Hobgoblin NPCs [Level 9]
Hobgoblin Battle Cleric [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +7; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 21, Reflex 17, Will 22
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target
until the end of the hobgoblin cleric’s next turn.
- ○ [M] Awe Strike (standard) ✦ Fear, Weapon
- +13 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the hobgoblin cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +13 vs. Fortitude; 2d10 + 7 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the hobgoblin cleric gains regeneration 5, and the hobgoblin cleric and each
ally within the burst gain a +2 power bonus to AC.
- □ 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 +12, Religion +9
Str 18 (+8); Dex 11 (+4); Wis 16 (+7);
Con 14 (+6); Int 10 (+4); Cha 15 (+6)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Devoted Cleric [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +8; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 23
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +11 vs. Reflex; 1d8 + 7 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] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +11 vs. Will; 2d8 + 7 radiant damage, and the target takes a -4 penalty to attack rolls until the end of the hobgoblin
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +11 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ 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 +13, Religion +9
Str 13 (+5); Dex 11 (+4); Wis 18 (+8);
Con 14 (+6); Int 10 (+4); Cha 18 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Greatweapon Fighter [Level 9 Soldier]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +5; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 23, Reflex 18, Will 18
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 4 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the hobgoblin fighter. A target
that cannot end adjacent to the hobgoblin fighter is not pulled. The hobgoblin fighter then makes a close attack targeting
each adjacent enemy: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the hobgoblin fighter slides the
target 1 square. Miss: Half damage.
- □ 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 +15, Intimidate +10
Str 18 (+8); Dex 13 (+5); Wis 12 (+5);
Con 18 (+8); Int 10 (+4); Cha 13 (+5)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Hobgoblin Guardian Fighter [Level 9 Soldier]
Medium natural humanoid [XP 400]
Initiative +9; Senses Perception +5; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 26; Fortitude 23, Reflex 22, Will 18
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+14 vs. AC; 1d8 + 7 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] Iron Bulwark (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage. Hit or Miss: The hobgoblin fighter gains a +2 power bonus to AC until the end of the hobgoblin
fighter’s next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 3d8 + 7 damage, and the target is slowed (save ends). 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 +10, Intimidate +10
Str 18 (+8); Dex 16 (+7); Wis 12 (+5);
Con 15 (+6); Int 10 (+4); Cha 13 (+5)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Avenging Paladin [Level 9 Soldier]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +5; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 25; Fortitude 22, Reflex 18, Will 22
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +14 vs. AC; 1d10 + 7 radiant damage. If the hobgoblin paladin has marked the target, the hobgoblin paladin gains a +1 bonus
to the damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +14 vs. AC; 2d10 + 7 thunder damage, and the target is knocked prone. If the target is marked by the hobgoblin paladin, the
attack can score a critical hit on a roll of 19–20.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +11 vs. Will; 2d8 + 7 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ● 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.
- □ Wrath of the Gods (minor)
- The hobgoblin paladin and each adjacent ally add +4 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 +13, Religion +9
Str 18 (+8); Dex 11 (+4); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Hobgoblin Protecting Paladin [Level 9 Soldier]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +5; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 27; Fortitude 21, Reflex 20, Will 23
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 8 damage, and the hobgoblin paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +12 vs. Will; 2d10 + 8 damage, and the target is pulled 1 square.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +12 vs. Fortitude; 1d10 + 8 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +12 vs. Fortitude; 1d10 + 8 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- ● 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 8 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 +14, Religion +9
Str 16 (+7); Dex 11 (+4); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 20 (+9)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Archer Ranger [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +10; Senses Perception +10; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 18
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +13/+13 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +13 vs. AC; 2d10 + 7 damage (first shot) and 1d10 + 7 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The hobgoblin ranger can move at full speed. At any point during the move, the hobgoblin ranger can make two attacks.
Longsword: +13 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +13 vs. AC; 3d10 + 7 damage.
Miss: Half damage per attack.
- ● 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.
- ○ 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 +10, Stealth +12
Str 16 (+7); Dex 18 (+8); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Hobgoblin Two-Blade Ranger [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +9; Senses Perception +10; low-light
HP 99; Bloodied 49
Healing Surges (+24 hp) ○
AC 23; Fortitude 22, Reflex 21, Will 18
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +12 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +12 vs. AC (twice); 1d10 + 3 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +14 vs. AC; 2d8 + 7 damage.
