Hobgoblin NPCs [Level 18]

Hobgoblin Battle Cleric [Level 18 Controller (Leader)]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +13; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 30, Reflex 26, Will 31
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 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] Blinding Light (standard) ✦ Radiant, Weapon
+22 vs. Fortitude; 2d10 + 11 radiant damage, and the target is blinded until the end of the hobgoblin cleric’s next turn.
□ [M] Holy Spark (standard) ✦ Lightning, Weapon
+22 vs. Will; 2d10 + 11 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.
Divine Armor (standard) ✦ Healing
The hobgoblin cleric gains a +2 power bonus to AC. The hobgoblin cleric and each ally within 3 squares gain resist 5 to all damage until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The hobgoblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +18, Religion +14
Str 21 (+14); Dex 12 (+10); Wis 19 (+13);
Con 15 (+11); Int 11 (+9); Cha 16 (+12)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Hobgoblin Devoted Cleric [Level 18 Controller (Leader)]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +14; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 27, Reflex 26, Will 32
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 8 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +20 vs. Reflex; 1d8 + 11 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.
○ [C] Thunderous Word (standard) ✦ Thunder
Close blast 5; targets enemies; +20 vs. Reflex; 3d6 + 11 thunder damage, and the target is pushed 8 squares. Hit or Miss: Allies in the blast can shift 1 square.
□ [C] Seal of Warding (standard) ✦ Radiant, Zone
Close burst 3; targets enemies; +20 vs. Will; 4d10 + 11 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.
Hallowed Ground (standard) ✦ Zone
Close burst 5. The burst creates a zone of hallowed ground. The hobgoblin cleric and any allies gain the following benefits while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The hobgoblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +19, Religion +14
Str 14 (+11); Dex 12 (+10); Wis 21 (+14);
Con 15 (+11); Int 11 (+9); Cha 21 (+14)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Hobgoblin Greatweapon Fighter [Level 18 Soldier]

Medium natural humanoid [XP 2000]

Initiative +13; Senses Perception +10; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 32; Fortitude 32, Reflex 27, Will 27
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +22 vs. AC; 1d6 + 11 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 5 damage.
○ [M] Mountain Breaking Blow (standard) ✦ Weapon
+22 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the hobgoblin fighter can shift the same distance the hobgoblin fighter pushed the target. The hobgoblin fighter must end the move adjacent to the target.
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 + 6 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.
Iron Warrior (minor) ✦ Healing
The hobgoblin fighter spends a healing surge, regaining an additional 2d6 + 5 hit points, and makes a saving throw against one effect that a save can end.
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 +21, Intimidate +16
Str 21 (+14); Dex 14 (+11); Wis 13 (+10);
Con 21 (+14); Int 11 (+9); Cha 14 (+11)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Hobgoblin Guardian Fighter [Level 18 Soldier]

Medium natural humanoid [XP 2000]

Initiative +15; Senses Perception +10; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 34; Fortitude 32, Reflex 31, Will 27
Speed 5

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+23 vs. AC; 1d8 + 11 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] Warrior’s Challenge (standard) ✦ Weapon
+23 vs. AC; 3d8 + 11 damage, and the target is pushed 2 squares. All of the hobgoblin fighter’s enemies within 2 squares of the target are marked until the end of the hobgoblin fighter’s next turn.
□ [M] Dragon’s Fangs (standard) ✦ Weapon
Two attacks against one or two creatures; +23 vs. AC; 3d8 + 11 damage. Miss: Half damage.
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.
Interposing Shield (immediate interrupt)
When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
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 +15, Intimidate +16
Str 21 (+14); Dex 19 (+13); Wis 13 (+10);
Con 16 (+12); Int 11 (+9); Cha 14 (+11)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Avenging Paladin [Level 18 Soldier]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +11; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 31, Reflex 27, Will 31
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+23 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+23 vs. AC; 1d10 + 11 radiant damage. If the hobgoblin paladin has marked the target, the hobgoblin paladin gains a +2 bonus to the damage roll.
○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
+23 vs. AC; 3d10 + 11 damage, and the target is pushed 5 squares. The target can’t move nearer to the hobgoblin paladin on its next turn.
□ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
Usable only while bloodied.
+23 vs. AC; 4d10 + 11 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.
□□ 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.
Angelic Intercession (immediate interrupt) ✦ Teleportation
When an ally within 5 squares of the hobgoblin paladin is hit by an attack.
The hobgoblin paladin teleports adjacent to the ally and is hit by the attack instead.

