Hobgoblin NPCs [Level 5]
Hobgoblin Battle Cleric [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +4; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 13, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the hobgoblin cleric’s next turn.
- ○ [M] Split the Sky (standard) ✦ Thunder, Weapon
- +8 vs. Fortitude; 1d10 + 4 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ Bless (standard)
- The hobgoblin cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ Healing Word (minor) ✦ Healing
- The hobgoblin cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the hobgoblin cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin cleric suffers an effect that a save can end.
The hobgoblin cleric makes a saving throw against the effect.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The hobgoblin cleric gains a +1 bonus to the hobgoblin cleric’s next attack roll or saving throw before the end of the hobgoblin
cleric’s next turn.
Skills Heal +9, Religion +7
Str 17 (+5); Dex 11 (+2); Wis 15 (+4);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Devoted Cleric [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 18
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the hobgoblin cleric can see gains a +2 power bonus to his or
her next attack roll against the target.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the hobgoblin cleric can see gains combat
advantage against the target until the end of the hobgoblin cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +6 vs. AC; 1d10 + 4 damage. The hobgoblin cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The hobgoblin cleric’s allies gain combat advantage against the target. The hobgoblin cleric can move
the weapon up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the hobgoblin cleric’s
next turn. Sustain Minor: Repeat the attack. The hobgoblin cleric’s allies continue to gain combat advantage against
the weapon’s target.
- □ Cure Light Wounds (standard) ✦ Healing
- The hobgoblin cleric or one creature touched by the hobgoblin cleric regains hit points as if spending a healing surge.
- ○○ Healing Word (minor) ✦ Healing
- The hobgoblin cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin cleric suffers an effect that a save can end.
The hobgoblin cleric makes a saving throw against the effect.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The hobgoblin cleric gains a +1 bonus to the hobgoblin cleric’s next attack roll or saving throw before the end of the hobgoblin
cleric’s next turn.
Skills Heal +10, Religion +7
Str 13 (+3); Dex 11 (+2); Wis 17 (+5);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Greatweapon Fighter [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +3; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 18, Reflex 14, Will 14
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 3 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 7 damage (crit 31 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- □ Unstoppable (minor) ✦ Healing
- The hobgoblin fighter gains 2d6 + 3 temporary hit points.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin fighter suffers an effect that a save can end.
The hobgoblin fighter makes a saving throw against the effect.
- Combat Challenge
- Every time the hobgoblin fighter attacks an enemy, the hobgoblin fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the hobgoblin fighter’s next turn. If the marked creature makes an attack that doesn’t
include the hobgoblin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the hobgoblin fighter and shifts or makes an attack that does not include the hobgoblin fighter, the hobgoblin
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +12, Intimidate +8
Str 17 (+5); Dex 13 (+3); Wis 12 (+3);
Con 17 (+5); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Hobgoblin Guardian Fighter [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +3; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 22; Fortitude 18, Reflex 17, Will 14
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+9 vs. AC; 1d8 + 4 damage, and the target is pushed 1 square if it is the hobgoblin fighter’s size, smaller than the hobgoblin
fighter, or one size category larger. The hobgoblin fighter can shift into the space that the target occupied.
- ○ [M] Dance of Steel (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and the target is immobilized until the end of the hobgoblin fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +9 vs. AC; 2d8 + 4 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Get Over Here (move)
- The hobgoblin fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the hobgoblin fighter.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin fighter suffers an effect that a save can end.
The hobgoblin fighter makes a saving throw against the effect.
- Combat Challenge
- Every time the hobgoblin fighter attacks an enemy, the hobgoblin fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the hobgoblin fighter’s next turn. If the marked creature makes an attack that doesn’t
include the hobgoblin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the hobgoblin fighter and shifts or makes an attack that does not include the hobgoblin fighter, the hobgoblin
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +8, Intimidate +8
Str 17 (+5); Dex 15 (+4); Wis 12 (+3);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Avenging Paladin [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +3; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 17, Reflex 14, Will 17
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +9 vs. AC; 1d10 + 4 radiant damage. If the hobgoblin paladin has marked the target, the hobgoblin paladin gains a +1 bonus
to the damage roll.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +9 vs. AC against one or two targets; 1d10 + 4 damage, and the target is marked until the end of the hobgoblin paladin’s next
turn.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The hobgoblin paladin must spend a healing surge without regaining any hit points.
+9 vs. AC; 4d10 + 4 radiant damage. Miss: Half damage.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the hobgoblin paladin and allies within
it a +1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The hobgoblin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
hobgoblin 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 6 radiant damage. The hobgoblin 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 hobgoblin paladin challenges another target. Divine Challenge
can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The hobgoblin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the hobgoblin paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin paladin suffers an effect that a save can end.
The hobgoblin paladin makes a saving throw against the effect.
Skills Intimidate +10, Religion +7
Str 17 (+5); Dex 11 (+2); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Hobgoblin Protecting Paladin [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +3; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 23; Fortitude 16, Reflex 16, Will 18
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage, and the hobgoblin paladin gains 1 temporary hit points.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +10 vs. Will; 2d8 + 5 damage. If the hobgoblin paladin is bloodied, the hobgoblin paladin regains 6 hit points. Bloodied allies
within 5 squares of the hobgoblin paladin also regain 6 hit points.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +7 vs. Reflex; 2d6 + 5 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The hobgoblin paladin and the hobgoblin paladin’s allies gain a +1 power bonus
to all defenses while within the zone.
