Hobgoblin NPCs [Level 15]

Hobgoblin Battle Cleric [Level 15 Controller (Leader)]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +11; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 28; Fortitude 27, Reflex 23, Will 28
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+19 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+19 vs. AC; 1d10 + 10 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target until the end of the hobgoblin cleric’s next turn.
○ [M] Arc of the Righteous (standard) ✦ Lightning, Weapon
+19 vs. AC; 2d10 + 10 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack: +19 vs. AC; 1d10 + 10 lightning damage.
□ [M] Holy Spark (standard) ✦ Lightning, Weapon
+19 vs. Will; 2d10 + 10 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss: Half damage, and no ongoing lightning damage.
Mass Cure Light Wounds (standard) ✦ Healing
The hobgoblin cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +3 hit points.
○○ Healing Word (minor) ✦ Healing
The hobgoblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +16, Religion +12
Str 20 (+12); Dex 12 (+8); Wis 18 (+11);
Con 15 (+9); Int 11 (+7); Cha 16 (+10)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Hobgoblin Devoted Cleric [Level 15 Controller (Leader)]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +12; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 28; Fortitude 24, Reflex 23, Will 29
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +17 vs. Reflex; 1d8 + 10 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] Plague of Doom (standard)
Ranged 10; +17 vs. Fortitude; 3d8 + 10 damage, and the target takes a -5 penalty to all defenses until the end of the hobgoblin cleric’s next turn.
□ [C] Seal of Warding (standard) ✦ Radiant, Zone
Close burst 3; targets enemies; +17 vs. Will; 4d10 + 10 radiant damage, and the target is slowed until the end of the hobgoblin cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of difficult terrain that grants cover to the hobgoblin cleric and the hobgoblin cleric’s allies against ranged attacks until the end of the hobgoblin cleric’s next turn. Sustain Minor: The zone persists.
Mass Cure Light Wounds (standard) ✦ Healing
The hobgoblin cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +5 hit points.
○○ Healing Word (minor) ✦ Healing
The hobgoblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +17, Religion +12
Str 14 (+9); Dex 12 (+8); Wis 20 (+12);
Con 15 (+9); Int 11 (+7); Cha 20 (+12)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Hobgoblin Greatweapon Fighter [Level 15 Soldier]

Medium natural humanoid [XP 1200]

Initiative +11; Senses Perception +8; low-light
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 29; Fortitude 29, Reflex 24, Will 24
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +19 vs. AC; 1d6 + 10 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12). Miss: 5 damage.
○ [M] Giant’s Wake (standard) ✦ Weapon
+19 vs. AC; 2d12 + 15 damage (crit 39 + 2d12), and make a secondary attack against each enemy adjacent to the primary target and within the hobgoblin fighter’s melee reach. Secondary Attack: +19 vs. AC; 1d12 + 15 damage (crit 27 + 2d12).
Into the Fray (minor)
The hobgoblin fighter can move 3 squares, as long as the move ends adjacent to an enemy.
Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
The hobgoblin fighter gains regeneration 5, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to the hobgoblin fighter takes 1d12 + 5 damage damage and is slowed until the end of its turn, as long as the hobgoblin fighter is able to make opportunity attacks. 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 +19, Intimidate +14
Str 20 (+12); Dex 14 (+9); Wis 13 (+8);
Con 20 (+12); Int 11 (+7); Cha 14 (+9)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Hobgoblin Guardian Fighter [Level 15 Soldier]

Medium natural humanoid [XP 1200]

Initiative +13; Senses Perception +8; low-light
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 24
Speed 5

● [m] Longsword (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+20 vs. AC; 1d8 + 10 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] Storm of Blows (standard) ✦ Weapon
+20 vs. AC; 1d8 + 14 damage. Hit or Miss: After the attack, the hobgoblin fighter can shift 1 square and repeat the attack against another target within reach. The hobgoblin fighter can then shift 1 square and repeat the attack against a third target within reach. After the final attack, the hobgoblin fighter can shift 1 square.
□ [M] Dragon’s Fangs (standard) ✦ Weapon
Two attacks against one or two creatures; +20 vs. AC; 3d8 + 10 damage. Miss: Half damage.
Stalwart Guard (minor) ✦ Stance
Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the hobgoblin fighter. 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 Heal +13, Intimidate +14
Str 20 (+12); Dex 18 (+11); Wis 13 (+8);
Con 16 (+10); Int 11 (+7); Cha 14 (+9)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Avenging Paladin [Level 15 Soldier]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +9; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 30; Fortitude 28, Reflex 24, Will 28
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+20 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+20 vs. AC; 1d10 + 10 radiant damage. If the hobgoblin paladin has marked the target, the hobgoblin paladin gains a +2 bonus to the damage roll.
○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
+20 vs. AC; 3d10 + 10 radiant damage, and the target is marked until the end of the hobgoblin paladin’s next turn. The hobgoblin paladin can fly 2 squares and must charge as part of this attack.
□ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
Usable only while bloodied.
+20 vs. AC; 4d10 + 10 damage. Miss: Half damage. Hit or Miss: The hobgoblin paladin can spend a healing surge.
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 11 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.
Cleansing Spirit (minor)
The hobgoblin paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
□□ Lay on Hands (minor) ✦ Healing
The hobgoblin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the hobgoblin paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin paladin suffers an effect that a save can end.
The hobgoblin paladin makes a saving throw against the effect.

