Hobgoblin NPCs [Level 6]

Hobgoblin Battle Cleric [Level 6 Controller (Leader)]

Medium natural humanoid [XP 250]

Initiative +5; Senses Perception +5; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 18, Reflex 15, Will 19
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 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
+10 vs. Fortitude; 1d10 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
Cure Serious Wounds (standard) ✦ Healing
The hobgoblin cleric or one creature touched by the hobgoblin cleric regains hit points as if spending two healing surges.
○○ Healing Word (minor) ✦ Healing
The hobgoblin cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +10, Religion +8
Str 17 (+6); Dex 11 (+3); Wis 15 (+5);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Hobgoblin Devoted Cleric [Level 6 Controller (Leader)]

Medium natural humanoid [XP 250]

Initiative +5; Senses Perception +6; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 15, Will 20
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+8 vs. AC; 1d10 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 2d10 + 5 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; +8 vs. AC; 1d10 + 5 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 Serious Wounds (standard) ✦ Healing
The hobgoblin cleric or one creature touched by the hobgoblin cleric regains hit points as if spending two healing surges.
○○ Healing Word (minor) ✦ Healing
The hobgoblin cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +11, Religion +8
Str 13 (+4); Dex 11 (+3); Wis 17 (+6);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Hobgoblin Greatweapon Fighter [Level 6 Soldier]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +4; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 22; Fortitude 20, Reflex 16, Will 16
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 3 damage.
○ [M] Crushing Blow (standard) ✦ Weapon
+10 vs. AC; 2d12 + 8 damage (crit 32 + 1d12).
□ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
+10 vs. AC; 3d12 + 5 damage (crit 41 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
Defensive Training (minor) ✦ Stance
The hobgoblin fighter gains a +2 power bonus to the hobgoblin fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the hobgoblin fighter uses another stance power.
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 +13, Intimidate +9
Str 17 (+6); Dex 13 (+4); Wis 12 (+4);
Con 17 (+6); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Hobgoblin Guardian Fighter [Level 6 Soldier]

Medium natural humanoid [XP 250]

Initiative +7; Senses Perception +4; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 24; Fortitude 20, Reflex 19, Will 16
Speed 5

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+11 vs. AC; 1d8 + 5 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
+11 vs. AC; 2d8 + 5 damage, and the target is immobilized until the end of the hobgoblin fighter’s next turn.
□ [M] Crack the Shell (standard) ✦ Reliable, Weapon
+11 vs. AC; 2d8 + 5 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
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.
Unbreakable (immediate reaction)
When the hobgoblin fighter is hit by an attack.
Reduce the damage from the attack by 7.
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 +9, Intimidate +9
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Avenging Paladin [Level 6 Soldier]

Medium natural humanoid [XP 250]

Initiative +5; Senses Perception +4; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 23; Fortitude 19, Reflex 16, Will 19
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+11 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+11 vs. AC; 1d10 + 5 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
+11 vs. AC against one or two targets; 1d10 + 5 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.
+11 vs. AC; 4d10 + 5 radiant damage. Miss: Half damage.
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.
Wrath of the Gods (minor)
The hobgoblin paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
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 +11, Religion +8
Str 17 (+6); Dex 11 (+3); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Hobgoblin Protecting Paladin [Level 6 Soldier]

Medium natural humanoid [XP 250]

Initiative +5; Senses Perception +4; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 25; Fortitude 18, Reflex 18, Will 20
Speed 5

● [m] Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+12 vs. AC; 1d8 + 6 damage, and the hobgoblin paladin gains 1 temporary hit points.
○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
+12 vs. Will; 2d8 + 6 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; +9 vs. Reflex; 2d6 + 6 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.
Divine Bodyguard (minor)
Choose an ally within 5 squares. The hobgoblin paladin takes half that ally’s damage until the end of the encounter or until the hobgoblin paladin ends the effect as a free action. No power or effect can reduce the damage the hobgoblin paladin takes from this power.
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 +12, Religion +8
Str 15 (+5); Dex 11 (+3); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 19 (+7)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Archer Ranger [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +8; Senses Perception +9; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 16
Speed 6