Skills Intimidate +19, Religion +14
Str 21 (+14); Dex 12 (+10); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 21 (+14)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Hobgoblin Protecting Paladin [Level 18 Soldier]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +11; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 35; Fortitude 30, Reflex 29, Will 32
Speed 5

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 10 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+24 vs. AC; 1d8 + 12 damage, and the hobgoblin paladin gains 2 temporary hit points.
○ [M] Enervating Smite (standard) ✦ Weapon
+24 vs. Will; 2d8 + 12 damage, and the target is weakened until the end of the hobgoblin paladin’s next turn.
□ [R] True Nemesis (standard)
Ranged 5; +21 vs. Will; 2d10 + 12 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: +21 vs. Will; 2d10 + 12 damage. Miss: Half damage.
Death Ward (standard) ✦ Healing
The hobgoblin paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
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 +20, Religion +14
Str 19 (+13); Dex 12 (+10); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 23 (+15)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Archer Ranger [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +16; Senses Perception +16; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 30, Reflex 31, Will 27
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 10 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+22 vs. AC; 1d6 + 10 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +22 vs. AC; 1d10 + 11 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
○ [R] Triple Shot (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 11 damage per attack.
□ [R] Confounding Arrows (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 11 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).
Momentary Respite (standard)
The hobgoblin ranger shifts 2 squares and makes a saving throw. The hobgoblin ranger is no longer marked by any enemy.
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.
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 +16, Stealth +18
Str 19 (+13); Dex 21 (+14); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Hobgoblin Two-Blade Ranger [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +15; Senses Perception +16; low-light
HP 177; Bloodied 88
Healing Surges (+44 hp) ○○
AC 32; Fortitude 31, Reflex 30, Will 27
Speed 6

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 1d8 + 11 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+23 vs. AC; 1d8 + 11 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +21 vs. AC; 1d10 + 10 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +23/+23 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage (off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
○ [C] Cheetah’s Rake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +23 vs. AC; 1d8 + 11 damage, and the target is immobilized and knocked prone until the end of the hobgoblin ranger’s next turn.
□ [M] Blade Cascade (standard) ✦ Weapon
Attack one or more creatures.
Longsword (main): +23 vs. AC; 2d8 + 11 damage.
Longsword (off hand): +23 vs. AC; 2d8 + 11 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.
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 the Blow (immediate interrupt)
When an enemy hits the hobgoblin ranger with a melee attack.
Shift 1 square away from the enemy.
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 +16, Perception +16
Str 21 (+14); Dex 19 (+13); Wis 14 (+11);
Con 15 (+11); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Hobgoblin Brawny Rogue [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +16; Senses Perception +10; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 28
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+22 vs. AC; 1d6 + 10 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +23 vs. AC; 1d6 + 11 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+23 vs. Reflex; 1d6 + 11 damage.
○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
Short Sword: +23 vs. Fortitude; 3d6 + 11 damage.
Shuriken: Ranged 6/12; +23 vs. Fortitude; 3d6 + 11 damage.
Hit: If the target attacks the hobgoblin rogue before the start of the hobgoblin rogue’s next turn, the hobgoblin rogue can attack it again as an immediate interrupt.
Short Sword: +23 vs. Fortitude; 2d6 + 11 damage.
Shuriken: Ranged 6/12; +23 vs. Fortitude; 2d6 + 11 damage.
□ [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. +23 vs. Reflex; 2d6 + 11 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.
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.
Leaping Dodge (immediate interrupt)
When an enemy targets the hobgoblin rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
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 +19, Thievery +19
Str 19 (+13); Dex 21 (+14); Wis 12 (+10);
Con 15 (+11); Int 11 (+9); Cha 16 (+12)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Hobgoblin Trickster Rogue [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +16; Senses Perception +15; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 27, Reflex 32, Will 30
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+20 vs. AC; 1d6 + 8 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
The hobgoblin rogue can move 2 squares before the attack.
○ [M/R] Hounding Strike (standard) ✦ Weapon
Short Sword: +23 vs. Will; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +22 vs. Will; 3d6 + 11 damage.
Hit: Until the end of the hobgoblin rogue’s next turn, the hobgoblin rogue gains combat advantage against the target and a +1 power bonus to all defenses against its attacks.
□ [M/R] Slaying Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 3d6 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 13 damage (short sword) or 5d6 + 13 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
Hide in Plain Sight (minor)
The hobgoblin rogue must already be hidden to use this power. The hobgoblin rogue is invisible until the hobgoblin rogue leaves the hobgoblin rogue’s current square. No other action that the hobgoblin rogue performs makes the hobgoblin rogue visible.
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 +19, Thievery +19
Str 14 (+11); Dex 21 (+14); Wis 12 (+10);
Con 15 (+11); Int 11 (+9); Cha 21 (+14)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Hobgoblin Fey-Pact Warlock [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +10; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 31; Fortitude 28, Reflex 30, Will 32
Speed 6