Skills Intimidate +17, Religion +12
Str 20 (+12); Dex 12 (+8); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 20 (+12)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Hobgoblin Protecting Paladin [Level 15 Soldier]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +9; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 32; Fortitude 27, Reflex 26, Will 29
Speed 5

● [m] Longsword (standard) ✦ Weapon
+19 vs. AC; 1d8 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 9 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+21 vs. AC; 1d8 + 11 damage, and the hobgoblin paladin gains 2 temporary hit points.
○ [M] Renewing Smite (standard) ✦ Healing, Weapon
+21 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the hobgoblin paladin regains 12 hit points.
□ [R] True Nemesis (standard)
Ranged 5; +18 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the target is within 5 squares of the hobgoblin paladin and attacks the hobgoblin paladin or an ally, the hobgoblin paladin can make a secondary attack against the target as an immediate reaction. Secondary Attack: +18 vs. Will; 2d10 + 11 damage. Miss: Half damage.
Turn the Tide (standard)
The hobgoblin paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
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 12 radiant damage. The hobgoblin paladin must engage the target by attacking it or ending the turn adjacent to it, or the mark ends. The mark also ends if the hobgoblin paladin challenges another target. Divine Challenge can only be used once per round.
□□ Lay on Hands (minor) ✦ Healing
The hobgoblin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the hobgoblin paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin paladin suffers an effect that a save can end.
The hobgoblin paladin makes a saving throw against the effect.

Skills Intimidate +18, Religion +12
Str 18 (+11); Dex 12 (+8); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 22 (+13)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Archer Ranger [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +14; Senses Perception +14; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 30; Fortitude 27, Reflex 28, Will 24
Speed 6

● [m] Longsword (standard) ✦ Weapon
+19 vs. AC; 1d8 + 9 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+19 vs. AC; 1d6 + 9 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +19 vs. AC; 1d10 + 10 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +19/+19 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage (off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
○ [M/R] Pinning Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +19/+19 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage (off-hand).
Longbow: Ranged 20/40; +19 vs. AC (twice); 1d10 + 5 damage.
Hit: The target is immobilized until the start of the hobgoblin ranger’s next turn.
□ [R] Confounding Arrows (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +19 vs. AC; 1d10 + 10 damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2d10 damage. Miss: The target is dazed (save ends).
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 2d6 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.
Open the Range (immediate interrupt)
When an enemy moves adjacent to the hobgoblin ranger.
The hobgoblin ranger can shift 1 square and then move 3 squares. The hobgoblin ranger cannot end the move adjacent to the triggering enemy.
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 +14, Stealth +16
Str 18 (+11); Dex 20 (+12); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Hobgoblin Two-Blade Ranger [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +13; Senses Perception +14; low-light
HP 153; Bloodied 76
Healing Surges (+38 hp) ○○
AC 29; Fortitude 28, Reflex 27, Will 24
Speed 6

● [m] Longsword (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +18 vs. AC; 1d10 + 9 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +20/+20 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage (off-hand).
Longbow: Ranged 20/40; +18 vs. AC (twice); 1d10 + 5 damage.
○ [M] Armor Splinter (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +20 vs. AC; 1d8 + 10 damage.
Longsword (off hand): +20 vs. AC; 1d8 + 10 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the hobgoblin ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the hobgoblin ranger’s next turn.
□ [M] Blade Cascade (standard) ✦ Weapon
Attack one or more creatures.
Longsword (main): +20 vs. AC; 2d8 + 10 damage.
Longsword (off hand): +20 vs. AC; 2d8 + 10 damage.
Alternate main and off-hand weapon attacks until the hobgoblin ranger misses or until the hobgoblin ranger makes five attacks. As soon as an attack misses, this attack ends.
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 2d6 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.
Expeditious Stride (minor)
Until the end of the hobgoblin ranger’s next turn, the hobgoblin ranger’s speed increases by 4, and the hobgoblin ranger can shift 1 additional square when shifting.
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.
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 +10 hit points.

Skills Nature +14, Perception +14
Str 20 (+12); Dex 18 (+11); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Hobgoblin Brawny Rogue [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +14; Senses Perception +8; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 25
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+19 vs. AC; 1d6 + 9 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +20 vs. AC; 1d6 + 10 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+20 vs. Reflex; 1d6 + 10 damage.
○ [M] Unbalancing Attack (standard) ✦ Weapon
+20 vs. AC; 3d6 + 10 damage, and the target cannot shift until the end of the hobgoblin rogue’s next turn. If the target provokes an opportunity attack from the hobgoblin rogue before the start of the hobgoblin rogue’s next turn, the hobgoblin rogue gains a +4 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
□ [M] Garrote Grip (standard) ✦ Reliable, Weapon
The hobgoblin rogue can use this power as a minor action if the hobgoblin rogue has already grabbed a creature. Doing so requires no attack roll. +20 vs. Reflex; 2d6 + 10 damage, and the hobgoblin rogue grabs the target. Until the target escapes, the hobgoblin rogue has cover, and any melee attack or ranged attack that misses the hobgoblin rogue hits the target instead. Sustain Minor: Sustain the grab for another round. The third time the hobgoblin rogue sustains the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
Certain Freedom (move)
The hobgoblin rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
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 3d6 damage.