● [m] Longsword (standard) ✦ Weapon
+10 vs. AC; 1d8 + 4 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+10 vs. AC; 1d6 + 4 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +10 vs. AC; 1d10 + 5 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +10/+10 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage (off-hand).
Longbow: Ranged 20/40; +10 vs. AC (twice); 1d10 + 2 damage.
□ [R] Splintering Shot (standard) ✦ Weapon
Ranged 20/40; +10 vs. AC; 3d10 + 5 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: +10 vs. AC; 1d8 + 4 damage.
Longbow: Ranged 20/40; +10 vs. AC; 1d10 + 5 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.
Weave through the Fray (immediate interrupt)
When an enemy moves adjacent to the hobgoblin ranger.
The hobgoblin ranger can shift 1 square.
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 +9, Stealth +10
Str 15 (+5); Dex 17 (+6); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Hobgoblin Two-Blade Ranger [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +7; Senses Perception +9; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 20; Fortitude 19, Reflex 18, Will 16
Speed 6

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +9 vs. AC; 1d10 + 4 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage (off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 2 damage.
○ [M/R] Cut and Run (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +11/+11 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage (off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 4 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): +11 vs. AC; 2d8 + 5 damage.
Longsword (off hand): +11 vs. AC; 1d8 + 5 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: +11 vs. AC; 1d8 + 5 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.
Evade Ambush (no action)
At the start of a surprise round in which any allies are surprised, the hobgoblin ranger can use this power to allow one ally to avoid being surprised.
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 +9, Perception +9
Str 17 (+6); Dex 15 (+5); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Hobgoblin Brawny Rogue [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +8; Senses Perception +3; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 17
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+10 vs. AC; 1d6 + 4 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +11 vs. AC; 1d6 + 5 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+11 vs. Reflex; 1d6 + 5 damage.
○ [M] Setup Strike (standard) ✦ Weapon
+11 vs. AC; 2d6 + 5 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
+11 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
Ignoble Escape (move)
If the hobgoblin rogue is marked, end that condition. The hobgoblin rogue can shift a number of squares equal to 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 +11, Thievery +11
Str 15 (+5); Dex 17 (+6); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Hobgoblin Trickster Rogue [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +8; Senses Perception +8; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 20, Will 18
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+9 vs. AC; 1d6 + 3 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +11 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
The hobgoblin rogue can move 2 squares before the attack.
○ [M/R] Trickster’s Blade (standard) ✦ Weapon
Short Sword: +11 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. AC; 2d6 + 5 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: +11 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +10 vs. Fortitude; 2d6 + 5 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.
Chameleon (immediate interrupt)
When the hobgoblin rogue is hidden and loses cover or concealment against an opponent.
The hobgoblin rogue makes a Stealth check. Until the end of the hobgoblin rogue’s next turn, the hobgoblin rogue remains hidden from a creature with a clear line of sight to the hobgoblin rogue if that creature does not beat the hobgoblin rogue’s check result with its Perception check. If at the end of the hobgoblin rogue’s next turn, the hobgoblin rogue is not behind cover or concealment against a creature, that creature automatically notices the hobgoblin rogue.
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 +11, Thievery +11
Str 13 (+4); Dex 17 (+6); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Hobgoblin Fey-Pact Warlock [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +5; Senses Perception +4; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 19; Fortitude 17, Reflex 18, Will 20
Speed 6

● [m] Spear (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +9 vs. Will; 1d6 + 6 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; +9 vs. Fortitude; 1d8 + 6 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; +9 vs. Will; 2d6 + 6 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).
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.
Dark One’s Own Luck (free)
Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.

