Hobgoblin NPCs [Level 23]
Hobgoblin Battle Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +16; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 36, Reflex 31, Will 37
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the hobgoblin cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 15 damage. The next attack roll the hobgoblin cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +28 vs. AC; 3d10 + 15 damage. Miss: Half damage. Hit or Miss: The hobgoblin cleric and each ally within 5 squares
of the hobgoblin cleric regains hit points as if the hobgoblin cleric had each spent a healing surge.
- □ Purify (standard)
- Every effect that a save can end is removed from the hobgoblin cleric and each ally within 10 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The hobgoblin cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +21, Religion +17
Str 22 (+17); Dex 13 (+12); Wis 20 (+16);
Con 16 (+14); Int 12 (+12); Cha 17 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Devoted Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 33, Reflex 31, Will 38
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +26 vs. Reflex; 2d8 + 15 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The hobgoblin cleric and
each ally in the burst gain a +6 power bonus to AC until the end of the hobgoblin cleric’s next turn and can spend a healing
surge. Add +6 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the hobgoblin cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 15 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The hobgoblin cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains
hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it
can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the hobgoblin cleric within
5 squares of its previous location.
- ○○○ Healing Word (minor) ✦ Healing
- The hobgoblin cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +22, Religion +17
Str 15 (+13); Dex 13 (+12); Wis 22 (+17);
Con 16 (+14); Int 12 (+12); Cha 22 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Greatweapon Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +13; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 38, Reflex 32, Will 32
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 21 damage (crit 69 + 3d12).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12). Miss: Half damage. Hit or
Miss: Until the start of the hobgoblin fighter’s next turn, the hobgoblin fighter can make a secondary attack as a free
action against any enemy that starts its turn adjacent to the hobgoblin fighter. Secondary Attack: +28 vs. AC; 1d12
+ 15 damage (crit 27 + 3d12).
- ○ 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.
- □ No Surrender (no action) ✦ Healing
- When the hobgoblin fighter’s hit points drop to 0 or lower.
The hobgoblin fighter regains hit points up to one-half the hobgoblin fighter’s maximum hit points. However, the hobgoblin
fighter takes a –2 penalty to attack rolls until the end of the encounter.
- 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 +24, Intimidate +18
Str 22 (+17); Dex 15 (+13); Wis 14 (+13);
Con 22 (+17); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Hobgoblin Guardian Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +18; Senses Perception +13; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 38, Reflex 37, Will 32
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+29 vs. AC; 2d8 + 15 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] Fangs of Steel (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 20 damage, and make a secondary attack against one creature adjacent to the primary target and within the
hobgoblin fighter’s melee reach. Secondary Attack: +29 vs. AC; 2d8 + 20 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 damage. Hit or Miss: Until the end of the encounter, the hobgoblin fighter can make a melee basic
attack against the target as a free action if the hobgoblin fighter is adjacent to it and it either shifts or attacks one
of the hobgoblin fighter’s allies.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The hobgoblin fighter gains an action point that the hobgoblin fighter must spend during the hobgoblin fighter’s current turn.
- ○ 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 +18, Intimidate +18
Str 22 (+17); Dex 20 (+16); Wis 14 (+13);
Con 17 (+14); Int 12 (+12); Cha 15 (+13)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Avenging Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +13; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 37, Reflex 32, Will 37
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +29 vs. AC; 2d10 + 15 radiant damage. If the hobgoblin paladin has marked the target, the hobgoblin paladin gains a +2 bonus
to the damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +29 vs. AC; 3d10 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the hobgoblin paladin other than the primary target. Secondary Attack: +29 vs. AC; 1d10 + 15 thunder damage, and
the target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +29 vs. AC; 4d10 + 15 damage. Miss: Half damage. Hit or Miss: The hobgoblin paladin and allies adjacent to the
hobgoblin paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 15 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.
- □ Cleansing Burst (minor)
- The hobgoblin paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- ○ 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 +22, Religion +17
Str 22 (+17); Dex 13 (+12); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Hobgoblin Protecting Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +13; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 40; Fortitude 36, Reflex 34, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 damage, and the hobgoblin paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +27 vs. Reflex; 3d10 + 16 fire damage, and the target grants combat advantage to
the hobgoblin paladin and the hobgoblin paladin’s allies until the end of the hobgoblin paladin’s next turn. Miss:
Half damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts
until the end of the hobgoblin paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 9 fire
damage and grant combat advantage to the hobgoblin paladin and the hobgoblin paladin’s allies. Sustain Minor: The zone
persists.