- ● Divine Challenge (minor) ✦ Radiant
- The hobgoblin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
hobgoblin 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 7 radiant damage. The hobgoblin 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 hobgoblin paladin challenges another target. Divine Challenge
can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The hobgoblin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the hobgoblin paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin paladin suffers an effect that a save can end.
The hobgoblin paladin makes a saving throw against the effect.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The hobgoblin paladin is hit by the attack instead.
Skills Intimidate +11, Religion +7
Str 15 (+4); Dex 11 (+2); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 19 (+6)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Archer Ranger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +7; Senses Perception +8; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 17, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +8 vs. AC; 3d10 + 4 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● Hunter’s Quarry (minor)
- The hobgoblin ranger can designate the nearest visible enemy as the hobgoblin ranger’s quarry. Once per round when hitting
this quarry, the hobgoblin ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter
or until the hobgoblin ranger designates a different target as the quarry. The hobgoblin ranger can only designate one enemy
as quarry at a time.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the hobgoblin ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +8 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +8
vs. AC; 1d10 + 4 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin ranger suffers an effect that a save can end.
The hobgoblin ranger makes a saving throw against the effect.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the hobgoblin ranger with a melee attack.
The hobgoblin ranger can shift 1 square. The hobgoblin ranger gains a +2 power bonus to all defenses until the end of the
hobgoblin ranger’s next turn.
- Archer Fighting Style
- The hobgoblin ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The hobgoblin ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +8, Stealth +9
Str 15 (+4); Dex 17 (+5); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Hobgoblin Two-Blade Ranger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +8; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 18; Fortitude 17, Reflex 16, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +7 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 1 damage.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 3 damage.
After the first or the second
attack, the hobgoblin ranger can shift 2 squares.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The hobgoblin ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+9 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +9 vs. AC; 1d8 + 4 damage.
Hit or Miss: After
attacking the primary target, the hobgoblin ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +9 vs. AC; 1d8 + 4 damage (off-hand).
- ● Hunter’s Quarry (minor)
- The hobgoblin ranger can designate the nearest visible enemy as the hobgoblin ranger’s quarry. Once per round when hitting
this quarry, the hobgoblin ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter
or until the hobgoblin ranger designates a different target as the quarry. The hobgoblin ranger can only designate one enemy
as quarry at a time.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin ranger suffers an effect that a save can end.
The hobgoblin ranger makes a saving throw against the effect.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the hobgoblin ranger with a melee attack.
The hobgoblin ranger slides the enemy into a square adjacent to the hobgoblin ranger and gain combat advantage against it
until the end of the hobgoblin ranger’s next turn.
- Two-Blade Fighting Style
- The hobgoblin ranger can wield a one-handed weapon in the hobgoblin ranger’s off hand as if it were an off-hand weapon. In
addition, the hobgoblin ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The hobgoblin ranger gains an additional +5 hit points.
Skills Nature +8, Perception +8
Str 17 (+5); Dex 15 (+4); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Hobgoblin Brawny Rogue [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +7; Senses Perception +2; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 18, Will 15
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +9 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +9 vs. AC; 2d6 + 4 damage, and the target grants combat advantage to the hobgoblin rogue until the end of the hobgoblin rogue’s
next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +9 vs. Fortitude; 2d6 + 4 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Tumble (move)
- The hobgoblin rogue can shift a number of squares equal to one-half the hobgoblin rogue’s speed.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin rogue suffers an effect that a save can end.
The hobgoblin rogue makes a saving throw against the effect.
- First Strike
- At the start of an encounter, the hobgoblin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the hobgoblin rogue’s weapon damage die increases by one size. When wielding a dagger, the hobgoblin
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the hobgoblin rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the hobgoblin rogue deals an extra 2d6 damage.
Skills Acrobatics +10, Thievery +10
Str 15 (+4); Dex 17 (+5); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Hobgoblin Trickster Rogue [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +7; Senses Perception +7; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 18, Will 16
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
The hobgoblin rogue can move 2 squares before the attack.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 2d6 + 4 damage.
Hit: Add +3 to the hobgoblin rogue’s AC until the start of the hobgoblin rogue’s next turn.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +9 vs. Fortitude; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. Fortitude; 2d6 + 4
damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Fleeting Ghost (move)
- The hobgoblin rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin rogue suffers an effect that a save can end.
The hobgoblin rogue makes a saving throw against the effect.
- First Strike
- At the start of an encounter, the hobgoblin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the hobgoblin rogue’s weapon damage die increases by one size. When wielding a dagger, the hobgoblin
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the hobgoblin rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the hobgoblin rogue deals an extra 2d6 damage.
Skills Stealth +10, Thievery +10
Str 13 (+3); Dex 17 (+5); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Hobgoblin Fey-Pact Warlock [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +3; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 18
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the hobgoblin warlock is invisible to the target until the start of the
hobgoblin warlock’s next turn.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +7 vs. Fortitude; 1d8 + 5 damage, and the target is immobilized until the end of the hobgoblin warlock’s next
turn. Hit or Miss: The hobgoblin warlock teleports 7 squares.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +7 vs. Will; 2d6 + 5 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the hobgoblin warlock’s choice (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The hobgoblin warlock can teleport 3 squares, and the hobgoblin warlock gains a +2 power bonus to all defenses until the end
of the hobgoblin warlock’s next turn.