Skills Arcana +10, Bluff +12
Str 10 (+3); Dex 11 (+3); Wis 12 (+4);
Con 15 (+5); Int 15 (+5); Cha 19 (+7)
Equipment leather armor, spear

-1 Level / +1 Level

Hobgoblin Infernal-Pact Warlock [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +3; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 19; Fortitude 19, Reflex 18, Will 18
Speed 6

● [m] Mace (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +9 vs. Reflex; 1d6 + 6 fire damage. If the hobgoblin warlock takes damage before the end of the hobgoblin warlock’s next turn, the target takes an extra 1d6 + 6 fire damage.
○ [R] Fiery Bolt (standard) ✦ Fire
Ranged 10; +9 vs. Reflex; 3d6 + 6 fire damage, and creatures adjacent to the target take 1d6 + 8 fire damage.
□ [A] Avernian Eruption (standard) ✦ Fire
Area burst 1 within 10; +9 vs. Reflex; 2d10 + 6 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.
Shroud of Black Steel (minor) ✦ Polymorph
The hobgoblin warlock’s skin changes into living steel. The hobgoblin warlock gains a +2 power bonus to AC and Fortitude defense but take a –2 penalty to speed until the end of the encounter. The hobgoblin warlock can end this effect as a minor action.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock gains 6 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 +10, Intimidate +10
Str 10 (+3); Dex 12 (+4); Wis 11 (+3);
Con 19 (+7); Int 15 (+5); Cha 15 (+5)
Equipment leather armor, mace

-1 Level / +1 Level

Hobgoblin Star-Pact Warlock [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +3; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 18; Fortitude 19, Reflex 17, Will 19
Speed 6

● [m] Sickle (standard) ✦ Weapon
+7 vs. AC; 1d6 + 2 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +9 vs. Fortitude; 1d6 + 6 radiant damage. If the target moves nearer to the hobgoblin warlock on its next turn, it takes an extra 1d6 + 6 damage.
○ [R] Frigid Darkness (standard) ✦ Cold, Fear
Ranged 10; +9 vs. Fortitude; 2d8 + 6 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 + 2 necrotic damage. Sustain Minor: Make a secondary attack against each creature within the zone. Secondary Attack: +9 vs. Fortitude; 1d6 + 6 necrotic damage.
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.
Dark One’s Own Luck (free)
Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.

Skills Arcana +9, Insight +8
Str 10 (+3); Dex 12 (+4); Wis 11 (+3);
Con 19 (+7); Int 13 (+4); Cha 17 (+6)
Equipment leather armor, sickle

-1 Level / +1 Level

Hobgoblin Inspiring Warlord [Level 6 Soldier (Leader)]

Medium natural humanoid [XP 250]

Initiative +7; Senses Perception +3; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 19
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Furious Smash (standard) ✦ Weapon
+10 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
+10 vs. AC; 2d10 + 5 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
+10 vs. AC; 3d10 + 5 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 2d6 hit points. This power can only be used once per round.
Stand Tough (minor) ✦ Healing
The hobgoblin warlord and each ally within 5 squares regain 13 hit points.
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 6 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 +8, History +11
Str 17 (+6); Dex 11 (+3); Wis 10 (+3);
Con 14 (+5); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Hobgoblin Tactical Warlord [Level 6 Soldier (Leader)]

Medium natural humanoid [XP 250]

Initiative +7; Senses Perception +3; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 18, Will 18
Speed 6

● [m] Longsword (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+11 vs. AC; 1d8 + 5 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
+11 vs. AC; 2d8 + 5 damage, and 2 allies within 5 squares of the hobgoblin warlord can shift 1 square.
□ [M] Villain’s Nightmare (standard) ✦ Weapon
+11 vs. Reflex; 3d8 + 5 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.
○○ Inspiring Word (minor) ✦ Healing
The hobgoblin warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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.
Guide the Charge (immediate interrupt)
When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares to remain adjacent to the target.
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 +8, History +12
Str 17 (+6); Dex 11 (+3); Wis 10 (+3);
Con 14 (+5); Int 15 (+5); Cha 15 (+5)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Control Wizard [Level 6 Artillery]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +5; low-light
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 19
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +8 vs. Fortitude; 1d6 + 5 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; +8 vs. Will; 1d6 + 5 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; +8 vs. Fortitude; 1d10 + 5 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 + 5 poison damage. As a move action, the hobgoblin wizard can move the zone up to 6 squares. Sustain Minor: The zone persists.
Invisibility (standard) ✦ Illusion
The hobgoblin wizard or one creature with 5 squares becomes invisible until the end of the hobgoblin wizard’s next turn. If the target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the hobgoblin wizard can sustain the effect.
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.