Longsword (off
hand): +14 vs. AC; 1d8 + 7 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 2d8 + 7 damage. Miss: Half damage.
- ● 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 +10, Perception +10
Str 18 (+8); Dex 16 (+7); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Hobgoblin Brawny Rogue [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +10; Senses Perception +4; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 23, Will 19
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +14 vs. AC; 1d6 + 7 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +14 vs. Reflex; 1d6 + 7 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +14 vs. Fortitude; 1d6 + 7 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the hobgoblin
rogue’s next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +14 vs. Fortitude; 2d6 + 7 damage, and the target takes ongoing 8 damage and grants combat advantage to the hobgoblin rogue
(save ends both). 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 +13, Thievery +13
Str 16 (+7); Dex 18 (+8); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 15 (+6)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Hobgoblin Trickster Rogue [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +10; Senses Perception +9; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 23, Will 21
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
The hobgoblin rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +14 vs. AC; 2d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 2d6 + 7 damage.
Miss: Make a secondary attack against the target.
Short Sword: +14 vs. AC; 1d6 + 7 damage.
Hand Crossbow: Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +14 vs. Fortitude; 2d6 + 7 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the hobgoblin rogue’s
next turn.
- ● 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 +13, Thievery +13
Str 13 (+5); Dex 18 (+8); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 18 (+8)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Hobgoblin Fey-Pact Warlock [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +5; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 21, Will 23
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 1d6 + 8 psychic damage, and the hobgoblin warlock is invisible to the target until the start of the
hobgoblin warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +12 vs. Will; 1d10 + 8 psychic damage, and the hobgoblin warlock and all allies in range are invisible to the target
until the end of the hobgoblin warlock’s next turn. Hit or Miss: The hobgoblin warlock gains a +3 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +12 vs. Reflex; 2d8 + 8 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the hobgoblin warlock
can no longer sustain this power.
- ● 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 +12, Bluff +14
Str 10 (+4); Dex 11 (+4); Wis 12 (+5);
Con 15 (+6); Int 16 (+7); Cha 20 (+9)
Equipment leather armor, spear
-1 Level / +1 Level
Hobgoblin Infernal-Pact Warlock [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +4; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 22; Fortitude 22, Reflex 21, Will 20
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +12 vs. Reflex; 1d6 + 8 fire damage. If the hobgoblin warlock takes damage before the end of the hobgoblin warlock’s
next turn, the target takes an extra 1d6 + 8 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +12 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +12 vs. Reflex; 3d10 + 8 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ● 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 9 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 +12, Intimidate +11
Str 10 (+4); Dex 12 (+5); Wis 11 (+4);
Con 20 (+9); Int 16 (+7); Cha 15 (+6)
Equipment leather armor, mace
-1 Level / +1 Level
Hobgoblin Star-Pact Warlock [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +4; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 20; Fortitude 22, Reflex 19, Will 22
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +12 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the hobgoblin warlock on its next turn,
it takes an extra 1d6 + 8 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +11 vs. Will; 2d6 + 7 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +12 vs. Will; 2d10 + 8 psychic damage, and the hobgoblin warlock teleports the target to an unoccupied square within
3 squares of the hobgoblin warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit, the hobgoblin
warlock teleports the target to an unoccupied square within 3 squares of the hobgoblin warlock. On a miss, the effect 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.
- ● 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 +10, Insight +9
Str 10 (+4); Dex 12 (+5); Wis 11 (+4);
Con 20 (+9); Int 13 (+5); Cha 18 (+8)
Equipment leather armor, sickle
-1 Level / +1 Level
Hobgoblin Inspiring Warlord [Level 9 Soldier (Leader)]
Medium natural humanoid [XP 400]
Initiative +8; Senses Perception +4; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 22, Reflex 18, Will 22
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +13 vs. Fortitude; 4 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 +4 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] Sunder Armor (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 7 damage. Until the end of the hobgoblin warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +13 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
hobgoblin warlord dropped the target to 0 hit points or fewer with this attack, add +4 to the temporary hit points the hobgoblin
warlord’s allies gain.