Skills Acrobatics +17, Thievery +17
Str 18 (+11); Dex 20 (+12); Wis 12 (+8);
Con 15 (+9); Int 11 (+7); Cha 16 (+10)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Hobgoblin Trickster Rogue [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +14; Senses Perception +13; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 29; Fortitude 24, Reflex 29, Will 27
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+17 vs. AC; 1d6 + 7 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +20 vs. AC; 1d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
The hobgoblin rogue can move 2 squares before the attack.
○ [M/R] Tornado Strike (standard) ✦ Weapon
Targets one or two creatures, one attack per target.
Short Sword: +20 vs. AC; 2d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 2d6 + 10 damage.
Hit: The target slides 2 squares. Hit or Miss: The hobgoblin rogue can move 3 squares after making the attack.
□ [M/R] Slaying Strike (standard) ✦ Weapon
Short Sword: +20 vs. AC; 3d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +19 vs. AC; 3d6 + 10 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 12 damage (short sword) or 5d6 + 12 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
Shadow Stride (move)
The hobgoblin rogue must be hidden to use this power. The hobgoblin rogue can move at full speed and must end the movement in a space where the hobgoblin rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful, the hobgoblin rogue remains during the movement, even if the hobgoblin rogue has no cover or concealment during it.
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 3d6 damage.

Skills Stealth +17, Thievery +17
Str 14 (+9); Dex 20 (+12); Wis 12 (+8);
Con 15 (+9); Int 11 (+7); Cha 20 (+12)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Hobgoblin Fey-Pact Warlock [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +8; low-light
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 28; Fortitude 25, Reflex 27, Will 29
Speed 6

● [m] Spear (standard) ✦ Weapon
+14 vs. AC; 1d8 + 5 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 1d6 + 11 psychic damage, and the hobgoblin warlock is invisible to the target until the start of the hobgoblin warlock’s next turn.
○ [R] Bewitching Whispers (standard) ✦ Charm
Ranged 10; +18 vs. Will; until the end of the hobgoblin warlock’s next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these attack rolls.
□ [R] Curse of the Golden Mist (standard) ✦ Charm
Ranged 10; +18 vs. Will; The target loses its next standard action. Sustain Standard: Make a +18 vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.
Warlock’s Leap (move) ✦ Teleportation
The hobgoblin warlock can teleport 6 squares, even without a line of sight to the destination. If the hobgoblin warlock attempts to teleport to a space the hobgoblin warlock can’t occupy, the power fails.
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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The hobgoblin warlock can only curse one target per turn.
Misty Step (free)
When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock can immediately teleport 3 squares.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin warlock suffers an effect that a save can end.
The hobgoblin warlock makes a saving throw against the effect.

Skills Arcana +16, Bluff +18
Str 11 (+7); Dex 12 (+8); Wis 13 (+8);
Con 16 (+10); Int 18 (+11); Cha 22 (+13)
Equipment leather armor, spear

-1 Level / +1 Level

Hobgoblin Infernal-Pact Warlock [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +8; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 26
Speed 6

● [m] Mace (standard) ✦ Weapon
+14 vs. AC; 1d8 + 5 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +18 vs. Reflex; 1d6 + 11 fire damage. If the hobgoblin warlock takes damage before the end of the hobgoblin warlock’s next turn, the target takes an extra 1d6 + 11 fire damage.
○ [R] Soul Flaying (standard) ✦ Necrotic
Ranged 10; +18 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the hobgoblin warlock’s next turn.
□ [R] Fireswarm (standard) ✦ Fire, Poison
Ranged 10; +18 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +18 vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the hobgoblin warlock deals half damage and the power 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 2d6 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.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock gains 15 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.
Shielding Shades (immediate reaction)
When the hobgoblin warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.

Skills Arcana +16, Intimidate +15
Str 11 (+7); Dex 13 (+8); Wis 12 (+8);
Con 22 (+13); Int 18 (+11); Cha 16 (+10)
Equipment leather armor, mace

-1 Level / +1 Level

Hobgoblin Star-Pact Warlock [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +8; low-light
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 26; Fortitude 28, Reflex 25, Will 28
Speed 6

● [m] Sickle (standard) ✦ Weapon
+14 vs. AC; 1d6 + 5 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +18 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the hobgoblin warlock on its next turn, it takes an extra 1d6 + 11 damage.
○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
Ranged 10; +18 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +18 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
□ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
Area burst 1 within 10; +18 vs. Fortitude; 4d10 + 11 cold damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of tendrils that lasts until the end of the hobgoblin warlock’s next turn. Sustain Minor: Make a +18 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 cold damage and is immobilized (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 2d6 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.
Shielding Shades (immediate reaction)
When the hobgoblin warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.

Skills Arcana +14, Insight +13
Str 11 (+7); Dex 13 (+8); Wis 12 (+8);
Con 22 (+13); Int 14 (+9); Cha 20 (+12)
Equipment leather armor, sickle

-1 Level / +1 Level

Hobgoblin Inspiring Warlord [Level 15 Soldier (Leader)]

Medium natural humanoid [XP 1200]

Initiative +12; Senses Perception +7; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 28; Fortitude 28, Reflex 24, Will 28
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +19 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Furious Smash (standard) ✦ Weapon
+19 vs. Fortitude; 5 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 +5 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] Bolstering Blow (standard) ✦ Weapon
+19 vs. AC; 3d10 + 10 damage, and the hobgoblin warlord grants 15 temporary hit points to an ally within 5 squares.
□ [M] Renew the Troops (standard) ✦ Healing, Weapon
+19 vs. AC; 3d10 + 10 damage, and each ally who has line of sight to the hobgoblin warlord regains hit points as if he or she had spent a healing surge, regaining an additional +5 extra hit points. Miss: Each ally who has line of sight to the hobgoblin warlord regains 15 hit points.
Defensive Rally (standard) ✦ Healing
Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of the hobgoblin warlord’s next turn.
○○ Inspiring Word (minor) ✦ Healing
The hobgoblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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.
Inspiring Presence
When an ally who can see the hobgoblin warlord spends an action point to take an extra action, that ally also regains 12 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 +12, History +16
Str 20 (+12); Dex 12 (+8); Wis 11 (+7);
Con 15 (+9); Int 14 (+9); Cha 20 (+12)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Hobgoblin Tactical Warlord [Level 15 Soldier (Leader)]