- ● Warlock’s Curse (minor)
- The hobgoblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
hobgoblin warlock can deal an extra 1d6 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 hobgoblin warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock can immediately teleport 3 squares.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlock suffers an effect that a save can end.
The hobgoblin warlock makes a saving throw against the effect.
Skills Arcana +9, Bluff +11
Str 10 (+2); Dex 11 (+2); Wis 12 (+3);
Con 15 (+4); Int 15 (+4); Cha 19 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Hobgoblin Infernal-Pact Warlock [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +2; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 16
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +7 vs. Reflex; 1d6 + 5 fire damage. If the hobgoblin warlock takes damage before the end of the hobgoblin warlock’s
next turn, the target takes an extra 1d6 + 5 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +7 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +7 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take ongoing 5 fire damage (save
ends).
- ● Warlock’s Curse (minor)
- The hobgoblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
hobgoblin warlock can deal an extra 1d6 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 hobgoblin warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The hobgoblin warlock gains 7 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock gains 5 temporary hit points.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlock suffers an effect that a save can end.
The hobgoblin warlock makes a saving throw against the effect.
Skills Arcana +9, Intimidate +9
Str 10 (+2); Dex 12 (+3); Wis 11 (+2);
Con 19 (+6); Int 15 (+4); Cha 15 (+4)
Equipment leather armor, mace
-1 Level / +1 Level
Hobgoblin Star-Pact Warlock [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +2; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 16; Fortitude 17, Reflex 15, Will 17
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +7 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the hobgoblin warlock on its next turn,
it takes an extra 1d6 + 5 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +7 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the hobgoblin warlock and any
allies until the end of the hobgoblin warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until
the end of the hobgoblin warlock’s next turn.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the hobgoblin warlock’s next turn, blocking
line of sight. Creatures that enter the zone or start their turns there take 2d10 + 1 necrotic damage. Sustain Minor:
Make a secondary attack against each creature within the zone. Secondary Attack: +7 vs. Fortitude; 1d6 + 5 necrotic
damage.
- ○ Ethereal Stride (move) ✦ Teleportation
- The hobgoblin warlock can teleport 3 squares, and the hobgoblin warlock gains a +2 power bonus to all defenses until the end
of the hobgoblin warlock’s next turn.
- ● Warlock’s Curse (minor)
- The hobgoblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
hobgoblin warlock can deal an extra 1d6 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 hobgoblin warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock gains a +1 bonus to a single d20 roll the hobgoblin warlock makes during the hobgoblin warlock’s next
turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlock suffers an effect that a save can end.
The hobgoblin warlock makes a saving throw against the effect.
Skills Arcana +8, Insight +7
Str 10 (+2); Dex 12 (+3); Wis 11 (+2);
Con 19 (+6); Int 13 (+3); Cha 17 (+5)
Equipment leather armor, sickle
-1 Level / +1 Level
Hobgoblin Inspiring Warlord [Level 5 Soldier (Leader)]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +2; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 14, Will 17
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +8 vs. Fortitude; 3 damage, and choose one ally adjacent to either the hobgoblin warlord or the target. On his or her next
attack against the target, this ally gains a +3 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] Warlord’s Strike (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage, and all of the hobgoblin warlord’s allies gain a +4 bonus to damage rolls against the target until
the end of the hobgoblin warlord’s next turn.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +8 vs. AC; 3d10 + 4 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
3 hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The hobgoblin warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Shake It Off (minor)
- The hobgoblin warlord or one ally within 10 squares makes a saving throw with a +3 power bonus.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlord suffers an effect that a save can end.
The hobgoblin warlord makes a saving throw against the effect.
- Inspiring Presence
- When an ally who can see the hobgoblin warlord spends an action point to take an extra action, that ally also regains 5 lost
hit points.
- Combat Leader
- The hobgoblin warlord and each ally within 10 squares who can see and hear the hobgoblin warlord gains a +2 power bonus to
initiative.
Skills Heal +7, History +10
Str 17 (+5); Dex 11 (+2); Wis 10 (+2);
Con 14 (+4); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Hobgoblin Tactical Warlord [Level 5 Soldier (Leader)]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +2; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 16, Will 16
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage. Before the hobgoblin warlord attacks, one ally adjacent to either the hobgoblin warlord or the
target may shift 1 square as a free action.
- ○ [M] Steel Monsoon (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and 2 allies within 5 squares of the hobgoblin warlord can shift 1 square.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +9 vs. Reflex; 3d8 + 4 damage. Hit or Miss: Until the end of the encounter, when the hobgoblin warlord is adjacent
to the target and it walks or runs, the hobgoblin warlord can cancel that movement as an immediate interrupt.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The hobgoblin warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This
power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlord suffers an effect that a save can end.
The hobgoblin warlord makes a saving throw against the effect.
- Tactical Presence
- When an ally the hobgoblin warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the
attack roll.