- ● 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 16 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.
- □ United in Faith (minor) ✦ Healing
- The hobgoblin paladin and each ally within 5 squares can spend a healing surge.
- ○ 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 +23, Religion +17
Str 20 (+16); Dex 13 (+12); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 24 (+18)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Archer Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +19; Senses Perception +18; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 36, Reflex 37, Will 32
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +28/+28 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +28 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +28 vs. AC; 2d10 + 15 damage per attack. If the first attack hits, the hobgoblin
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the hobgoblin ranger’s turn, enemies treat the hobgoblin ranger as invisible if the hobgoblin ranger has cover
or concealment from them. An enemy still knows the square occupied by the hobgoblin ranger if it saw the hobgoblin ranger
in that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 3d6 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 +18, Stealth +21
Str 20 (+16); Dex 22 (+17); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Hobgoblin Two-Blade Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +18; Senses Perception +18; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 37, Reflex 36, Will 32
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +27 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +27 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +29 vs. AC; 2d8 + 15 damage.
Longsword
(off hand): +29 vs. AC; 2d8 + 15 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the hobgoblin ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the hobgoblin ranger and misses before the start of the hobgoblin ranger’s
next turn, make a melee basic attack against it with both the hobgoblin ranger’s main weapon and the hobgoblin ranger’s off-hand
weapon as an immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +31 vs. AC; 2d8 + 15 damage.
Longsword (second attack; off hand): +31 vs. AC; 2d8 + 15 damage.
Longsword (third attack; main):
+31 vs. AC; 1d8 + 15 damage.
A target hit once is dazed until the end of the hobgoblin ranger’s next turn. A target
hit twice is stunned until the end of the hobgoblin ranger’s next turn. A target hit three times is weakened and stunned until
the end of the hobgoblin ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or
weakened. Hit or Miss: After the first attack and after the second attack, the hobgoblin ranger can shift 1 square.
- ● 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the hobgoblin ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +15 hit points.
Skills Nature +18, Perception +18
Str 22 (+17); Dex 20 (+16); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Hobgoblin Brawny Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +19; Senses Perception +12; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 35, Reflex 38, Will 33
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +29 vs. Reflex; 2d6 + 15 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +29 vs. Fortitude; 4d6 + 15 damage, and the hobgoblin rogue slides the target 5 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The hobgoblin rogue slides the target 5 squares, and no damage from obstacles.
- ○ Dazzling Acrobatics (move)
- The hobgoblin rogue can shift twice the hobgoblin rogue’s speed. The hobgoblin rogue can climb at full speed as part of this
move. If an enemy attacks the hobgoblin rogue while the hobgoblin rogue shifts, the hobgoblin rogue gains a +4 bonus to AC
against that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the hobgoblin rogue.
Targets the creature the hobgoblin rogue’s ally damaged; +29 vs. AC; 2d6 + 15 damage.
- ○ 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 5d6 damage.
Skills Acrobatics +22, Thievery +22
Str 20 (+16); Dex 22 (+17); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 17 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Hobgoblin Trickster Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +19; Senses Perception +17; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 36
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +25 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +29 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
The hobgoblin rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +29 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. AC; 4d6 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the hobgoblin
rogue. The hobgoblin rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +29 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +28 vs. Will; 5d6 + 15 damage.
Hit or Miss: Until the end of the hobgoblin rogue’s next turn, all of the target’s defenses against the hobgoblin
rogue’s attacks take a -6 penalty. Sustain Minor: Sustain the penalty for another round.
- □ Hide from the Light (minor)
- The hobgoblin rogue must already be hidden to use this power. The hobgoblin rogue is invisible until the end of the encounter
or until the hobgoblin rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a
basic attack or an at-will attack.
- ○ 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 5d6 damage.
Skills Stealth +22, Thievery +22
Str 15 (+13); Dex 22 (+17); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 22 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Hobgoblin Fey-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +13; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 33, Reflex 36, Will 38
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the hobgoblin warlock is invisible to the target until the start of
the hobgoblin warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +27 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the hobgoblin warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +27 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the hobgoblin warlock since the hobgoblin warlock’s last turn. If no one attacked the hobgoblin warlock since the
hobgoblin warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor:
When the hobgoblin warlock sustains this power, the hobgoblin warlock can repeat the attack against the target. If the hobgoblin
warlock misses, the hobgoblin warlock can no longer sustain the power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The hobgoblin warlock becomes invisible until the start of the hobgoblin warlock’s next turn and teleports 20 squares. The
hobgoblin warlock leaves behind an illusory image of the hobgoblin warlock that persists as long as the hobgoblin warlock
is invisible. This image stands in place, takes no actions, and uses the hobgoblin warlock’s defenses if it is attacked. If
the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If the hobgoblin warlock makes an attack,
the hobgoblin warlock becomes visible. Sustain Standard: The hobgoblin warlock remains invisible as long as the hobgoblin
warlock doesn’t make an attack.