Medium natural humanoid [XP 1200]

Initiative +12; Senses Perception +7; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 30; Fortitude 28, Reflex 27, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 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] Beat Them into the Ground (standard) ✦ Weapon
+20 vs. Fortitude; 2d8 + 10 damage, the target is knocked prone, and every ally within 5 squares of the hobgoblin warlord makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. The hobgoblin warlord’s allies have a +4 power bonus to these attack rolls.
□ [M] Make Them Bleed (standard) ✦ Weapon
+20 vs. AC; 3d8 + 10 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the hobgoblin warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
○○ Inspiring Word (minor) ✦ Healing
The hobgoblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This power can only be used once per round.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin warlord suffers an effect that a save can end.
The hobgoblin warlord makes a saving throw against the effect.
Tactical Shift (immediate interrupt)
When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 5 squares.
Tactical Presence
When an ally the hobgoblin warlord can see spends an action point to make an extra attack, the ally gains a +4 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 +12, History +18
Str 20 (+12); Dex 12 (+8); Wis 11 (+7);
Con 15 (+9); Int 18 (+11); Cha 16 (+10)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Control Wizard [Level 15 Artillery]

Medium natural humanoid [XP 1200]

Initiative +11; Senses Perception +11; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 28
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+14 vs. AC; 1d8 + 5 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +17 vs. Fortitude; 1d6 + 10 cold damage, and the target is slowed until the end of the hobgoblin wizard’s next turn.
○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
Ranged 10; targets one, two, or three creatures, one attack per target; +17 vs. Will; 2d6 + 10 psychic damage, and the target is immobilized until the end of the hobgoblin wizard’s next turn. If the hobgoblin wizard targets only one creature with this power, the hobgoblin wizard gains a +4 power bonus to the attack roll.
□ [C] Prismatic Beams (standard) ✦ Fire, Poison
Close burst 5; targets enemies; +17 vs. Fortitude, Reflex, Will. The hobgoblin wizard makes only one attack per target, but compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 10 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 10 fire damage, and ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Mirror Image (minor) ✦ Illusion
Three duplicate images appear in the hobgoblin wizard’s space, and the hobgoblin wizard gains a +6 power bonus to AC. Each time an attack misses the hobgoblin wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all the hobgoblin wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
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 -4 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 +17, Insight +16
Str 11 (+7); Dex 14 (+9); Wis 18 (+11);
Con 15 (+9); Int 20 (+12); Cha 14 (+9)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Hobgoblin War Wizard [Level 15 Artillery]

Medium natural humanoid [XP 1200]

Initiative +13; Senses Perception +9; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 26
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+14 vs. AC; 1d8 + 5 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +17 vs. Reflex; 1d6 + 10 fire damage.
○ [C] Thunderlance (standard) ✦ Thunder
Close blast 5; +17 vs. Reflex; 4d6 + 10 thunder damage, and the target is pushed 4 squares.
□ [C] Blast of Cold (standard) ✦ Cold
Close blast 5; targets enemies; +17 vs. Reflex; 6d6 + 10 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends).
Blur (minor) ✦ Illusion
Until the end of the encounter, the hobgoblin wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away from the hobgoblin wizard cannot see the hobgoblin wizard.
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 +4 bonus to a single attack roll.