- Combat Leader
- The hobgoblin warlord and each ally within 10 squares who can see and hear the hobgoblin warlord gains a +2 power bonus to
initiative.
Skills Heal +7, History +11
Str 17 (+5); Dex 11 (+2); Wis 10 (+2);
Con 14 (+4); Int 15 (+4); Cha 15 (+4)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Control Wizard [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +4; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 17
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the hobgoblin wizard’s next turn.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the hobgoblin wizard’s next turn.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +6 vs. Fortitude; 1d10 + 4 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the hobgoblin wizard’s next turn. Creatures that enter the zone or start
their turns there take 1d10 + 4 poison damage. As a move action, the hobgoblin wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin wizard suffers an effect that a save can end.
The hobgoblin wizard makes a saving throw against the effect.
- ○ Orb of Imposition (free)
- The hobgoblin wizard can choose one creature suffering from one of the hobgoblin wizard’s wizard spells whose effect ends
on a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the hobgoblin
wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the hobgoblin wizard’s current
turn, so that it lasts instead until the end of the hobgoblin wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the hobgoblin wizard is hit by an attack.
The hobgoblin wizard gains a +4 power bonus to AC and Reflex defense until the end of the hobgoblin wizard’s next turn.
Skills Arcana +10, Insight +9
Str 10 (+2); Dex 13 (+3); Wis 15 (+4);
Con 14 (+4); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Hobgoblin War Wizard [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +3; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 16
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +6 vs. Reflex; 3d6 + 4 fire damage. Miss: Half damage.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin wizard suffers an effect that a save can end.
The hobgoblin wizard makes a saving throw against the effect.
- ○ Wand of Accuracy (free)
- The hobgoblin wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the hobgoblin wizard is hit by an attack.
The hobgoblin wizard gains a +4 power bonus to AC and Reflex defense until the end of the hobgoblin wizard’s next turn.
Skills Arcana +10, History +12
Str 10 (+2); Dex 15 (+4); Wis 13 (+3);
Con 14 (+4); Int 17 (+5); Cha 13 (+3)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Hobgoblin Isolating Avenger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage, and the hobgoblin avenger shifts 1 square, sliding the target 1 square into the space the hobgoblin
avenger occupied.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +9 vs. AC; 2d10 + 4 fire damage, and until the end of the hobgoblin avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 7 fire damage.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +9 vs. AC; 2d10 + 4 damage, and the hobgoblin avenger is invisible to the target (save ends). Aftereffect: The hobgoblin
avenger is invisible to the target until the end of the hobgoblin avenger’s next turn. Miss: Half damage, and the hobgoblin
avenger is invisible to the target until the end of the hobgoblin avenger’s next turn.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the hobgoblin avenger can see in within 10 squares. When the hobgoblin avenger makes a melee attack against
the target and the target is the only enemy adjacent to the hobgoblin avenger, the hobgoblin 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 hobgoblin avenger regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the hobgoblin avenger can see within 10 squares. The target becomes the target of the hobgoblin avenger’s
oath of enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the hobgoblin avenger makes an attack roll against the hobgoblin avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin avenger suffers an effect that a save can end.
The hobgoblin avenger makes a saving throw against the effect.
- Censure of Retribution
- When any enemy other than the hobgoblin avenger’s oath of enmity target hits the hobgoblin avenger, the hobgoblin avenger
gains a +2 bonus to damage rolls against the hobgoblin avenger’s oath of enmity target until the end of the hobgoblin avenger’s
next turn. This bonus is cumulative.
- Armor of Faith
- The favor of the hobgoblin avenger’s deity wards the hobgoblin avenger from harm. While the hobgoblin avenger is neither wearing
heavy armor nor using a shield, the hobgoblin avenger gains a +3 bonus to AC.
Skills Athletics +10, Religion +9
Str 13 (+3); Dex 11 (+2); Wis 17 (+5);
Con 14 (+4); Int 15 (+4); Cha 12 (+3)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Hobgoblin Pursuing Avenger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +5; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +7 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage, and if the target doesn’t end its next turn adjacent to the hobgoblin avenger, the hobgoblin avenger
can shift 3 squares as a free action. The hobgoblin avenger must end that shift closer to the target.
- ○ [M] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d10 + 4 damage, and the hobgoblin avenger teleports the target 3 squares. The hobgoblin avenger then teleports
to a space adjacent to the target.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the hobgoblin avenger hits the target with a divine power,
the target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the hobgoblin avenger hits the target
with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the hobgoblin
avenger hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Distracting Flare (move)
- The hobgoblin avenger becomes invisible and moves the hobgoblin avenger’s speed. The hobgoblin avenger is invisible until
the end of the movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the hobgoblin avenger can see in within 10 squares. When the hobgoblin avenger makes a melee attack against
the target and the target is the only enemy adjacent to the hobgoblin avenger, the hobgoblin 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 hobgoblin avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the hobgoblin avenger makes an attack roll against the hobgoblin avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin avenger suffers an effect that a save can end.
The hobgoblin avenger makes a saving throw against the effect.
- Censure of Pursuit
- If the hobgoblin avenger’s oath of enmity target moves away from the hobgoblin avenger willingly, the hobgoblin avenger gains
a +4 bonus to damage rolls against the target until the end of the hobgoblin avenger’s next turn.