- ○○ 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 14 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 8 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 +9, History +12
Str 18 (+8); Dex 11 (+4); Wis 10 (+4);
Con 14 (+6); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Hobgoblin Tactical Warlord [Level 9 Soldier (Leader)]
Medium natural humanoid [XP 400]
Initiative +8; Senses Perception +4; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 20
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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] Surprise Attack (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and an ally within 5 squares of the hobgoblin warlord makes a basic attack with combat advantage
as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Knock Them Down (standard) ✦ Weapon
- +14 vs. AC; 3d8 + 7 damage, and the target is knocked prone. Every ally within 10 squares of the hobgoblin warlord can move
3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage
but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○○ 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 +3 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 +3 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 +9, History +14
Str 18 (+8); Dex 11 (+4); Wis 10 (+4);
Con 14 (+6); Int 16 (+7); Cha 15 (+6)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Control Wizard [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +7; low-light
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 22
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the hobgoblin wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +11 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +11 vs. Reflex; 2d12 + 7 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends
both). Miss: Half damage, and the target is slowed (save ends).
- □ 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 -3 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 +13, Insight +12
Str 10 (+4); Dex 13 (+5); Wis 16 (+7);
Con 14 (+6); Int 18 (+8); Cha 13 (+5)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Hobgoblin War Wizard [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +9; Senses Perception +5; low-light
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 20
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +11 vs. Reflex; 1d6 + 7 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +11 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +11 vs. Reflex; 1d6 + 7 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +11 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- □ 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 +3 bonus to a single attack roll.
Skills Arcana +13, History +15
Str 10 (+4); Dex 16 (+7); Wis 13 (+5);
Con 14 (+6); Int 18 (+8); Cha 13 (+5)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Hobgoblin Isolating Avenger [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +8; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage, and the hobgoblin avenger shifts 1 square, sliding the target 1 square into the space the hobgoblin
avenger occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +14 vs. AC; 1d10 + 7 damage, and the hobgoblin avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +14 vs. AC; 3d10 + 7 damage, and the hobgoblin avenger makes a saving throw with a +5 bonus. Miss: Half damage, and
the hobgoblin avenger makes a saving throw.
- ○ [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 +3 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 +12, Religion +12
Str 13 (+5); Dex 11 (+4); Wis 18 (+8);
Con 14 (+6); Int 16 (+7); Cha 12 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Hobgoblin Pursuing Avenger [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +9; Senses Perception +8; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +12 vs. AC; 1d8 + 6 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage, and if the target doesn’t end its next turn adjacent to the hobgoblin avenger, the hobgoblin
avenger can shift 4 squares as a free action. The hobgoblin avenger must end that shift closer to the target.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +14 vs. AC; 2d10 + 7 damage. Before the attack, the hobgoblin avenger gains phasing until the end of the hobgoblin avenger’s
turn, and the hobgoblin avenger shifts 5 squares.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +14 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the hobgoblin avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The hobgoblin
avenger must end this movement closer to the target.
- ○ 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 +5 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 +9, Stealth +12
Str 13 (+5); Dex 16 (+7); Wis 18 (+8);
Con 14 (+6); Int 11 (+4); Cha 12 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Hobgoblin Rageblood Barbarian [Level 9 Brute]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +9; low-light
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 22; Fortitude 23, Reflex 19, Will 19
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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] Tide of Blood (standard) ✦ Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 4 squares of the hobgoblin
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +13 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss:
The hobgoblin barbarian enters the rage of the oak hammer. Until the rage ends, whenever the hobgoblin barbarian hits a target
with a melee attack, the hobgoblin barbarian knocks that target prone. If that target is already prone, the attack instead
deals an extra +4 damage.
- ○ 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 4 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 +14, Perception +9
Str 18 (+8); Dex 12 (+5); Wis 11 (+4);
Con 18 (+8); Int 10 (+4); Cha 15 (+6)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Thaneborn Barbarian [Level 9 Brute]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +9; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 22; Fortitude 23, Reflex 19, Will 21
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +13 vs. AC; 2d12 + 7 acid damage (crit 31 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit
or Miss: The hobgoblin barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the
hobgoblin barbarian’s turns, each enemy adjacent to the hobgoblin barbarian is blinded until the end of the hobgoblin barbarian’s
turn.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the hobgoblin barbarian hits or misses the hobgoblin barbarian.