Skills Arcana +17, History +19
Str 11 (+7); Dex 18 (+11); Wis 14 (+9);
Con 15 (+9); Int 20 (+12); Cha 14 (+9)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Hobgoblin Isolating Avenger [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +12; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+17 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+20 vs. AC; 1d10 + 10 damage, and the hobgoblin avenger shifts 1 square, sliding the target 1 square into the space the hobgoblin avenger occupied.
○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
+20 vs. Will; 2d10 + 10 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts until the end of the hobgoblin avenger’s next turn or until the hobgoblin avenger dismisses it as a minor action. Any enemy that enters the zone is dazed until the end of the hobgoblin avenger’s next turn. Hit or Miss: Until the end of the hobgoblin avenger’s next turn, the hobgoblin avenger gains a +2 bonus to attack rolls against the target.
□ [M] Aspect of Fury (standard) ✦ Weapon
+20 vs. AC; 3d10 + 10 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn adjacent to the hobgoblin avenger or that hits or misses the hobgoblin avenger with a melee attack takes 5 damage.
○ [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.
River of Life (minor) ✦ Healing
The hobgoblin avenger gains regeneration 5 until the end of the encounter.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the hobgoblin avenger makes an attack roll against the hobgoblin avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin avenger suffers an effect that a save can end.
The hobgoblin avenger makes a saving throw against the effect.
Censure of Retribution
When any enemy other than the hobgoblin avenger’s oath of enmity target hits the hobgoblin avenger, the hobgoblin avenger gains a +4 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 +16, Religion +16
Str 14 (+9); Dex 12 (+8); Wis 20 (+12);
Con 15 (+9); Int 18 (+11); Cha 13 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Hobgoblin Pursuing Avenger [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +13; Senses Perception +12; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+17 vs. AC; 1d10 + 7 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +18 vs. AC; 1d8 + 9 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+20 vs. AC; 1d10 + 10 damage, and if the target doesn’t end its next turn adjacent to the hobgoblin avenger, the hobgoblin avenger can shift 5 squares as a free action. The hobgoblin avenger must end that shift closer to the target.
○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
Ranged 10; +17 vs. Will; 2d8 + 10 thunder damage, and the hobgoblin avenger teleports the target 5 squares. The hobgoblin avenger then teleports to a space adjacent to the target. Until the end of the hobgoblin avenger’s next turn, any enemy that ends its turn adjacent to the hobgoblin avenger takes 4 thunder damage.
□ [R] Sigil of Carceri (standard) ✦ Force
Ranged 10; +17 vs. Fortitude; 2d10 + 10 force damage. The target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the hobgoblin avenger’s next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
○ [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.
Avenger’s Readiness (no action)
When the hobgoblin avenger rolls initiative at the beginning of an encounter.
The hobgoblin avenger gains a +5 power bonus to the initiative check. The hobgoblin avenger shifts 3 squares as a free action when the first creature in the initiative order starts its turn, even if the hobgoblin avenger is surprised.
Censure of Pursuit
If the hobgoblin avenger’s oath of enmity target moves away from the hobgoblin avenger willingly, the hobgoblin avenger gains a +8 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 +13, Stealth +16
Str 14 (+9); Dex 18 (+11); Wis 20 (+12);
Con 15 (+9); Int 12 (+8); Cha 13 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Hobgoblin Rageblood Barbarian [Level 15 Brute]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +13; low-light
HP 180; Bloodied 90
Healing Surges (+45 hp) ○○
AC 28; Fortitude 29, Reflex 25, Will 25
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+19 vs. AC; 1d12 + 2d8 + 10 damage (crit 38 + 2d12). 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.
○ [C] Blade Whirlwind (standard) ✦ Weapon
Close burst 1; targets visible enemies; +19 vs. AC; 2d12 + 10 damage (crit 34 + 2d12) and the target is pushed 1 square.
□ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
+19 vs. AC; 4d12 + 10 damage (crit 58 + 2d12). Miss: Half damage. Hit or Miss: The hobgoblin barbarian enters the rage of the hunting lion. Until the rage ends, the hobgoblin barbarian gains a +2 power bonus to attack rolls against any target that is granting combat advantage to the hobgoblin barbarian.
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.
Deny Death (immediate interrupt)
When the hobgoblin barbarian drops to 0 hit points or fewer and doesn’t die.
The hobgoblin barbarian is dying but don’t fall unconscious because of that condition. At the end of the hobgoblin barbarian’s next turn, the hobgoblin barbarian falls unconscious if the hobgoblin barbarian is still dying.
Rageblood Vigor
Whenever the hobgoblin barbarian’s attack reduces an enemy to 0 hit points, the hobgoblin barbarian gains 10 temporary hit points.
Barbarian Agility
While the hobgoblin barbarian is not wearing heavy armor, the hobgoblin barbarian gains a +2 bonus to AC and Reflex.

Skills Athletics +18, Perception +13
Str 20 (+12); Dex 13 (+8); Wis 12 (+8);
Con 20 (+12); Int 11 (+7); Cha 16 (+10)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Hobgoblin Thaneborn Barbarian [Level 15 Brute]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +13; low-light
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○
AC 28; Fortitude 29, Reflex 25, Will 27
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+19 vs. AC; 1d12 + 2d6 + 10 damage (crit 34 + 2d12). 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] Terror’s Cry (standard) ✦ Fear, Weapon
+19 vs. Fortitude; 3d12 + 10 damage (crit 46 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack: +19 vs. Will; the secondary target moves 2 squares away from the hobgoblin barbarian as a free action and takes a –5 penalty to attack rolls until the end of the hobgoblin barbarian’s next turn.
□ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
+19 vs. AC; 3d12 + 10 damage (crit 46 + 2d12), and the hobgoblin barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The hobgoblin barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the hobgoblin barbarian hits or misses the hobgoblin barbarian, the hobgoblin barbarian can make a melee basic attack against that enemy as an immediate reaction.
○ [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.
Mountain Roots (immediate interrupt) ✦ Stance
When the hobgoblin barbarian is pulled, pushed, or slid.
The hobgoblin barbarian negates the forced movement. Until the stance ends, the hobgoblin barbarian can negate forced movement against the hobgoblin barbarian. Stance: This power lasts until the end of the encounter or until the hobgoblin barbarian uses another stance power.
Thaneborn Triumph
Whenever the hobgoblin barbarian bloodies an enemy, the next attack by the hobgoblin barbarian or an ally against that enemy gains a +5 bonus to the attack roll.
Barbarian Agility
While the hobgoblin barbarian is not wearing heavy armor, the hobgoblin barbarian gains a +2 bonus to AC and Reflex.

Skills Athletics +18, Perception +13
Str 20 (+12); Dex 13 (+8); Wis 12 (+8);
Con 16 (+10); Int 11 (+7); Cha 20 (+12)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Hobgoblin Cunning Bard [Level 15 Controller (Leader)]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +12; low-light
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 30; Fortitude 25, Reflex 28, Will 29
Speed 6