- Armor of Faith
- The favor of the hobgoblin avenger’s deity wards the hobgoblin avenger from harm. While the hobgoblin avenger is neither wearing
heavy armor nor using a shield, the hobgoblin avenger gains a +3 bonus to AC.
Skills Religion +7, Stealth +9
Str 13 (+3); Dex 15 (+4); Wis 17 (+5);
Con 14 (+4); Int 11 (+2); Cha 12 (+3)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Hobgoblin Rageblood Barbarian [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +7; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 18; Fortitude 18, Reflex 15, Will 15
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 1d12). Hit or Miss: Until the start of the hobgoblin barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the hobgoblin barbarian. If the hobgoblin barbarian is raging, attackers
do not gain this bonus.
- ○ [M] Blade Sweep (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and each enemy adjacent to the hobgoblin barbarian takes 3 damage.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +8 vs. AC; 2d12 + 4 fire damage (crit 28 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The hobgoblin barbarian enters the rage of the silver phoenix. Until the rage ends, the hobgoblin barbarian gains
regeneration 3. In addition, the first time the hobgoblin barbarian drops to 0 hit points or fewer, the hobgoblin barbarian
can spend a healing surge as an immediate interrupt.
- □ Primal Vitality (minor)
- The hobgoblin barbarian gains 5 temporary hit points. If the hobgoblin barbarian is raging, the hobgoblin barbarian instead
gains 8 temporary hit points.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin barbarian suffers an effect that a save can end.
The hobgoblin barbarian makes a saving throw against the effect.
- ○ Swift Charge (free)
- When the hobgoblin barbarian’s attack reduces an enemy to 0 hit points.
The hobgoblin barbarian charges an enemy.
- Rageblood Vigor
- Whenever the hobgoblin barbarian’s attack reduces an enemy to 0 hit points, the hobgoblin barbarian gains 3 temporary hit
points.
- Barbarian Agility
- While the hobgoblin barbarian is not wearing heavy armor, the hobgoblin barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +11, Perception +7
Str 17 (+5); Dex 12 (+3); Wis 11 (+2);
Con 17 (+5); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Thaneborn Barbarian [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +7; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 18; Fortitude 18, Reflex 15, Will 16
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 1d12). When charging, the hobgoblin barbarian can use this power in place of a
melee basic attack. If the hobgoblin barbarian is raging, the hobgoblin barbarian can move 2 extra squares as part of the
charge.
- ○ [M] Daring Charge (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). When charging, the hobgoblin barbarian can use this power in place of a melee
basic attack. If the hobgoblin barbarian charges, the hobgoblin barbarian gains a +2 bonus to the attack roll and the damage
roll for each opportunity attack made against the hobgoblin barbarian while the hobgoblin barbarian charges. The hobgoblin
barbarian gains a +3 bonus to AC against any opportunity attack the hobgoblin barbarian provokes during the hobgoblin barbarian’s
charge.
- □ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the hobgoblin barbarian as a free action. If it does so,
the hobgoblin barbarian’s attack deals 1d12 damage extra cold damage.
+8 vs. AC; 3d12 + 4 cold damage (crit 40 + 1d12).
Miss: Half damage. Hit or Miss: The hobgoblin barbarian enters the rage of the frost wolf. Until the rage ends,
any enemy that hits the hobgoblin barbarian with a melee attack takes 6 cold damage.
- ○ Combat Sprint (move)
- The hobgoblin barbarian moves the hobgoblin barbarian’s speed + 4. The hobgoblin barbarian gains a +4 bonus to all defenses
against any opportunity attack the hobgoblin barbarian provoke with this movement.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the hobgoblin 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 hobgoblin barbarian’s next turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin barbarian suffers an effect that a save can end.
The hobgoblin barbarian makes a saving throw against the effect.
- Thaneborn Triumph
- Whenever the hobgoblin barbarian bloodies an enemy, the next attack by the hobgoblin barbarian or an ally against that enemy
gains a +3 bonus to the attack roll.
- Barbarian Agility
- While the hobgoblin barbarian is not wearing heavy armor, the hobgoblin barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +11, Perception +7
Str 17 (+5); Dex 12 (+3); Wis 11 (+2);
Con 15 (+4); Int 10 (+2); Cha 17 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Cunning Bard [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +7; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 18
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +7 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the hobgoblin
bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +10 vs. Reflex; 1d8 + 5 damage, and each ally within 5 squares of the hobgoblin bard gains a +3 bonus to damage rolls against
the target until the end of the hobgoblin bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +7 vs. Will; the target is dominated until the end of the hobgoblin bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the hobgoblin bard’s choice as a free action.
- ○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The hobgoblin bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the hobgoblin bard’s next turn. When
the hobgoblin bard moves, the zone moves with the hobgoblin bard, remaining centered on the hobgoblin bard. While within the
zone, any ally gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin bard suffers an effect that a save can end.