Targets the triggering enemy; +17 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
- ○ 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 +4 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 +14, Perception +9
Str 18 (+8); Dex 12 (+5); Wis 11 (+4);
Con 15 (+6); Int 10 (+4); Cha 18 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Cunning Bard [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +9; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 23
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 1d6 + 8 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the hobgoblin
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +12 vs. Will; 2d8 + 8 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the hobgoblin bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +12 vs. Will; 3d8 + 8 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions until the end of the hobgoblin bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 5 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 7 hit points.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 8 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 +12, Bluff +14
Str 12 (+5); Dex 11 (+4); Wis 10 (+4);
Con 15 (+6); Int 16 (+7); Cha 20 (+9)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Hobgoblin Valorous Bard [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +9; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 23
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 8 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] Scorpion’s Claw Strike (standard) ✦ Weapon
- +15 vs. AC; 2d8 + 8 damage, and the hobgoblin bard slides an ally who is adjacent to the target to another space adjacent
to it. Until the end of the hobgoblin bard’s next turn, the ally also gains a +4 power bonus to AC.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +15 vs. AC; 3d8 + 8 thunder damage, and the hobgoblin bard slides the target 2 squares. Hit or Miss: Until the end
of the encounter, whenever the hobgoblin bard hits a target with an at-will attack power, the hobgoblin bard slides the target
2 squares to a space that must be adjacent to at least one of the hobgoblin bard’s allies.
- ○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 5 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 +4 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 5 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 +10, Athletics +11
Str 12 (+5); Dex 11 (+4); Wis 10 (+4);
Con 18 (+8); Int 13 (+5); Cha 20 (+9)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Hobgoblin Guardian Druid [Level 9 Controller]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +8; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 19, Will 22
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage, and the hobgoblin druid pulls each creature within 3 squares of the target 1 square.
If the hobgoblin druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 4 damage.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +11 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant
damage. Miss: 1d10 + 7 radiant damage.
- ● 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 +13, Nature +13
Str 12 (+5); Dex 13 (+5); Wis 18 (+8);
Con 18 (+8); Int 11 (+4); Cha 12 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Predator Druid [Level 9 Controller]
Medium natural humanoid [XP 400]
Initiative +9; Senses Perception +13; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 21, Will 22
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 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; +11 vs. Reflex; 1d6 + 3 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 4 fire damage.
- ○ [M] Latch On (standard) ✦ Beast Form
- +11 vs. Reflex; 2d10 + 7 damage, and the hobgoblin druid grabs the target. The target takes a -3 penalty to checks to escape
the grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +11 vs. Reflex; 2d8 + 7 damage, the hobgoblin druid knocks the target prone, and it can’t stand up (save ends). Miss:
Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the hobgoblin druid gains
a +2 bonus to attack rolls against prone targets. In addition, whenever the hobgoblin druid hits an enemy with a melee attack
while the hobgoblin druid is in beast form, the hobgoblin druid can knock that enemy prone.
- ● 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 +13, Perception +13
Str 12 (+5); Dex 16 (+7); Wis 18 (+8);
Con 15 (+6); Int 11 (+4); Cha 12 (+5)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Preserving Invoker [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +8; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +11 vs. Reflex; 1d8 + 7 radiant damage, and the hobgoblin invoker slides the target 1 square. The hobgoblin invoker
can use this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +11 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +11 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the hobgoblin invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the hobgoblin invoker takes 5 psychic damage.
- □ Astral Step (move) ✦ Teleportation
- The hobgoblin invoker and each ally within 5 squares teleports 6 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 +3 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 +12, Religion +12
Str 10 (+4); Dex 12 (+5); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, morningstar
-1 Level / +1 Level
Hobgoblin Wrathful Invoker [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +8; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 22, Reflex 19, Will 22
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+4 radiant damage. The hobgoblin invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +16 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 3 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +11 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the hobgoblin invoker’s next turn. Any creature that starts its turn
within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ [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 4 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 +12, Religion +10
Str 10 (+4); Dex 12 (+5); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 13 (+5)
Equipment chainmail, morningstar
-1 Level / +1 Level
Hobgoblin Bear Shaman [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +13; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 20; Fortitude 22, Reflex 18, Will 22
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 1d8 + 7 damage, and each ally adjacent to the hobgoblin shaman’s spirit companion gains 4 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +11 vs. Fortitude; 1d10 + 7 cold damage, and before the end of the hobgoblin shaman’s next turn, as an immediate
interrupt, the hobgoblin shaman can grant an ally adjacent to the hobgoblin shaman’s spirit companion a +7 bonus to AC against
an attack that hits.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +11 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● 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 14 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 9 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; +11 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the hobgoblin shaman’s
spirit companion regains 4 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 4 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 +13, Perception +13
Str 11 (+4); Dex 12 (+5); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 12 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Panther Shaman [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +13; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 20, Reflex 20, Will 22
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Fortitude; 1d10 + 7 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 2d10 + 7 damage, and until the end of the hobgoblin shaman’s next turn, any ally adjacent to
the hobgoblin shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +11 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The hobgoblin shaman and each
ally within 10 squares of the hobgoblin shaman regains 5 hit points.