● [m] Spear (standard) ✦ Weapon
+17 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +21 vs. Will; 1d6 + 12 psychic damage, and the hobgoblin warlock is invisible to the target until the start of the hobgoblin warlock’s next turn.
○ [R] Thirsting Tendrils (standard) ✦ Healing
Ranged 10; +21 vs. Fortitude; 3d6 + 12 damage, and the hobgoblin warlock can spend a healing surge, regaining an additional +4 hit points.
□ [R] Curse of the Golden Mist (standard) ✦ Charm
Ranged 10; +21 vs. Will; The target loses its next standard action. Sustain Standard: Make a +21 vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.
Infuriating Elusiveness (move) ✦ Illusion, Teleportation
The hobgoblin warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the hobgoblin warlock’s next turn.
Warlock’s Curse (minor)
The hobgoblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the hobgoblin warlock can deal an extra 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 +18, Bluff +20
Str 11 (+9); Dex 12 (+10); Wis 13 (+10);
Con 16 (+12); Int 19 (+13); Cha 23 (+15)
Equipment leather armor, spear

-1 Level / +1 Level

Hobgoblin Infernal-Pact Warlock [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +10; low-light
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 31; Fortitude 31, Reflex 30, Will 29
Speed 6

● [m] Mace (standard) ✦ Weapon
+17 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +21 vs. Reflex; 1d6 + 12 fire damage. If the hobgoblin warlock takes damage before the end of the hobgoblin warlock’s next turn, the target takes an extra 1d6 + 12 fire damage.
○ [R] Warlock’s Bargain (standard)
Ranged 5; +21 vs. Fortitude; the hobgoblin warlock takes 14 damage, and the target takes 3d10 + 21 damage.
□ [R] Fireswarm (standard) ✦ Fire, Poison
Ranged 10; +21 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +21 vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + 12 fire and poison damage. On a miss, the hobgoblin warlock deals half damage and the power ends.
Cloak of Shadow (move)
The hobgoblin warlock can fly a number of squares equal to the hobgoblin warlock’s speed + 2. If the hobgoblin warlock doesn’t land at the end of this move, the hobgoblin warlock falls. Until the end of the hobgoblin warlock’s next turn, the hobgoblin warlock is insubstantial, and the hobgoblin warlock cannot affect, attack, or use powers on creatures or objects.
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 18 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 +18, Intimidate +17
Str 11 (+9); Dex 13 (+10); Wis 12 (+10);
Con 23 (+15); Int 19 (+13); Cha 16 (+12)
Equipment leather armor, mace

-1 Level / +1 Level

Hobgoblin Star-Pact Warlock [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +10; low-light
HP 175; Bloodied 87
Healing Surges (+43 hp) ○○
AC 29; Fortitude 31, Reflex 28, Will 31
Speed 6

● [m] Sickle (standard) ✦ Weapon
+17 vs. AC; 1d6 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +21 vs. Reflex; 1d10 + 12 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +21 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the hobgoblin warlock on its next turn, it takes an extra 1d6 + 12 damage.
○ [R] Strand of Fate (standard)
Ranged 10; +20 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 12 to all attacks until the end of the hobgoblin warlock’s next turn.
□ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
Area burst 1 within 10; +21 vs. Fortitude; 4d10 + 12 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 +21 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 12 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.
Eye of the Warlock (minor)
Ranged 10; the hobgoblin warlock sees through the target’s eyes. The target is not aware that the hobgoblin warlock is doing so. The hobgoblin warlock has line of sight and line of effect from the target for the hobgoblin warlock’s attacks. The hobgoblin warlock’s warlock powers can originate in the target’s square. Each time the hobgoblin warlock uses a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends).
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock gains a +1 bonus to a single d20 roll the hobgoblin warlock makes during the hobgoblin warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin warlock suffers an effect that a save can end.
The hobgoblin warlock makes a saving throw against the effect.

Skills Arcana +16, Insight +15
Str 11 (+9); Dex 13 (+10); Wis 12 (+10);
Con 23 (+15); Int 14 (+11); Cha 21 (+14)
Equipment leather armor, sickle

-1 Level / +1 Level

Hobgoblin Inspiring Warlord [Level 18 Soldier (Leader)]

Medium natural humanoid [XP 2000]