- ● 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 3d6 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 +21, Bluff +23
Str 12 (+12); Dex 13 (+12); Wis 14 (+13);
Con 17 (+14); Int 20 (+16); Cha 24 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Hobgoblin Infernal-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +12; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 37, Reflex 36, Will 34
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +27 vs. Reflex; 2d6 + 16 fire damage. If the hobgoblin warlock takes damage before the end of the hobgoblin warlock’s
next turn, the target takes an extra 2d6 + 16 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +27 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The hobgoblin warlock conjures flames in the shape of diabolic imps that appear at the hobgoblin warlock’s feet. The hobgoblin
warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the hobgoblin warlock takes 2d10 fire damage
and is pushed 3 squares. This effect applies once per creature per round. It ends when the hobgoblin warlock has no temporary
hit points remaining.
- ● 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 3d6 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The hobgoblin warlock grows wings and gains a fly speed equal to the hobgoblin warlock’s speed until the end of the encounter
or for 5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock gains 23 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 +21, Intimidate +19
Str 12 (+12); Dex 14 (+13); Wis 13 (+12);
Con 24 (+18); Int 20 (+16); Cha 17 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Hobgoblin Star-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +12; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 34; Fortitude 37, Reflex 33, Will 37
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +27 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the hobgoblin warlock on its next turn,
it takes an extra 2d6 + 16 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 15 damage, and the hobgoblin warlock can swap places with the target. After swapping places
with the target, the hobgoblin warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +26 vs. Reflex; 4d10 + 15 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 9 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● 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 3d6 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.
- ○ Entropic Ward (minor)
- Until the end of the hobgoblin warlock’s next turn, anyone who attacks the hobgoblin warlock must roll two dice and take the
lower result. Each time an attack misses due to this effect, the hobgoblin warlock gains a cumulative +1 power bonus to the
hobgoblin warlock’s next attack roll.
- ● 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 +18, Insight +17
Str 12 (+12); Dex 14 (+13); Wis 13 (+12);
Con 24 (+18); Int 15 (+13); Cha 22 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Hobgoblin Inspiring Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +12; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 37, Reflex 32, Will 37
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +28 vs. Fortitude; 6 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 +6 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the hobgoblin warlord’s next turn. Until the end
of the encounter, the hobgoblin warlord’s allies gain a +6 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage. Until the start of the hobgoblin warlord’s next turn, every ally within 10 squares of the hobgoblin
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the hobgoblin
warlord’s next turn, one ally of the hobgoblin warlord’s choice within 10 squares of the hobgoblin warlord can follow up a
standard action with a basic attack made as a free action. Sustain Minor: Until the start of the hobgoblin warlord’s
next turn, one ally of the hobgoblin warlord’s choice within 10 squares of the hobgoblin warlord can follow up a standard
action with a basic attack made as a free action.
- □ Heart of the Titan (standard)
- The hobgoblin warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 6.
Until the target loses as many temporary hit points as he or she gained from this power, the target adds +6 to damage rolls
and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ Inspiring Word (minor) ✦ Healing
- The hobgoblin warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 17 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 +17, History +20
Str 22 (+17); Dex 13 (+12); Wis 12 (+12);
Con 16 (+14); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Hobgoblin Tactical Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +16; Senses Perception +12; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 37, Reflex 36, Will 34
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 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] Sudden Assault (standard) ✦ Weapon
- +29 vs. AC; 1d8 + 15 damage, and an ally of the hobgoblin warlord’s choice within 5 squares of the hobgoblin warlord takes
a standard action. The hobgoblin warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the hobgoblin
warlord for attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 damage. Hit or Miss: If the target attacks before the end of the hobgoblin warlord’s next turn,
the hobgoblin warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If
the hobgoblin warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect continues
until the end of the hobgoblin warlord’s next turn.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the hobgoblin warlord slides each target 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The hobgoblin warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +17, History +23
Str 22 (+17); Dex 13 (+12); Wis 12 (+12);
Con 16 (+14); Int 20 (+16); Cha 17 (+14)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Control Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +16; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 37
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the hobgoblin wizard’s next
turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the hobgoblin wizard’s next turn, or the hobgoblin wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the hobgoblin wizard’s next turn. Sustain Minor:
When the hobgoblin wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 9 necrotic damage to creatures that are immobilized.