● [m] Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 1d6 + 11 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the hobgoblin bard’s next turn.
○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 1d10 + 11 psychic damage. Until the end of the hobgoblin bard’s next turn, any attack the target makes provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
□ [R] Confusing Chorus (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee basic attack against a creature of the hobgoblin bard’s choice as a free action (save ends). Miss: Half damage. As the first action of the target’s next turn, the target makes a melee basic attack against a creature of the hobgoblin bard’s choice as a free action.
○○ Majestic Word (minor) ✦ Healing
The hobgoblin bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 6 hit points. This power can only be used once per round. The hobgoblin bard can also slide the target 1 square.
Illusory Erasure (minor) ✦ Illusion
One ally within 10 squares becomes invisible until the end of the hobgoblin bard’s next turn, and the hobgoblin bard slides the target 2 squares.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin bard suffers an effect that a save can end.
The hobgoblin bard makes a saving throw against the effect.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 9 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 +16, Bluff +18
Str 13 (+8); Dex 12 (+8); Wis 11 (+7);
Con 16 (+10); Int 18 (+11); Cha 22 (+13)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Hobgoblin Valorous Bard [Level 15 Controller (Leader)]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +12; low-light
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 29; Fortitude 27, Reflex 26, Will 29
Speed 5

● [m] Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+21 vs. AC; 1d8 + 11 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] Earthquake Strike (standard) ✦ Weapon
+21 vs. AC; 2d8 + 11 damage, and the hobgoblin bard knocks the target prone. Until the end of the hobgoblin bard’s next turn, each ally within 10 squares of the hobgoblin bard can knock prone any creature he or she hits and gains a +5 bonus to damage rolls.
□ [M] Quick Steel Dance (standard) ✦ Weapon
+21 vs. AC; 3d8 + 11 damage, and until the end of the hobgoblin bard’s next turn, the target is marked by an ally within 10 squares of the hobgoblin bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is adjacent to any of the hobgoblin bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
○○ Majestic Word (minor) ✦ Healing
The hobgoblin bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 6 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.
Word of Life (immediate reaction) ✦ Healing
When an enemy attack reduces an ally within 20 squares of the hobgoblin bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the hobgoblin bard’s next turn.
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 8 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 +14, Athletics +14
Str 13 (+8); Dex 12 (+8); Wis 11 (+7);
Con 20 (+12); Int 14 (+9); Cha 22 (+13)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Hobgoblin Guardian Druid [Level 15 Controller]

Medium natural humanoid [XP 1200]

Initiative +11; Senses Perception +12; low-light
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 25, Will 28
Speed 6

● [m] Scythe (standard) ✦ Weapon
+15 vs. AC; 2d4 + 6 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+17 vs. Reflex; 1d8 + 10 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; +17 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
○ [C] Tidal Surge (standard)
Close blast 5; +17 vs. Fortitude; 2d6 + 10 damage, and the hobgoblin druid slides the target 3 squares.
□ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
Area burst 1 within 10; +17 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The burst creates a zone of wind and lightning that lasts until the end of the hobgoblin druid’s next turn. Any creature that enters the zone or starts its turn there is slowed until the end of the hobgoblin druid’s next turn. As a move action, the hobgoblin druid can move the zone 5 squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning damage.
Feywild Sojourn (move) ✦ Teleportation
The hobgoblin druid teleports to a safe place in the Feywild. While the hobgoblin druid is there, the hobgoblin druid can’t take any actions other than using the hobgoblin druid’s second wind and wild shape. At the end of the hobgoblin druid’s next turn or as a move action before then, the hobgoblin druid reappears in an unoccupied space within 10 squares of the space the hobgoblin druid left.
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.
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 +17, Nature +17
Str 13 (+8); Dex 14 (+9); Wis 20 (+12);
Con 20 (+12); Int 12 (+8); Cha 13 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Hobgoblin Predator Druid [Level 15 Controller]

Medium natural humanoid [XP 1200]

Initiative +13; Senses Perception +17; low-light
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Speed 7

● [m] Scythe (standard) ✦ Weapon
+15 vs. AC; 2d4 + 6 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+17 vs. Reflex; 1d8 + 10 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; +17 vs. Reflex; 1d6 + 5 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 5 fire damage.
○ [M] Claws of Retribution (standard) ✦ Beast Form
+17 vs. Reflex; 2d6 + 10 damage, and until the end of the hobgoblin druid’s next turn, the hobgoblin druid can make a melee basic attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the hobgoblin druid that hits or misses with an attack.
□ [M] Revitalizing Pounce (standard) ✦ Beast Form
+17 vs. Reflex; 3d8 + 10 damage, and remove from the hobgoblin druid every effect that a save can end. Miss: Half damage, and the hobgoblin druid makes a saving throw against each effect that a save can end.
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.
Armor of the Wild (minor) ✦ Beast Form
Until the end of the encounter, while the hobgoblin druid is in beast form, the hobgoblin druid gains resist 3 to all damage.
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 +17, Perception +17
Str 13 (+8); Dex 18 (+11); Wis 20 (+12);
Con 16 (+10); Int 12 (+8); Cha 13 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Hobgoblin Preserving Invoker [Level 15 Artillery]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +12; low-light
HP 112; Bloodied 56
Healing Surges (+28 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 28
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+14 vs. AC; 1d10 + 5 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +17 vs. Reflex; 1d8 + 10 radiant damage, and the hobgoblin invoker slides the target 1 square. The hobgoblin invoker can use this power as a ranged basic attack.
○ [A] Winds of Celestia (standard)
Area burst 1 within 10; targets enemies; +17 vs. Fortitude; 3d6 + 10 damage, and the hobgoblin invoker either slides the target 5 squares or the hobgoblin invoker slides the target 1 square and knocks it prone.
□ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
Area burst 2 within 10; targets enemies; +17 vs. Will; 4d6 + 10 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the hobgoblin invoker can teleport a creature within the zone 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 +4 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.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the hobgoblin invoker makes an attack roll against the hobgoblin invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +16, Religion +16
Str 11 (+7); Dex 13 (+8); Wis 20 (+12);
Con 16 (+10); Int 18 (+11); Cha 14 (+9)
Equipment hide armor, morningstar