Initiative +14; Senses Perception +9; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 31; Fortitude 31, Reflex 27, Will 31
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +22 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M] Furious Smash (standard) ✦ Weapon
+22 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] Battle On (standard) ✦ Weapon
+22 vs. AC; 3d10 + 11 damage, and every ally within 5 squares of the hobgoblin warlord makes a saving throw with a +5 bonus.
□ [M] Renew the Troops (standard) ✦ Healing, Weapon
+22 vs. AC; 3d10 + 11 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.
Warlord’s Banner (standard) ✦ Healing
Each ally within 5 squares can spend a healing surge. Until the end of the hobgoblin warlord’s next turn, each target gains a +2 power bonus to attack rolls.
○○○ Inspiring Word (minor) ✦ Healing
The hobgoblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 14 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 +14, History +18
Str 21 (+14); Dex 12 (+10); Wis 11 (+9);
Con 15 (+11); Int 14 (+11); Cha 21 (+14)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Hobgoblin Tactical Warlord [Level 18 Soldier (Leader)]

Medium natural humanoid [XP 2000]

Initiative +14; Senses Perception +9; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 33; Fortitude 31, Reflex 30, Will 29
Speed 6

● [m] Longsword (standard) ✦ Weapon
+23 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+23 vs. AC; 1d8 + 11 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] Thunderous Fury (standard) ✦ Weapon
+23 vs. AC; 3d8 + 11 damage, and the target is dazed until the end of the hobgoblin warlord’s next turn. Until the end of the hobgoblin warlord’s next turn, the hobgoblin warlord’s allies gain a +4 power bonus to attack rolls against the target.
□ [M] Make Them Bleed (standard) ✦ Weapon
+23 vs. AC; 3d8 + 11 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).
White Raven Formation (standard)
Each ally within 5 squares can take a move action.
○○○ Inspiring Word (minor) ✦ Healing
The hobgoblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power can only be used once per round.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin warlord suffers an effect that a save can end.
The hobgoblin warlord makes a saving throw against the effect.
Tactical Presence
When an ally the hobgoblin warlord can see spends an action point to make an extra attack, the ally gains a +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 +14, History +20
Str 21 (+14); Dex 12 (+10); Wis 11 (+9);
Con 15 (+11); Int 19 (+13); Cha 16 (+12)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Control Wizard [Level 18 Artillery]

Medium natural humanoid [XP 2000]

Initiative +13; Senses Perception +13; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 30; Fortitude 27, Reflex 30, Will 31
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+17 vs. AC; 1d8 + 6 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +20 vs. Fortitude; 1d6 + 11 cold damage, and the target is slowed until the end of the hobgoblin wizard’s next turn.
○ [A] Crushing Titan’s Fist (standard) ✦ Force
Area burst 2 within 20; +20 vs. Reflex; 3d8 + 11 force damage, and the target is immobilized until the end of the hobgoblin wizard’s next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends at the end of the hobgoblin wizard’s next turn, and the hobgoblin wizard can dismiss it as a minor action.
□ [C] Prismatic Beams (standard) ✦ Fire, Poison
Close burst 5; targets enemies; +20 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 + 11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 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.
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.
Displacement (immediate interrupt) ✦ Illusion
When a ranged or a melee attack hits the hobgoblin wizard or one ally within 5 squares.
The attacker must reroll the attack roll.

Skills Arcana +19, Insight +18
Str 11 (+9); Dex 14 (+11); Wis 19 (+13);
Con 15 (+11); Int 21 (+14); Cha 14 (+11)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Hobgoblin War Wizard [Level 18 Artillery]

Medium natural humanoid [XP 2000]

