con 15 (+17); Int 13 (+16); Cha 14 (+17)
Equipment hide armor, spear
-1 Level / +1 Level
Goblin Preserving Invoker [Level 30 Artillery]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +22; low-light
HP 201; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 45; Fortitude 39, Reflex 44, Will 44
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +33 vs. Reflex; 2d8 + 18 radiant damage, and the goblin invoker slides the target 1 square. The goblin invoker
can use this power as a ranged basic attack.
- ○ [R] Offering of Peace (standard) ✦ Radiant
- Choose one enemy within 10 squares. If the target attacks before the end of the goblin invoker’s next turn, it takes 4d10
+ 18 radiant damage damage. If the goblin invoker or an ally attacks the target before the end of the goblin invoker’s next
turn, the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The goblin invoker and the goblin invoker’s
allies gain a +2 power bonus to all defenses until the end of the goblin invoker’s next turn.
- □ [C] Word of the Gods (standard) ✦ Charm, Psychic
- Close blast 5; targets enemies; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d6 + 18 psychic damage.
Miss: 6d6 + 18 psychic damage.
- □ 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 +6 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 +26, Religion +26
Str 12 (+16); Dex 16 (+18); Wis 24 (+22);
Con 15 (+17); Int 22 (+21); Cha 15 (+17)
Equipment hide armor, mace
-1 Level / +1 Level
Goblin Wrathful Invoker [Level 30 Artillery]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +22; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 42; Fortitude 43, Reflex 41, Will 44
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +33 vs. Fortitude; 2d10 + 18 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The goblin invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Terror (standard) ✦ Fear, Psychic
- Area burst 2 within 10; +33 vs. Will; 3d8 + 18 psychic damage, and the target moves half its speed away from the goblin invoker,
avoiding unsafe squares and difficult terrain if it can. Until the start of the goblin invoker’s next turn, opportunity attacks
that hit the target deal +6 extra damage.
- □ [A] Invoke the Absolute Dark (standard) ✦ Zone
- Area burst 2 within 20; +33 vs. Fortitude; 6d6 + 18 damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of darkness that lasts until the end of the goblin invoker’s next turn. The zone is totally obscured. In addition,
any creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed
until the end of its turn. The goblin invoker can dismiss the zone as a minor action. Sustain Minor: The zone persists,
and the goblin invoker can increase its size by 1 to a maximum of burst 5.
- □ 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+6 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 +25, Religion +22
Str 12 (+16); Dex 16 (+18); Wis 24 (+22);
Con 22 (+21); Int 15 (+17); Cha 15 (+17)
Equipment chainmail, mace
-1 Level / +1 Level
Goblin Bear Shaman [Level 30 Controller (Leader)]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +27; low-light
HP 270; Bloodied 135
Healing Surges (+67 hp) ○○○
AC 41; Fortitude 43, Reflex 40, Will 44
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Will; 2d8 + 18 damage, and each ally adjacent to the goblin shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +33 vs. Reflex; 4d8 + 18 fire and radiant damage. Until the end of the goblin shaman’s next turn, each ally
gains a +9 bonus to saving throws while adjacent to the goblin shaman’s spirit companion.
- □ [C] Sea of Serpents (standard) ✦ Zone
- Close blast 5; targets enemies; +33 vs. Reflex; 5d6 + 18 damage. Miss: Half damage. Hit or Miss: The blast creates
a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone
gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat
advantage against each enemy, and can use an opportunity action to make a melee basic attack against any enemy adjacent to
him or her that shifts.
- ● 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 25 damage to the spirit, the spirit
disappears, and the goblin shaman takes 20 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 6d6 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; +33 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the goblin shaman’s spirit
companion regains 7 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 6 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 +27, Perception +27
Str 13 (+16); Dex 16 (+18); Wis 24 (+22);
Con 22 (+21); Int 15 (+17); Cha 14 (+17)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Panther Shaman [Level 30 Controller (Leader)]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +27; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 39, Reflex 43, Will 44
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Fortitude; 2d10 + 18 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 +3 bonus to the attack roll.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +33 vs. Fortitude; 4d6 + 18 damage. Until the end of the goblin shaman’s next turn, any ally gains a +8 bonus to
damage rolls while adjacent to the goblin shaman’s spirit companion. Make the attack two more times against the same target
or different ones. The bonus to the goblin shaman’s allies’ damage rolls increases to +10 if the attack hits twice and +12
if it hits three times.
- □ [R] Death Spirit (standard) ✦ Necrotic
- Ranged 10; +33 vs. Fortitude; 7d10 + 18 necrotic damage. Miss: Half damage. Hit or Miss: When any creature drops
to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends). Aftereffect:
When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 necrotic damage (save
ends).
- □ 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 25 damage to the spirit, the spirit
disappears, and the goblin shaman takes 20 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 6d6 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; +33 vs. Reflex; 2d10 + 18 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 +6 bonus to damage rolls against bloodied enemies.