- ● 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 14 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 9 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; +11 vs. Reflex; 1d10 + 7 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 +3 bonus to damage rolls against bloodied enemies.
Skills Nature +13, Perception +13
Str 11 (+4); Dex 12 (+5); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 12 (+5)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Chaos Sorcerer [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +9; Senses Perception +4; low-light
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 20; Fortitude 19, Reflex 20, Will 24
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d4 + 6 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +12 vs. Will; 1d10 + 11 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:
+12 vs. Will; 1d6 + 6 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +12 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The hobgoblin sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +12 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The hobgoblin sorcerer slides the target 5 squares.
The target is poisonous to the hobgoblin sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 6 poison damage. If the hobgoblin sorcerer rolled an even number on the attack
roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 6 poison damage.
- ○ 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 5 squares.
- Chaos Power
- The hobgoblin sorcerer gains a +3 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 +9, Bluff +14
Str 13 (+5); Dex 16 (+7); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 20 (+9)
Equipment cloth armor, dagger
-1 Level / +1 Level
Hobgoblin Dragon Sorcerer [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +4; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 18, Will 24
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +12 vs. Reflex; 1d8 + 11 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 3 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +12 vs. Fortitude; 2d8 + 11 cold damage, and the hobgoblin sorcerer knocks the target prone.
The target also takes a –2 penalty to Fortitude until the end of the hobgoblin sorcerer’s next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +12 vs. Fortitude; 2d6 + 11 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The hobgoblin sorcerer gains a +3 power bonus to AC until the end of the
encounter.
- ○ 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 +6 bonus to all defenses against the triggering attack.
- Draconic Power
- The hobgoblin sorcerer gains a +3 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 +9, Athletics +14
Str 16 (+7); Dex 13 (+5); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 20 (+9)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Hobgoblin Earth Warden [Level 9 Brute]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +10; low-light
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 26; Fortitude 22, Reflex 20, Will 19
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and the hobgoblin warden gains a +1 power bonus to AC until the end of the hobgoblin warden’s
next turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +13 vs. Fortitude; 2d10 + 7 damage, and the target takes a –5 penalty to melee attack rolls 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.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The hobgoblin warden assumes the guardian form of the oak sentinel until the end of the encounter. While the hobgoblin warden
is in this form, the hobgoblin warden’s melee reach increases by 1. In addition, any enemy that hits the hobgoblin warden
with a melee attack takes 4 damage. Once during this encounter, the hobgoblin warden can make the following attack while the
hobgoblin warden is in this form as an immediate interrupt when an enemy within the hobgoblin warden’s reach makes a melee
attack against the hobgoblin warden’s ally.
Secondary Attack: targets the triggering enemy; +13 vs. AC; 2d10
+ 7 damage. Miss: Half damage. Hit or Miss: The hobgoblin warden becomes the target of the triggering attack,
even if the hobgoblin warden is not within that attack’s range.
- ● [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 +4 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 +12, Perception +10
Str 18 (+8); Dex 12 (+5); Wis 13 (+5);
Con 18 (+8); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Hobgoblin Wild Warden [Level 9 Brute]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +12; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 23; Fortitude 22, Reflex 18, Will 21
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is slowed until the end of the hobgoblin warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the hobgoblin warden slides the target 1 square. The hobgoblin warden can
slide the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second
creature take 3 psychic damage.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The hobgoblin warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the hobgoblin
warden is in this form, the hobgoblin warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking
ongoing damage. In addition, the hobgoblin warden can use the hobgoblin warden’s second wind as a minor action. Once during
this encounter, the hobgoblin warden can make the following attack while the hobgoblin warden is in this form as a standard
action.
Secondary Attack: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and ongoing 5 damage (save ends). Miss:
Half damage, and ongoing 2 damage (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; +13 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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
-3 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 +14, Perception +12
Str 18 (+8); Dex 12 (+5); Wis 16 (+7);
Con 15 (+6); Int 10 (+4); Cha 13 (+5)
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.