Initiative +15; Senses Perception +11; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 30; Fortitude 27, Reflex 30, Will 29
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+17 vs. AC; 1d8 + 6 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +20 vs. Reflex; 1d6 + 11 fire damage.
○ [R] Force Volley (standard) ✦ Force
Ranged 20; targets one, two, or three creatures, one attack per target; +20 vs. Reflex; 3d6 + 11 force damage, and the target is dazed 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] Blast of Cold (standard) ✦ Cold
Close blast 5; targets enemies; +20 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends).
Stoneskin (standard)
The hobgoblin wizard or one ally touched by the hobgoblin wizard gains resist 10 to all damage until the end of the encounter or for 5 minutes.
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 +19, History +21
Str 11 (+9); Dex 19 (+13); Wis 14 (+11);
Con 15 (+11); Int 21 (+14); Cha 14 (+11)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Hobgoblin Isolating Avenger [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +14; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 28, Reflex 30, Will 31
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+20 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +19 vs. AC; 1d6 + 8 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+23 vs. AC; 1d10 + 11 damage, and the hobgoblin avenger shifts 1 square, sliding the target 1 square into the space the hobgoblin avenger occupied.
○ [M] Warding Blade (standard) ✦ Thunder, Weapon
+23 vs. AC; 2d10 + 11 thunder damage, and the hobgoblin avenger pushes any enemy within 2 squares of the hobgoblin avenger, other than the target, 2 squares. Until the end of the hobgoblin avenger’s next turn, if any enemy other than the target enters a square adjacent to the hobgoblin avenger or hits or misses the hobgoblin avenger from a square within the hobgoblin avenger’s reach, the hobgoblin avenger can make a melee basic attack against that enemy as an opportunity action. The hobgoblin avenger gains a +4 power bonus to the attack roll of the melee basic attack.
□ [M] Aspect of Fury (standard) ✦ Weapon
+23 vs. AC; 3d10 + 11 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.
○ [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.
Bulwark of Defiance (no action)
When the hobgoblin avenger fails a saving throw other than a death saving throw.
Until the end of the hobgoblin avenger’s next turn, the effect the hobgoblin avenger failed the saving throw against doesn’t affect the hobgoblin avenger, but the hobgoblin avenger makes saving throws against it as normal.
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 +18, Religion +18
Str 14 (+11); Dex 12 (+10); Wis 21 (+14);
Con 15 (+11); Int 19 (+13); Cha 13 (+10)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Hobgoblin Pursuing Avenger [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +15; Senses Perception +14; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 32; Fortitude 28, Reflex 30, Will 31
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+20 vs. AC; 1d10 + 8 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +21 vs. AC; 1d8 + 10 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+23 vs. AC; 1d10 + 11 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.
○ [M] Ready the Final Blow (standard) ✦ Weapon
+23 vs. AC; 2d10 + 11 damage, and the target is immobilized until the end of the hobgoblin avenger’s next turn. The hobgoblin avenger gains a +6 bonus to the hobgoblin avenger’s next attack roll against the target before the end of the hobgoblin avenger’s next turn.
□ [R] Sigil of Carceri (standard) ✦ Force
Ranged 10; +20 vs. Fortitude; 2d10 + 11 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.
Astral Cloak (minor) ✦ Illusion
The hobgoblin avenger becomes invisible until the end of the hobgoblin avenger’s turn.
○ [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 +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 +15, Stealth +18
Str 14 (+11); Dex 19 (+13); Wis 21 (+14);
Con 15 (+11); Int 12 (+10); Cha 13 (+10)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Hobgoblin Rageblood Barbarian [Level 18 Brute]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +15; low-light
HP 211; Bloodied 105
Healing Surges (+52 hp) ○○
AC 31; Fortitude 32, Reflex 28, Will 28
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+22 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 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.
○ [M] Vigorous Strike (standard) ✦ Weapon
+22 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the hobgoblin barbarian gains 14 temporary hit points.
□ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
+22 vs. AC; 4d12 + 11 damage (crit 59 + 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.
Primal Resistance (minor) ✦ Stance
Until the stance ends, the hobgoblin barbarian gains resist 10 against a damage type of the hobgoblin barbarian’s choice: acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the hobgoblin barbarian uses another stance power.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin barbarian suffers an effect that a save can end.
The hobgoblin barbarian makes a saving throw against the effect.
Swift Charge (free)
When the hobgoblin barbarian’s attack reduces an enemy to 0 hit points.
The hobgoblin barbarian charges an enemy.
Rageblood Vigor
Whenever the hobgoblin barbarian’s attack reduces an enemy to 0 hit points, the hobgoblin barbarian gains 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 +20, Perception +15
Str 21 (+14); Dex 13 (+10); Wis 12 (+10);
Con 21 (+14); Int 11 (+9); Cha 16 (+12)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Hobgoblin Thaneborn Barbarian [Level 18 Brute]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +15; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○
AC 31; Fortitude 32, Reflex 28, Will 30
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+22 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 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] Devastating Blow (standard) ✦ Weapon
+22 vs. AC; 4d12 + 11 damage (crit 59 + 2d12), and the target takes a –5 penalty to AC until the end of the hobgoblin barbarian’s next turn.
□ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
+22 vs. AC; 3d12 + 11 damage (crit 47 + 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.
Spur the Cycle (free)
When the hobgoblin barbarian reducees an enemy to 0 hit points during the hobgoblin barbarian’s turn.
The hobgoblin barbarian takes a standard action.
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 +20, Perception +15
Str 21 (+14); Dex 13 (+10); Wis 12 (+10);
Con 16 (+12); Int 11 (+9); Cha 21 (+14)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Hobgoblin Cunning Bard [Level 18 Controller (Leader)]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +14; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 33; Fortitude 28, Reflex 31, Will 32
Speed 6