Skills Arcana +11, Insight +10
Str 10 (+3); Dex 13 (+4); Wis 15 (+5);
Con 14 (+5); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Hobgoblin War Wizard [Level 6 Artillery]

Medium natural humanoid [XP 250]

Initiative +7; Senses Perception +4; low-light
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 18
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+7 vs. AC; 1d8 + 2 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
○ [A] Shock Sphere (standard) ✦ Lightning
Area burst 2 within 10; +8 vs. Reflex; 2d6 + 5 lightning damage.
□ [A] Fireball (standard) ✦ Fire
Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
Dimension Door (move) ✦ Teleportation
The hobgoblin wizard teleports 10 squares.
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.

Skills Arcana +11, History +13
Str 10 (+3); Dex 15 (+5); Wis 13 (+4);
Con 14 (+5); Int 17 (+6); Cha 13 (+4)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Hobgoblin Isolating Avenger [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +5; Senses Perception +6; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+9 vs. AC; 1d10 + 3 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+11 vs. AC; 1d10 + 5 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
+11 vs. AC; 2d10 + 5 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
+11 vs. AC; 2d10 + 5 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.
○ [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.
Wrath of the Divine (immediate reaction) ✦ Radiant
When an enemy scores a critical hit against the hobgoblin avenger.
If the hobgoblin avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s damage.
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 +11, Religion +10
Str 13 (+4); Dex 11 (+3); Wis 17 (+6);
Con 14 (+5); Int 15 (+5); Cha 12 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Hobgoblin Pursuing Avenger [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +7; Senses Perception +6; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+9 vs. AC; 1d10 + 3 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+11 vs. AC; 1d10 + 5 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
+11 vs. AC; 2d10 + 5 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; +8 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).
Aspect of Agility (move)
The hobgoblin avenger shifts 5 squares, and the hobgoblin avenger gains a +2 bonus to AC and Reflex 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.
○ [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 +8, Stealth +10
Str 13 (+4); Dex 15 (+5); Wis 17 (+6);
Con 14 (+5); Int 11 (+3); Cha 12 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Hobgoblin Rageblood Barbarian [Level 6 Brute]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +8; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 17
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 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
+10 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and each enemy adjacent to the hobgoblin barbarian takes 3 damage.
□ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
+10 vs. AC; 2d12 + 5 fire damage (crit 29 + 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.
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.
Combat Surge (free)
When the hobgoblin barbarian misses with an attack.
Must be raging.
The hobgoblin barbarian rerolls the attack.
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 +12, Perception +8
Str 17 (+6); Dex 12 (+4); Wis 11 (+3);
Con 17 (+6); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Hobgoblin Thaneborn Barbarian [Level 6 Brute]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +8; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 18
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+10 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 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
+10 vs. AC; 2d12 + 5 damage (crit 29 + 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.
+10 vs. AC; 3d12 + 5 cold damage (crit 41 + 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.
○ [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.
Instinctive Charge (no action)
When the hobgoblin barbarian rolls initiative at the beginning of an encounter.
The hobgoblin barbarian gains a +5 power bonus to the hobgoblin barbarian’s initiative. The hobgoblin barbarian also gains a +2 power bonus to the hobgoblin barbarian’s first attack roll during the encounter.
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 +12, Perception +8
Str 17 (+6); Dex 12 (+4); Wis 11 (+3);
Con 15 (+5); Int 10 (+3); Cha 17 (+6)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Hobgoblin Cunning Bard [Level 6 Controller (Leader)]

Medium natural humanoid [XP 250]

Initiative +5; Senses Perception +8; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 20
Speed 6

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +9 vs. Will; 1d6 + 6 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
+12 vs. Reflex; 1d8 + 6 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; +9 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 1d6 + 4 hit points. This power can only be used once per round. The hobgoblin bard can also slide the target 1 square.
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.
Trickster’s Healing (immediate reaction) ✦ Healing
When an attack misses an ally within 10 squares of the hobgoblin bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
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 +10, Bluff +12
Str 12 (+4); Dex 11 (+3); Wis 10 (+3);
Con 15 (+5); Int 15 (+5); Cha 19 (+7)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Hobgoblin Valorous Bard [Level 6 Controller (Leader)]