The hobgoblin bard makes a saving throw against the effect.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the hobgoblin bard, the hobgoblin bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The hobgoblin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +9, Bluff +11
Str 12 (+3); Dex 11 (+2); Wis 10 (+2);
Con 15 (+4); Int 15 (+4); Cha 19 (+6)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Hobgoblin Valorous Bard [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +7; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 16, Reflex 16, Will 18
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage, and the target takes a –2 penalty to the defense of the hobgoblin bard’s choice until the end
of the hobgoblin bard’s next turn.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage, and each ally within 5 squares of the hobgoblin bard gains a +4 bonus to attack rolls while charging
until the end of the hobgoblin bard’s next turn.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +7 vs. Will; 2d6 + 5 psychic damage, and the target is affected by the hobgoblin bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the hobgoblin bard
than where it started its turn, the target takes 1d6 + 5 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The hobgoblin bard pushes the target 3 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 5 squares can spend a healing surge and regain an additional 4 hit points. This power
can only be used once per round. The hobgoblin bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the hobgoblin bard’s next turn.
When the hobgoblin bard moves, the zone moves with the hobgoblin bard, remaining centered on the hobgoblin bard. While within
the zone, any ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin bard suffers an effect that a save can end.
The hobgoblin bard makes a saving throw against the effect.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the hobgoblin bard reduces an enemy to 0 hit points or bloodies an enemy,
the hobgoblin bard can grant 4 temporary hit points to that ally as a free action.
- Skill Versatility
- The hobgoblin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Athletics +9
Str 12 (+3); Dex 11 (+2); Wis 10 (+2);
Con 17 (+5); Int 13 (+3); Cha 19 (+6)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Hobgoblin Guardian Druid [Level 5 Controller]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +5; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 19; Fortitude 16, Reflex 15, Will 17
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +6 vs. AC; 2d4 + 2 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the hobgoblin druid’s next turn. This power can be
used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 3 squares and is knocked prone.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The hobgoblin druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high
and must be on a solid surface, and it lasts until the end of the hobgoblin druid’s next turn. The wall provides cover. A
creature’s line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall
square costs 3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes
1d10 + 4 damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● Wild Shape (minor) ✦ Polymorph
- The hobgoblin druid changes from the hobgoblin druid’s humanoid form to beast form or vice versa. When the hobgoblin druid
changes from beast form back to the hobgoblin druid’s humanoid form, the hobgoblin druid shifts 1 square. While the hobgoblin
druid is in beast form, the hobgoblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the hobgoblin druid can sustain such powers. The hobgoblin druid can use this power once per round.
- ○ Barkskin (minor)
- The hobgoblin druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the hobgoblin druid’s next turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin druid suffers an effect that a save can end.
The hobgoblin druid makes a saving throw against the effect.
- Primal Guardian
- While the hobgoblin druid is not wearing heavy armor, the hobgoblin druid can use the hobgoblin druid’s Constitution modifier
in place of the hobgoblin druid’s Dexterity or Intelligence modifier to determine the hobgoblin druid’s AC.
Skills Heal +10, Nature +10
Str 12 (+3); Dex 13 (+3); Wis 17 (+5);
Con 17 (+5); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Predator Druid [Level 5 Controller]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +10; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 17
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +6 vs. AC; 2d4 + 2 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 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; +6 vs. Reflex; 1d6 + 1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the hobgoblin druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Predator’s Flurry (standard) ✦ Beast Form
- +6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the hobgoblin druid’s next turn. Hit or
Miss: The hobgoblin druid shifts 2 squares and then make a secondary attack against one creature other than the primary
target. Secondary Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the hobgoblin
druid’s next turn.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed until the end of the hobgoblin druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The hobgoblin druid changes from the hobgoblin druid’s humanoid form to beast form or vice versa. When the hobgoblin druid
changes from beast form back to the hobgoblin druid’s humanoid form, the hobgoblin druid shifts 1 square. While the hobgoblin
druid is in beast form, the hobgoblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the hobgoblin druid can sustain such powers. The hobgoblin druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the hobgoblin druid gains a +2 power bonus to the hobgoblin druid’s speed while the hobgoblin
druid is in beast form.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin druid suffers an effect that a save can end.
The hobgoblin druid makes a saving throw against the effect.
- Primal Predator
- While the hobgoblin druid is not wearing heavy armor, the hobgoblin druid gains a +1 bonus to the hobgoblin druid’s speed.
Skills Nature +10, Perception +10
Str 12 (+3); Dex 15 (+4); Wis 17 (+5);
Con 15 (+4); Int 11 (+2); Cha 12 (+3)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Preserving Invoker [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +5; low-light
HP 51; Bloodied 25
Healing Surges (+12 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 1d8 + 4 radiant damage, and the hobgoblin invoker slides the target 1 square. The hobgoblin invoker
can use this power as a ranged basic attack.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the hobgoblin invoker or the hobgoblin invoker’s allies before the end of its next turn,
the target takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the hobgoblin invoker or the
hobgoblin invoker’s allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of
that turn.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +6 vs. Fortitude; 1d8 + 4 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the hobgoblin invoker’s next turn. Miss: Half damage, and the target is blinded until the end
of the hobgoblin invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin invoker suffers an effect that a save can end.
The hobgoblin invoker makes a saving throw against the effect.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the hobgoblin invoker hits the hobgoblin invoker’s ally.
The hobgoblin invoker gains a +2 bonus to the hobgoblin invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the hobgoblin invoker’s next turn.