● [m] Longsword (standard) ✦ Weapon
+19 vs. AC; 1d8 + 7 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +21 vs. Will; 1d6 + 12 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the hobgoblin bard’s next turn.
○ [R] Shout of Evasion (standard) ✦ Thunder
Ranged 10; +21 vs. Reflex; 2d8 + 12 thunder damage, and the hobgoblin bard and each ally within 10 squares of the hobgoblin bard can shift 5 squares as a free action.
□ [R] Confusing Chorus (standard) ✦ Charm, Psychic
Ranged 10; +21 vs. Will; 3d6 + 12 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.
Blink Zone (standard) ✦ Teleportation, Zone
Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the hobgoblin bard’s next turn. While within the zone, the hobgoblin bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action. Sustain Minor: The zone persists.
○○○ Majestic Word (minor) ✦ Healing
The hobgoblin bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 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.
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 +18, Bluff +20
Str 13 (+10); Dex 12 (+10); Wis 11 (+9);
Con 16 (+12); Int 19 (+13); Cha 23 (+15)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Hobgoblin Valorous Bard [Level 18 Controller (Leader)]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +14; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 32
Speed 5

● [m] Longsword (standard) ✦ Weapon
+19 vs. AC; 1d8 + 7 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+24 vs. AC; 1d8 + 12 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] Song of Summons (standard) ✦ Teleportation, Weapon
+24 vs. AC; 2d8 + 12 damage, and the hobgoblin bard teleports an ally within 10 squares of the hobgoblin bard to a space adjacent to the hobgoblin bard and gains a +5 power bonus to attack rolls against the target.
□ [M] Quick Steel Dance (standard) ✦ Weapon
+24 vs. AC; 3d8 + 12 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 3d6 + 6 hit points. This power can only be used once per round. The hobgoblin bard can also slide the target 1 square.
Chorus of Recovery (minor)
Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the hobgoblin bard’s next turn. When the hobgoblin bard moves, the zone moves with the hobgoblin bard, remaining centered on the hobgoblin bard. Any ally who starts his or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin bard suffers an effect that a save can end.
The hobgoblin bard makes a saving throw against the effect.
Virtue of Valor
Once per round, when any ally within 5 squares of the hobgoblin bard reduces an enemy to 0 hit points or bloodies an enemy, the hobgoblin bard can grant 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 +16, Athletics +16
Str 13 (+10); Dex 12 (+10); Wis 11 (+9);
Con 21 (+14); Int 14 (+11); Cha 23 (+15)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Hobgoblin Guardian Druid [Level 18 Controller]

Medium natural humanoid [XP 2000]

Initiative +13; Senses Perception +14; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 33; Fortitude 30, Reflex 28, Will 31
Speed 6

● [m] Scythe (standard) ✦ Weapon
+18 vs. AC; 2d4 + 7 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+20 vs. Reflex; 1d8 + 11 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; +20 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
○ [A] Windstorm (standard)
Area burst 1 within 10; +20 vs. Fortitude; 3d6 + 11 damage, and the target slides 6 squares.
□ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
Area burst 1 within 10; +20 vs. Reflex; 2d6 + 11 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.
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.
Howl of the Wild (minor) ✦ Beast Form, Healing
The hobgoblin druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
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 +19, Nature +19
Str 13 (+10); Dex 14 (+11); Wis 21 (+14);
Con 21 (+14); Int 12 (+10); Cha 13 (+10)
Equipment hide armor, scythe

-1 Level / +1 Level

Hobgoblin Predator Druid [Level 18 Controller]

Medium natural humanoid [XP 2000]

Initiative +15; Senses Perception +19; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 32; Fortitude 28, Reflex 30, Will 31
Speed 7

● [m] Scythe (standard) ✦ Weapon
+18 vs. AC; 2d4 + 7 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+20 vs. Reflex; 1d8 + 11 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; +20 vs. Reflex; 1d6 + 6 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] Scavenger’s Prize (standard) ✦ Beast Form
+20 vs. Fortitude; 3d10 + 11 damage, the hobgoblin druid grabs the target and shifts 4 squares, pulling the target with the hobgoblin druid.
□ [M] Revitalizing Pounce (standard) ✦ Beast Form
+20 vs. Reflex; 3d8 + 11 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.
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.
Insect Plague (free)
Until the end of the encounter, the hobgoblin druid can use wild shape to assume the form of a cloud of insects. In this form, the hobgoblin druid gains a fly speed equal to the hobgoblin druid’s speed, and the hobgoblin druid can hover. The hobgoblin druid also becomes insubstantial. When the hobgoblin druid squeezes, the hobgoblin druid can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. The hobgoblin druid can’t attack, pick up anything, or manipulate objects. Until this power ends, the hobgoblin druid can use wild shape to change among this form, another beast form, and the hobgoblin druid’s humanoid form.
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 +19, Perception +19
Str 13 (+10); Dex 19 (+13); Wis 21 (+14);
Con 16 (+12); Int 12 (+10); Cha 13 (+10)
Equipment hide armor, scythe