-1 Level / +1 Level

Hobgoblin Wrathful Invoker [Level 15 Artillery]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +12; low-light
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 28; Fortitude 28, Reflex 25, Will 28
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+14 vs. AC; 1d10 + 5 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +17 vs. Fortitude; 1d10 + 10 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +5 radiant damage. The hobgoblin invoker can use this power as a ranged basic attack.
○ [R] Seal of the Heretic (standard)
Ranged 10; targets one, two, or three creatures; +17 vs. Will; 2d8 + 10 damage, or 3d8 + 10 damage if the hobgoblin invoker targets only one creature. The target takes a –5 penalty to all saving throws until the end of the hobgoblin invoker’s next turn.
□ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
Area wall 8 within 20; the hobgoblin invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can be up to 4 squares high, and it lasts until the end of the hobgoblin invoker’s next turn. The wall provides cover to the hobgoblin invoker and the hobgoblin invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 10 radiant damage. While the hobgoblin invoker is within 5 squares of the wall, the hobgoblin invoker can make the following attack as a standard action. Secondary Attack: Ranged 10; +17 vs. Reflex; 2d10 + 10 radiant damage. Before the attack, remove a square of the wall. Sustain Minor: The wall 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 1d6+5 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.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the hobgoblin invoker makes an attack roll against the hobgoblin invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +16, Religion +14
Str 11 (+7); Dex 13 (+8); Wis 20 (+12);
Con 20 (+12); Int 14 (+9); Cha 14 (+9)
Equipment chainmail, morningstar

-1 Level / +1 Level

Hobgoblin Bear Shaman [Level 15 Controller (Leader)]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +17; low-light
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 26; Fortitude 28, Reflex 24, Will 28
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +15 vs. AC; 1d10 + 6 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +17 vs. Will; 1d8 + 10 damage, and each ally adjacent to the hobgoblin shaman’s spirit companion gains 5 temporary hit points.
○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
Spirit melee 1; +17 vs. Fortitude; 2d6 + 10 damage. Until the end of the hobgoblin shaman’s next turn, the hobgoblin shaman and the hobgoblin shaman’s allies gain resist 9 to all damage while adjacent to the hobgoblin shaman’s spirit companion.
□ [R] Storm Guardian Spirit (standard) ✦ Thunder
Ranged 5; +17 vs. Reflex; 3d10 + 10 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5 squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and is pushed 1 square from the ally.
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 17 damage to the spirit, the spirit disappears, and the hobgoblin shaman takes 12 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 3d6 hit points. This power can only be used once per round.
Rock Shield Spirits (minor) ✦ Zone
Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the hobgoblin shaman can move the zone 5 squares.
● [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; +17 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the hobgoblin shaman’s spirit companion regains 5 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 5 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 +17, Perception +17
Str 12 (+8); Dex 13 (+8); Wis 20 (+12);
Con 20 (+12); Int 14 (+9); Cha 13 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Hobgoblin Panther Shaman [Level 15 Controller (Leader)]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +17; low-light
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 28; Fortitude 26, Reflex 26, Will 28
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +15 vs. AC; 1d10 + 6 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +17 vs. Fortitude; 1d10 + 10 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 +2 bonus to the attack roll.
○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
Spirit melee 1; +17 vs. Reflex; 2d10 + 10 damage. Until the start of the hobgoblin shaman’s next turn, if an ally adjacent to the hobgoblin shaman’s spirit companion misses with an attack, the hobgoblin shaman can use an immediate interrupt to allow that ally to reroll the attack with a +4 bonus to the attack roll.
□ [C] Searing Wind of the South (standard) ✦ Fire
Close blast 5; targets enemies; +17 vs. Fortitude; 4d6 + 10 fire damage. Miss: Half damage. Hit or Miss: The hobgoblin shaman slides each ally in the blast to another space in or adjacent to the blast.
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 17 damage to the spirit, the spirit disappears, and the hobgoblin shaman takes 12 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 3d6 hit points. This power can only be used once per round.
● [M] Spirit’s Fangs (opportunity) ✦ Spirit
When an enemy leaves a square adjacent to the hobgoblin shaman’s spirit companion without shifting.
Targets triggering enemy; +17 vs. Reflex; 1d10 + 10 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.
Spirit Summons (free)
Until the end of the encounter, the hobgoblin shaman can use the hobgoblin shaman’s call spirit companion power to conjure a second spirit companion. When the hobgoblin shaman attacks with a spirit power, the hobgoblin shaman chooses which spirit companion to use for the attack. When an effect applies to creatures adjacent to the hobgoblin shaman’s spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
Stalker Spirit
Any ally adjacent to the hobgoblin shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.