- Covenant of Preservation
- When the hobgoblin invoker uses a divine encounter or daily attack power on the hobgoblin invoker’s turn, the hobgoblin invoker
can slide an ally within 10 squares of the hobgoblin invoker 1 square.
Skills Arcana +9, Religion +9
Str 10 (+2); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, morningstar
-1 Level / +1 Level
Hobgoblin Wrathful Invoker [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +5; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 15, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The hobgoblin invoker can use this power as a ranged basic attack.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the hobgoblin invoker’s next
turn.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the hobgoblin invoker hits the hobgoblin invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin invoker suffers an effect that a save can end.
The hobgoblin invoker makes a saving throw against the effect.
- □ Shroud of Warning (no action)
- When the hobgoblin invoker and the hobgoblin invoker’s allies roll initiative at the beginning of an encounter.
The hobgoblin invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- Covenant of Wrath
- When the hobgoblin invoker uses a divine encounter or daily attack power on the hobgoblin invoker’s turn, the hobgoblin invoker
gains a bonus to the damage roll equal to 1 for each enemy the hobgoblin invoker attacks with the power.
Skills Endurance +9, Religion +8
Str 10 (+2); Dex 12 (+3); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 13 (+3)
Equipment chainmail, morningstar
-1 Level / +1 Level
Hobgoblin Bear Shaman [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +10; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 16; Fortitude 17, Reflex 14, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 1 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the hobgoblin shaman’s spirit companion gains 3 temporary
hit points.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the hobgoblin shaman’s spirit companion can spend
a healing surge and regains 3 additional hit points.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +6 vs. Will; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
hobgoblin shaman and the hobgoblin shaman’s allies gain a +2 bonus to attack rolls against the target.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The hobgoblin shaman conjures the hobgoblin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the hobgoblin shaman falls unconscious or until the hobgoblin shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the hobgoblin shaman takes a move action, the
hobgoblin shaman can also move the spirit a number of squares equal to the hobgoblin 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 12 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The hobgoblin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
hobgoblin shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the hobgoblin shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the hobgoblin shaman’s
spirit companion regains 3 hit points.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin shaman suffers an effect that a save can end.
The hobgoblin shaman makes a saving throw against the effect.
- Protector Spirit
- Any ally adjacent to the hobgoblin shaman’s spirit companion regains 3 additional hit points when he or she uses second wind
or when the hobgoblin shaman uses a healing power on him or her.
Skills Nature +10, Perception +10
Str 11 (+2); Dex 12 (+3); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 12 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Panther Shaman [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +10; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 1 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 damage, and until the end of the hobgoblin shaman’s next turn, the hobgoblin shaman’s
spirit companion can flank with the hobgoblin shaman and the hobgoblin shaman’s allies. If the target is bloodied, the hobgoblin
shaman gains a +1 bonus to the attack roll.
- ○ [R] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the hobgoblin shaman’s next turn, any ally adjacent to
the hobgoblin shaman’s spirit companion can shift as a minor action. In addition, until the end of the hobgoblin shaman’s
next turn, any ally ignores difficult terrain in the hobgoblin shaman’s spirit companion’s space and in squares adjacent to
it.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +6 vs. Reflex; 2d6 + 4 damage, and the hobgoblin shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● Call Spirit Companion (minor) ✦ Conjuration
- The hobgoblin shaman conjures the hobgoblin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the hobgoblin shaman falls unconscious or until the hobgoblin shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the hobgoblin shaman takes a move action, the
hobgoblin shaman can also move the spirit a number of squares equal to the hobgoblin 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 12 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The hobgoblin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
hobgoblin shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the hobgoblin shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the hobgoblin shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 1d10 + 4 damage.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin shaman suffers an effect that a save can end.
The hobgoblin shaman makes a saving throw against the effect.
- Stalker Spirit
- Any ally adjacent to the hobgoblin shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +10, Perception +10
Str 11 (+2); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 12 (+3)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Chaos Sorcerer [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +2; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 19
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +7 vs. Will; 1d10 + 7 psychic damage and if the hobgoblin 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:
+7 vs. Will; 1d6 + 3 psychic damage. If the hobgoblin sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The hobgoblin sorcerer can attack a creature only once with a single use of this power.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +7 vs. Fortitude; 1d8 + 7 force damage, and the target is immobilized until the end of the hobgoblin sorcerer’s
next turn. If the hobgoblin sorcerer rolled an even number on the attack roll, the hobgoblin sorcerer slides the target 2
squares.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +7 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ Stretch Spell (minor)
- Until the end of the hobgoblin sorcerer’s turn, add +2 to the range of the hobgoblin sorcerer’s ranged arcane powers.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin sorcerer suffers an effect that a save can end.
The hobgoblin sorcerer makes a saving throw against the effect.
- Chaos Power
- The hobgoblin sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the hobgoblin sorcerer rolls a natural 20 on an attack roll for an arcane power, the hobgoblin sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the hobgoblin sorcerer rolls a natural 1 on
an attack roll for an arcane power, the hobgoblin sorcerer must push each creature within 5 squares of the hobgoblin sorcerer
1 square.