-1 Level / +1 Level

Hobgoblin Preserving Invoker [Level 18 Artillery]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +14; low-light
HP 130; Bloodied 65
Healing Surges (+32 hp) ○○
AC 32; Fortitude 29, Reflex 30, Will 31
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+17 vs. AC; 1d10 + 6 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +20 vs. Reflex; 1d8 + 11 radiant damage, and the hobgoblin invoker slides the target 1 square. The hobgoblin invoker can use this power as a ranged basic attack.
○ [A] Glyph of Three Blades (standard)
Area burst 1 within 10; +20 vs. Reflex; 2d8 + 11 damage. If the target moves more than 1 square before the end of the hobgoblin invoker’s next turn, the target takes 9 damage.
□ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
Area burst 2 within 10; targets enemies; +20 vs. Will; 4d6 + 11 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.
Shield of Justice (immediate interrupt)
When an enemy within 10 squares of the hobgoblin invoker makes an attack roll against the hobgoblin invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the hobgoblin invoker’s next turn, any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
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 +18, Religion +18
Str 11 (+9); Dex 13 (+10); Wis 21 (+14);
Con 16 (+12); Int 19 (+13); Cha 14 (+11)
Equipment hide armor, morningstar

-1 Level / +1 Level

Hobgoblin Wrathful Invoker [Level 18 Artillery]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +14; low-light
HP 135; Bloodied 67
Healing Surges (+33 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 31
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+17 vs. AC; 1d10 + 6 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +20 vs. Fortitude; 1d10 + 11 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] Blood Debt (standard) ✦ Radiant
Ranged 10; +20 vs. Will; 3d10 + 11 radiant damage, and until the end of the hobgoblin invoker’s next turn, each creature that the target attacks gains a +6 bonus to its next attack roll against the target.
□ [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 + 11 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; +20 vs. Reflex; 2d10 + 11 radiant damage. Before the attack, remove a square of the wall. Sustain Minor: The wall persists.
Walk Between Worlds (minor)
The hobgoblin invoker or one ally within 10 squares gains phasing until the end of the hobgoblin invoker’s next turn. Sustain Minor: The effect 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.
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 +18, Religion +16
Str 11 (+9); Dex 13 (+10); Wis 21 (+14);
Con 21 (+14); Int 14 (+11); Cha 14 (+11)
Equipment chainmail, morningstar

-1 Level / +1 Level

Hobgoblin Bear Shaman [Level 18 Controller (Leader)]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +19; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○
AC 29; Fortitude 31, Reflex 27, Will 31
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +18 vs. AC; 1d10 + 7 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +20 vs. Will; 1d8 + 11 damage, and each ally adjacent to the hobgoblin shaman’s spirit companion gains 5 temporary hit points.
○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
Ranged 10; +20 vs. Will; 3d6 + 11 damage, and each ally adjacent to the hobgoblin shaman’s spirit companion can spend a healing surge and regains an additional 10 hit points.
□ [R] Storm Guardian Spirit (standard) ✦ Thunder
Ranged 5; +20 vs. Reflex; 3d10 + 11 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 19 damage to the spirit, the spirit disappears, and the hobgoblin shaman takes 14 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 4d6 hit points. This power can only be used once per round.
Fate Weaver’s Shield (minor)
One ally within 5 squares gains a +5 bonus to all defenses until the end of the hobgoblin shaman’s next turn or until it attacks.
● [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; +20 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 +19, Perception +19
Str 12 (+10); Dex 13 (+10); Wis 21 (+14);
Con 21 (+14); Int 14 (+11); Cha 13 (+10)
Equipment leather armor, longspear

-1 Level / +1 Level

Hobgoblin Panther Shaman [Level 18 Controller (Leader)]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +19; low-light
HP 168; Bloodied 84
Healing Surges (+42 hp) ○○
AC 31; Fortitude 29, Reflex 29, Will 31
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +18 vs. AC; 1d10 + 7 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +20 vs. Fortitude; 1d10 + 11 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.
○ [R] Shackles of the Mountain (standard)
Ranged 10; targets one or two creatures; +20 vs. Reflex; 2d10 + 11 damage. Until the end of the hobgoblin shaman’s next turn, any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the hobgoblin shaman’s spirit companion.
□ [C] Searing Wind of the South (standard) ✦ Fire
Close blast 5; targets enemies; +20 vs. Fortitude; 4d6 + 11 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 19 damage to the spirit, the spirit disappears, and the hobgoblin shaman takes 14 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 4d6 hit points. This power can only be used once per round.
Spirits of the Dancing Zephyr (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the hobgoblin shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action, the hobgoblin shaman can move the zone 5 squares.
● [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; +20 vs. Reflex; 1d10 + 11 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 +4 bonus to damage rolls against bloodied enemies.