Skills Nature +27, Perception +27
Str 13 (+16); Dex 16 (+18); Wis 24 (+22);
Con 15 (+17); Int 22 (+21); Cha 14 (+17)
Equipment leather armor, spear
-1 Level / +1 Level
Goblin Chaos Sorcerer [Level 30 Artillery]
Small natural humanoid [XP 19000]
Initiative +22; Senses Perception +16; low-light
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 38, Reflex 44, Will 46
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +36 vs. AC; 2d4 + 18 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +34 vs. Will; 2d10 + 30 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:
+34 vs. Will; 1d6 + 22 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] Wildfire Curse (standard) ✦ Fire
- Ranged 10; +34 vs. Reflex; 4d6 + 30 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +34 vs. Reflex; 4d6 + 30 fire damage. Repeat the secondary attack against
a creature the goblin sorcerer has not already targeted with this power during this encounter.
- □ [C] Entropic Whirlwind (standard) ✦ Teleportation
- Close burst 5; targets enemies; +34 vs. Will; 3d8 + 30 damage, and the goblin sorcerer teleports the target 7 squares. The
target again takes 3d8 + 30 damage whenever it teleports (save ends). Hit or Miss: Until the end of the encounter,
when any creature ends its turn within 5 squares of the goblin sorcerer, the goblin sorcerer can teleport the creature to
any space within 5 squares of the goblin sorcerer as an immediate reaction.
- ○ 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 +11 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 +21, Bluff +28
Str 15 (+17); Dex 24 (+22); Wis 12 (+16);
Con 14 (+17); Int 13 (+16); Cha 26 (+23)
Equipment cloth armor, dagger
-1 Level / +1 Level
Goblin Dragon Sorcerer [Level 30 Skirmisher]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +16; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 42; Fortitude 42, Reflex 40, Will 46
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +34 vs. Reflex; 2d8 + 29 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 6 fire damage.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +34 vs. Reflex; 3d12 + 29 lightning damage, and each enemy adjacent to the target takes 1d12 + 21 lightning damage.
- □ [R] Endless Acid (standard) ✦ Acid
- Ranged 10; +34 vs. Fortitude; 1d6 + 29 acid damage, and ongoing 15 acid damage (save ends). Aftereffect: Ongoing 10
acid damage (save ends). Aftereffect: Ongoing 5 acid damage (save ends). Miss: Ongoing 15 acid damage (save
ends).
- ● 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 +6 power bonus to all defenses.
- Draconic Power
- The goblin sorcerer gains a +10 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 +21, Athletics +26
Str 22 (+21); Dex 17 (+18); Wis 12 (+16);
Con 14 (+17); Int 13 (+16); Cha 26 (+23)
Equipment cloth armor, mace
-1 Level / +1 Level
Goblin Earth Warden [Level 30 Brute]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +22; low-light
HP 332; Bloodied 166
Healing Surges (+83 hp) ○○○
AC 47; Fortitude 44, Reflex 42, Will 39
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8), and the goblin warden gains a +1 power bonus to AC until the end of the goblin
warden’s next turn.
- ○ [M] Earth Tomb (standard) ✦ Weapon
- +35 vs. AC; 3d8 + 18 damage (crit 42 + 3d8), and the target is knocked prone and can’t stand up until the end of the goblin
warden’s next turn. The goblin warden also slides the target 6 squares.
- □ 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.
- □ Form of Spring Renewal (minor) ✦ Healing, Polymorph, Radiant
- The goblin warden assumes the guardian form of spring renewal until the end of the encounter. While the goblin warden is in
this form, the goblin warden gains resist 10 necrotic. In addition, the goblin warden gains a fly speed of 8, and the goblin
warden can hover. Once during this encounter, the goblin warden can make the following attack while the goblin warden is in
this form as a standard action.
Secondary Attack: Close burst 2; +39 vs. Reflex; 4d10 + 11 radiant damage. Miss:
Half damage. Hit or Miss: The goblin warden regains all the goblin warden’s hit points, but the goblin warden is stunned
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.
- Earthstrength
- When the goblin warden uses the goblin warden’s second wind, the goblin warden gains an additional +6 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 +24, Perception +22
Str 24 (+22); Dex 16 (+18); Wis 15 (+17);
Con 22 (+21); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Goblin Wild Warden [Level 30 Brute]
Small natural humanoid [XP 19000]
Initiative +18; Senses Perception +26; low-light
HP 325; Bloodied 162
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 44, Reflex 40, Will 43
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage, and the target is slowed until the end of the goblin warden’s next turn.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +35 vs. AC; 4d10 + 18 damage, and the target takes 21 lightning damage if it moves before the end of the goblin warden’s next
turn.
- □ 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.
- □ Form of the Starmetal Warrior (minor) ✦ Polymorph
- The goblin warden assumes the guardian form of the starmetal warrior until the end of the encounter. While the goblin warden
is in this form, the goblin warden gains a +3 bonus to AC. In addition, while any flying enemy is within 10 squares of the
goblin warden, its fly speed is 1. Once during this encounter, the goblin warden can make the following attack while the goblin
warden is in this form as a standard action.
Secondary Attack: Close burst 2; targets enemies; +35 vs. AC; 3d10
+ 18 damage. This damage ignores any of the target’s resistances. Miss: Half damage. This damage ignores any of the
target’s resistances.
- ● [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; +35 vs. Fortitude; 2d10 + 18 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 -6
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 +26, Perception +26
Str 24 (+22); Dex 16 (+18); Wis 22 (+21);
Con 15 (+17); Int 12 (+16); Cha 15 (+17)
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.