Medium natural humanoid [XP 250]

Initiative +5; Senses Perception +8; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 20
Speed 5

● [m] Longsword (standard) ✦ Weapon
+9 vs. AC; 1d8 + 3 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+12 vs. AC; 1d8 + 6 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
+12 vs. AC; 2d8 + 6 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; +9 vs. Will; 2d6 + 6 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 + 6 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 1d6 + 4 hit points. This power can only be used once per round. The hobgoblin bard can also slide the target 1 square.
Ode to Sacrifice (minor)
Choose one ally within 5 squares. The hobgoblin bard transfers one effect on the target that a save can end to the hobgoblin bard or to another ally with 5 squares. The new subject of the effect gains a +3 power bonus to saving throws against that effect.
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 +9, Athletics +10
Str 12 (+4); Dex 11 (+3); Wis 10 (+3);
Con 17 (+6); Int 13 (+4); Cha 19 (+7)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Hobgoblin Guardian Druid [Level 6 Controller]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +6; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 17, Will 19
Speed 6

● [m] Scythe (standard) ✦ Weapon
+8 vs. AC; 2d4 + 3 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
○ [C] Tundra Wind (standard) ✦ Cold
Close blast 3; +8 vs. Fortitude; 2d6 + 5 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 + 5 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.
Camouflage Cloak (minor)
The hobgoblin druid or one ally within 5 squares becomes invisible until moving or 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 +11, Nature +11
Str 12 (+4); Dex 13 (+4); Wis 17 (+6);
Con 17 (+6); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, scythe

-1 Level / +1 Level

Hobgoblin Predator Druid [Level 6 Controller]

Medium natural humanoid [XP 250]

Initiative +7; Senses Perception +11; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 17, Reflex 18, Will 19
Speed 7

● [m] Scythe (standard) ✦ Weapon
+8 vs. AC; 2d4 + 3 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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
+8 vs. Reflex; 1d6 + 5 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: +8 vs. Reflex; 1d6 + 5 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; +8 vs. Will; 2d6 + 5 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.
Stalker’s Eyes (minor)
The hobgoblin druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
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 +11, Perception +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 15 (+5); Int 11 (+3); Cha 12 (+4)
Equipment hide armor, scythe

-1 Level / +1 Level

Hobgoblin Preserving Invoker [Level 6 Artillery]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +6; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +8 vs. Reflex; 1d8 + 5 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 + 5 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; +8 vs. Fortitude; 1d8 + 5 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.
Astral Step (move) ✦ Teleportation
The hobgoblin invoker and each ally within 5 squares teleports 5 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 +10, Religion +10
Str 10 (+3); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, morningstar

-1 Level / +1 Level

Hobgoblin Wrathful Invoker [Level 6 Artillery]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +6; low-light
HP 59; Bloodied 29
Healing Surges (+14 hp) ○
AC 21; Fortitude 19, Reflex 17, Will 19
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+7 vs. AC; 1d10 + 2 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +8 vs. Fortitude; 1d10 + 5 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; +8 vs. Reflex; 2d8 + 5 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; +8 vs. Will; 2d6 + 5 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.
Demand Justice (immediate interrupt)
When a creature within 10 squares of the hobgoblin invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
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 +10, Religion +9
Str 10 (+3); Dex 12 (+4); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 13 (+4)
Equipment chainmail, morningstar

-1 Level / +1 Level

Hobgoblin Bear Shaman [Level 6 Controller (Leader)]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +11; low-light
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 18; Fortitude 19, Reflex 16, Will 19
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +7 vs. AC; 1d10 + 2 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +8 vs. Will; 1d8 + 5 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; +8 vs. Fortitude; 2d8 + 5 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; +8 vs. Will; 2d10 + 5 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.
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 13 damage to the spirit, the spirit disappears, and the hobgoblin shaman takes 8 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 2d6 hit points. This power can only be used once per round.
Spirit of the Keeper (minor) ✦ Healing
One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter, any ally adjacent to the hobgoblin shaman’s spirit companion doesn’t grant combat advantage.
● [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; +8 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 +11, Perception +11
Str 11 (+3); Dex 12 (+4); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 12 (+4)
Equipment leather armor, longspear