Skills Nature +19, Perception +19
Str 12 (+10); Dex 13 (+10); Wis 21 (+14);
Con 16 (+12); Int 19 (+13); Cha 13 (+10)
Equipment leather armor, longspear

-1 Level / +1 Level

Hobgoblin Chaos Sorcerer [Level 18 Artillery]

Medium natural humanoid [XP 2000]

Initiative +15; Senses Perception +9; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 29; Fortitude 27, Reflex 29, Will 33
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +22 vs. AC; 1d4 + 10 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +21 vs. Will; 1d10 + 18 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: +21 vs. Will; 1d6 + 12 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] Thunder Summons (standard) ✦ Teleportation, Thunder
Ranged 10; targets one, two, or three creatures; +21 vs. Will; 3d8 + 18 thunder damage, and the hobgoblin sorcerer teleports the target to a space adjacent to the hobgoblin sorcerer’s enemy that is nearest to it. If the hobgoblin sorcerer rolled an even number on the attack roll, the hobgoblin sorcerer can teleport the target to a space adjacent to the hobgoblin sorcerer’s ally, not the hobgoblin sorcerer’s enemy, who is nearest to it.
□ [R] Hostility Charm (standard) ✦ Charm, Psychic
Ranged 10; +21 vs. Will; 5d6 + 18 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 Echoes (immediate reaction)
When the hobgoblin sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
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 +15, Bluff +20
Str 14 (+11); Dex 19 (+13); Wis 11 (+9);
Con 15 (+11); Int 12 (+10); Cha 23 (+15)
Equipment cloth armor, dagger

-1 Level / +1 Level

Hobgoblin Dragon Sorcerer [Level 18 Skirmisher]

Medium natural humanoid [XP 2000]

Initiative +13; Senses Perception +9; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○
AC 29; Fortitude 29, Reflex 27, Will 33
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +21 vs. Reflex; 1d8 + 18 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] Spitfire Furnace (standard) ✦ Fire
Close blast 3; +21 vs. Reflex; 4d10 + 18 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.
Draconic Majesty (minor) ✦ Fear, Zone
Close burst 3; the burst creates a zone of fear that lasts until the end of the hobgoblin sorcerer’s next turn. When the hobgoblin sorcerer moves, the zone moves with the hobgoblin sorcerer, remaining centered on the hobgoblin sorcerer. The zone is difficult terrain for the hobgoblin sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
When an enemy moves into a space where it flanks the hobgoblin sorcerer.
Targets the triggering creature; +21 vs. Reflex; 2d10 + 18 lightning damage and the hobgoblin sorcerer pushes the target 4 squares.
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 +15, Athletics +20
Str 19 (+13); Dex 14 (+11); Wis 11 (+9);
Con 15 (+11); Int 12 (+10); Cha 23 (+15)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Hobgoblin Earth Warden [Level 18 Brute]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +16; low-light
HP 211; Bloodied 105
Healing Surges (+52 hp) ○○
AC 35; Fortitude 31, Reflex 28, Will 28
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage, and the hobgoblin warden gains a +1 power bonus to AC until the end of the hobgoblin warden’s next turn.
○ [M] Eager Vine Strike (standard) ✦ Weapon
+22 vs. AC; 2d10 + 11 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the hobgoblin warden’s next turn.
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: +22 vs. AC; 2d10 + 11 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.
Cleansing Earth (immediate reaction)
When the hobgoblin warden is subjected to an effect that a save can end.
The hobgoblin warden makes a saving throw against the triggering effect, with a +5 power bonus.
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 +18, Perception +16
Str 21 (+14); Dex 13 (+10); Wis 14 (+11);
Con 21 (+14); Int 11 (+9); Cha 14 (+11)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Hobgoblin Wild Warden [Level 18 Brute]

Medium natural humanoid [XP 2000]

Initiative +12; Senses Perception +18; low-light
HP 206; Bloodied 103
Healing Surges (+51 hp) ○○
AC 32; Fortitude 31, Reflex 26, Will 30
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 11 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+22 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the hobgoblin warden’s next turn.
○ [M] Razorleaf Cut (standard) ✦ Weapon
+22 vs. Fortitude; 2d12 + 15 damage (crit 39 + 2d12), and the target is weakened until the end of the hobgoblin warden’s next turn.
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; +22 vs. Reflex; 3d12 + 11 damage (crit 47 + 2d12), and the hobgoblin warden slides the target 2 squares. Miss: Half damage, and the hobgoblin warden slides the target 1 square.
Verdant Life (minor) ✦ Healing
The hobgoblin warden can spend two healing surges.
● [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; +22 vs. Fortitude; 1d12 + 11 damage (crit 23 + 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 +20, Perception +18
Str 21 (+14); Dex 13 (+10); Wis 19 (+13);
Con 16 (+12); Int 11 (+9); Cha 14 (+11)
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.