Skills Nature +17, Perception +17
Str 12 (+8); Dex 13 (+8); Wis 20 (+12);
Con 16 (+10); Int 18 (+11); Cha 13 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Hobgoblin Chaos Sorcerer [Level 15 Artillery]

Medium natural humanoid [XP 1200]

Initiative +13; Senses Perception +7; low-light
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 26; Fortitude 24, Reflex 26, Will 30
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +19 vs. AC; 1d4 + 9 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +18 vs. Will; 1d10 + 17 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: +18 vs. Will; 1d6 + 11 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] Mind Hammer (standard) ✦ Psychic
Ranged 10; +18 vs. Will; 2d10 + 17 psychic damage, and the hobgoblin sorcerer knocks the target prone. If the hobgoblin sorcerer rolled an even number on the attack roll, the target can’t stand up until the end of the hobgoblin sorcerer’s next turn. If the hobgoblin sorcerer rolled an odd number on the attack roll, the hobgoblin sorcerer slides the target 4 squares.
□ [R] Hostility Charm (standard) ✦ Charm, Psychic
Ranged 10; +18 vs. Will; 5d6 + 17 psychic damage, and as a free action, the target charges the hobgoblin sorcerer’s enemy nearest to it that it can charge and makes a melee basic attack. If the hobgoblin sorcerer rolled an even number on the attack roll, the hobgoblin sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that they provoke (save ends). Miss: Half 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.
Chaos Link (immediate reaction)
When the hobgoblin sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
Chaos Power
The hobgoblin sorcerer gains a +6 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 +13, Bluff +18
Str 14 (+9); Dex 18 (+11); Wis 11 (+7);
Con 15 (+9); Int 12 (+8); Cha 22 (+13)
Equipment cloth armor, dagger

-1 Level / +1 Level

Hobgoblin Dragon Sorcerer [Level 15 Skirmisher]

Medium natural humanoid [XP 1200]

Initiative +11; Senses Perception +7; low-light
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 26; Fortitude 26, Reflex 24, Will 30
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+18 vs. AC; 1d8 + 9 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +18 vs. Reflex; 1d8 + 17 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 4 fire damage.
○ [C] Thunder Breath (standard) ✦ Thunder
Close blast 3; +18 vs. Fortitude; 2d6 + 17 thunder damage, and the target is dazed and slowed until the end of the hobgoblin sorcerer’s next turn.
□ [C] Spitfire Furnace (standard) ✦ Fire
Close blast 3; +18 vs. Reflex; 4d10 + 17 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn within 2 squares of the hobgoblin sorcerer takes 6 fire damage.
Invert Resistance (minor)
Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance against (save ends both).
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.
Draconic Power
The hobgoblin sorcerer gains a +6 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 +13, Athletics +18
Str 18 (+11); Dex 14 (+9); Wis 11 (+7);
Con 15 (+9); Int 12 (+8); Cha 22 (+13)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Hobgoblin Earth Warden [Level 15 Brute]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +14; low-light
HP 180; Bloodied 90
Healing Surges (+45 hp) ○○
AC 32; Fortitude 28, Reflex 25, Will 25
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+19 vs. AC; 1d10 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+19 vs. AC; 1d10 + 10 damage, and the hobgoblin warden gains a +1 power bonus to AC until the end of the hobgoblin warden’s next turn.
○ [M] Ponderous Strike (standard) ✦ Weapon
+19 vs. AC; 3d10 + 10 damage. Hit or Miss: The target provokes an opportunity attack from the hobgoblin warden if it shifts before the end of the hobgoblin warden’s next turn.
Shield of Stone (minor)
The hobgoblin warden slides one ally within 5 squares by 5 squares. Until the end of the hobgoblin warden’s next turn, that ally gains resist 5 to all damage and a +2 power bonus to all defenses.
Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
The hobgoblin warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the hobgoblin warden is in this form, the hobgoblin warden gains resist 10 lightning, and the hobgoblin warden’s melee reach increases by 1. In addition, if any enemy starts its turn within 3 squares of the hobgoblin warden and the hobgoblin warden is able to take actions, that enemy is marked until the end of the hobgoblin warden’s next turn. 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: +19 vs. AC; 2d10 + 10 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage, and the target is dazed until the end of the hobgoblin warden’s next turn.
● [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 +5 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 +16, Perception +14
Str 20 (+12); Dex 13 (+8); Wis 14 (+9);
Con 20 (+12); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Hobgoblin Wild Warden [Level 15 Brute]

Medium natural humanoid [XP 1200]

Initiative +10; Senses Perception +16; low-light
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○
AC 29; Fortitude 28, Reflex 23, Will 27
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+19 vs. AC; 1d12 + 10 damage (crit 22 + 2d12), and the target is slowed until the end of the hobgoblin warden’s next turn.
○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
+19 vs. AC; 1d12 + 10 radiant damage (crit 22 + 2d12), and the target is blinded until the end of the hobgoblin warden’s next turn. If the target is bloodied, the hobgoblin warden shifts 2 squares.
Returning Strength (minor) ✦ Healing
The hobgoblin warden spends a healing surge and regains +5 additional hit points.
Form of the Charging Boar (minor) ✦ Polymorph
The hobgoblin warden assumes the guardian form of the charging boar until the end of the encounter. While the hobgoblin warden is in this form, the hobgoblin warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. 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: Before the attack, the hobgoblin warden moves the hobgoblin warden’s speed; +19 vs. Reflex; 3d12 + 10 damage (crit 46 + 2d12), and the hobgoblin warden slides the target 2 squares. Miss: Half damage, and the hobgoblin warden slides the target 1 square.
● [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; +19 vs. Fortitude; 1d12 + 10 damage (crit 22 + 2d12), and the target grants combat advantage to the hobgoblin warden and the hobgoblin warden’s allies until the end of the hobgoblin warden’s next turn.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin warden suffers an effect that a save can end.
The hobgoblin warden makes a saving throw against the effect.
Wildblood
When the hobgoblin warden uses the hobgoblin warden’s second wind, each enemy marked by the hobgoblin warden takes an additional -4 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 +18, Perception +16
Str 20 (+12); Dex 13 (+8); Wis 18 (+11);
Con 16 (+10); Int 11 (+7); Cha 14 (+9)
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.