-1 Level / +1 Level

Hobgoblin Panther Shaman [Level 6 Controller (Leader)]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +11; low-light
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 19
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +7 vs. AC; 1d10 + 2 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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; +8 vs. Reflex; 1d10 + 5 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; +8 vs. Reflex; 2d6 + 5 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 13 damage to the spirit, the spirit disappears, and the hobgoblin shaman takes 8 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 2d6 hit points. This power can only be used once per round.
Sudden Restoration (minor)
One or two allies within 10 squares make a saving throw.
● [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; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+3); Dex 12 (+4); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 12 (+4)
Equipment leather armor, longspear

-1 Level / +1 Level

Hobgoblin Chaos Sorcerer [Level 6 Artillery]

Medium natural humanoid [XP 250]

Initiative +7; Senses Perception +3; low-light
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 21
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +9 vs. Will; 1d10 + 8 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: +9 vs. Will; 1d6 + 4 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; +9 vs. Fortitude; 1d8 + 8 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; +9 vs. Reflex; 3d10 + 8 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but not superior cover or total concealment.
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.
Swift Escape (immediate interrupt) ✦ Teleportation
When the hobgoblin sorcerer is hit by an area or a close attack.
The hobgoblin sorcerer teleports 4 squares.
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 +8, Bluff +12
Str 13 (+4); Dex 15 (+5); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, dagger

-1 Level / +1 Level

Hobgoblin Dragon Sorcerer [Level 6 Skirmisher]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +3; low-light
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 21
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+9 vs. AC; 1d8 + 4 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +9 vs. Reflex; 1d8 + 8 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; +9 vs. Fortitude; 2d8 + 8 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; +9 vs. Fortitude; 2d6 + 8 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: +9 vs. Fortitude; 2d6 + 4 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.
Sudden Scales (immediate interrupt)
When the hobgoblin sorcerer is hit by an attack.
The hobgoblin sorcerer gains a +5 bonus to all defenses against the triggering attack.
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 +8, Athletics +12
Str 15 (+5); Dex 13 (+4); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 19 (+7)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Hobgoblin Earth Warden [Level 6 Brute]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +9; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 23; Fortitude 19, Reflex 18, Will 17
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+10 vs. AC; 1d10 + 5 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
+10 vs. AC; 1d10 + 5 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 + 5 damage.
□ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
Before the attack, the hobgoblin warden teleports 5 squares. +10 vs. Reflex; 2d10 + 5 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.
Earthguard (minor) ✦ Stance
Until the stance ends, the hobgoblin warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the hobgoblin warden uses another stance power.
● [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 +10, Perception +9
Str 17 (+6); Dex 12 (+4); Wis 13 (+4);
Con 17 (+6); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Hobgoblin Wild Warden [Level 6 Brute]

Medium natural humanoid [XP 250]

Initiative +6; Senses Perception +10; low-light
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 20; Fortitude 19, Reflex 16, Will 18
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+10 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the hobgoblin warden’s next turn.
○ [M] Predatory Guardian (standard) ✦ Weapon
+10 vs. AC; 2d12 + 5 damage (crit 29 + 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; +10 vs. Reflex; 1d12 + 5 poison damage (crit 17 + 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).
● [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; +10 vs. Fortitude; 1d12 + 5 damage (crit 17 + 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.
Bear’s Endurance (immediate interrupt) ✦ Healing
When the hobgoblin warden drops to 0 hit points or fewer.
The hobgoblin warden regains hit points as if the hobgoblin warden had spent a healing surge.
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 +12, Perception +10
Str 17 (+6); Dex 12 (+4); Wis 15 (+5);
Con 15 (+5); Int 10 (+3); Cha 13 (+4)
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.