Skills Arcana +7, Bluff +11
Str 13 (+3); Dex 15 (+4); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, dagger
-1 Level / +1 Level
Hobgoblin Dragon Sorcerer [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +2; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 15; Fortitude 15, Reflex 14, Will 19
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +7 vs. Reflex; 1d8 + 7 fire damage. The next enemy that hits the hobgoblin sorcerer with a melee attack before
the end of the hobgoblin sorcerer’s next turn takes 2 fire damage.
- ○ [C] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +7 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –2 penalty to Fortitude until the end of the
hobgoblin sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +7 vs. Fortitude; 2d6 + 7 thunder damage. Hit or Miss: The hobgoblin sorcerer jumps a number of squares
equal to the hobgoblin sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +7 vs. Fortitude; 2d6 + 3 thunder damage, and the hobgoblin sorcerer
pushes the secondary target 1 square.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin sorcerer suffers an effect that a save can end.
The hobgoblin sorcerer makes a saving throw against the effect.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the hobgoblin sorcerer is hit by an attack.
Until the end of the hobgoblin sorcerer’s next turn, the hobgoblin sorcerer gains a +1 power bonus to all defenses, and any
creature that hits the hobgoblin sorcerer with a melee attack takes 1d6 + 3 fire damage.
- Draconic Power
- The hobgoblin sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the hobgoblin sorcerer is not wearing heavy armor, the hobgoblin sorcerer can use the hobgoblin sorcerer’s Strength
modifier in place of the hobgoblin sorcerer’s Dexterity or Intelligence modifier to determine the hobgoblin sorcerer’s AC.
Skills Arcana +7, Athletics +11
Str 15 (+4); Dex 13 (+3); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 19 (+6)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Hobgoblin Earth Warden [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +8; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 16, Will 15
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and the hobgoblin warden gains a +1 power bonus to AC until the end of the hobgoblin warden’s
next turn.
- ○ [M] Earthgrasp Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and the hobgoblin warden knocks the target prone. The target can’t stand up until the end of the
hobgoblin warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 4 damage.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the hobgoblin warden teleports 5 squares. +8 vs. Reflex; 2d10 + 4 thunder damage, and the target is dazed
(save ends). Miss: Half damage, and the target is dazed until the end of the hobgoblin warden’s next turn.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The hobgoblin warden and the
hobgoblin warden’s allies have cover while within the zone.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the hobgoblin warden that is within 5 squares of the hobgoblin warden makes an attack that does
not include the hobgoblin warden as a target.
Targets the triggering enemy; The hobgoblin warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warden suffers an effect that a save can end.
The hobgoblin warden makes a saving throw against the effect.
- Earthstrength
- When the hobgoblin warden uses the hobgoblin warden’s second wind, the hobgoblin warden gains an additional +3 bonus to AC.
The bonus lasts until the end of the hobgoblin warden’s next turn.
- Font of Life
- At the start of the hobgoblin warden’s turn, the hobgoblin 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 hobgoblin warden on the hobgoblin warden’s current
turn. If the hobgoblin warden fails the saving throw, the hobgoblin warden still makes a saving throw against the effect at
the end of the hobgoblin warden’s turn.
- Nature’s Wrath
- Once during each of the hobgoblin warden’s turns, the hobgoblin warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the hobgoblin warden’s next turn.
Skills Athletics +9, Perception +8
Str 17 (+5); Dex 12 (+3); Wis 13 (+3);
Con 17 (+5); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Hobgoblin Wild Warden [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +9; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 18; Fortitude 17, Reflex 14, Will 16
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the hobgoblin warden’s next turn.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). If the target shifts before the start of the hobgoblin warden’s next turn, the
hobgoblin warden shifts 3 squares as an immediate reaction.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the hobgoblin warden can see; +8 vs. Reflex; 1d12 + 4 poison damage (crit 16 + 1d12), and
the target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed
(save ends).
- ○ Eyes of the Hawk (minor)
- The hobgoblin warden makes a Perception check with a +10 power bonus.
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the hobgoblin warden makes an attack that does not include the hobgoblin warden as a target.
Targets the triggering enemy; +8 vs. Fortitude; 1d12 + 4 damage (crit 16 + 1d12), and the target grants combat advantage to
the hobgoblin warden and the hobgoblin warden’s allies until the end of the hobgoblin warden’s next turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warden suffers an effect that a save can end.
The hobgoblin warden makes a saving throw against the effect.
- Wildblood
- When the hobgoblin warden uses the hobgoblin warden’s second wind, each enemy marked by the hobgoblin warden takes an additional
-2 penalty to attack rolls for attacks that don’t include the hobgoblin warden as a target, until the end of the hobgoblin
warden’s next turn.
- Font of Life
- At the start of the hobgoblin warden’s turn, the hobgoblin 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 hobgoblin warden on the hobgoblin warden’s current
turn. If the hobgoblin warden fails the saving throw, the hobgoblin warden still makes a saving throw against the effect at
the end of the hobgoblin warden’s turn.
- Nature’s Wrath
- Once during each of the hobgoblin warden’s turns, the hobgoblin warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the hobgoblin warden’s next turn.
Skills Athletics +11, Perception +9
Str 17 (+5); Dex 12 (+3); Wis 15 (+4);
Con 15 (+4); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, greataxe, 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.