- □ Time Stop (minor)
- The hobgoblin wizard gains two extra standard actions, which the hobgoblin wizard can’t use to attack other creatures.
- ○ 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 -5 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 +22, Insight +21
Str 12 (+12); Dex 15 (+13); Wis 20 (+16);
Con 16 (+14); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Hobgoblin War Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +18; Senses Perception +13; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 34
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +26 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The hobgoblin wizard and each ally within 5 squares gain a speed of fly 8 until the end of the hobgoblin wizard’s next turn.
Sustain Minor: The hobgoblin wizard can sustain this power until the end of the encounter or for 5 minutes. If the
hobgoblin wizard does not sustain this power, all targets float to the ground without taking falling damage.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin wizard suffers an effect that a save can end.
The hobgoblin wizard makes a saving throw against the effect.
- ○ Wand of Accuracy (free)
- The hobgoblin wizard gains a +5 bonus to a single attack roll.
Skills Arcana +22, History +24
Str 12 (+12); Dex 20 (+16); Wis 15 (+13);
Con 16 (+14); Int 22 (+17); Cha 15 (+13)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Hobgoblin Isolating Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and the hobgoblin avenger shifts 1 square, sliding the target 1 square into the space the hobgoblin
avenger occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +29 vs. AC; 3d10 + 15 damage, and until the end of the hobgoblin avenger’s next turn, the hobgoblin avenger and the target
are immobilized. In addition, no other creature has line of sight or line of effect to either the target or the hobgoblin
avenger, both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition
ends on either the target or the hobgoblin avenger before 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 +5 bonus to all defenses against the target’s
attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 psychic damage, and the target is pulled 3 squares. At
the start of each of the hobgoblin avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage,
and the target is pulled 2 squares. At the start of the hobgoblin avenger’s next turn, the target is pulled 3 squares.
- ○ [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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the hobgoblin avenger to 0 hit points or fewer and doesn’t kill you.
The hobgoblin avenger is dying but doesn’t fall unconscious. Until the end of the hobgoblin avenger’s next turn, the hobgoblin
avenger doesn’t take any damage after the triggering attack, and the hobgoblin avenger gains a +4 bonus to attack rolls. At
the end of the hobgoblin avenger’s next turn, the hobgoblin avenger falls unconscious if the hobgoblin avenger is still dying.
- 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 +5 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 +20, Religion +21
Str 15 (+13); Dex 13 (+12); Wis 22 (+17);
Con 16 (+14); Int 20 (+16); Cha 14 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Hobgoblin Pursuing Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +18; Senses Perception +17; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +27 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the hobgoblin avenger, the hobgoblin
avenger can shift 6 squares as a free action. The hobgoblin avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +29 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the hobgoblin avenger at the start of the hobgoblin
avenger’s next turn, the hobgoblin avenger gains a +4 bonus to attack rolls against it until the end of that turn. During
that turn, the hobgoblin avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage
to the target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +29 vs. AC; 5d10 + 15 damage. Miss: Half damage. The hobgoblin avenger gains a +5 power bonus to the hobgoblin avenger’s
next damage roll against the target before the end of the encounter, unless the hobgoblin avenger attacks another creature
first.
- ○ [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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the hobgoblin avenger gains phasing, and the hobgoblin avenger takes half damage from opportunity
attacks.
- ○ [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 +11 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 +17, Stealth +21
Str 15 (+13); Dex 20 (+16); Wis 22 (+17);
Con 16 (+14); Int 13 (+12); Cha 14 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Hobgoblin Rageblood Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +17; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 38; Fortitude 38, Reflex 35, Will 33
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 3d12). 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] Fatal Strike (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 21 damage (crit 69 + 3d12), and the target cannot regain hit points until the start of the hobgoblin barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +28 vs. AC; 4d12 + 15 damage (crit 63 + 3d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The hobgoblin barbarian enters the rage of the hydra. Until the rage ends, once per round when the hobgoblin barbarian makes
an attack that misses, the hobgoblin barbarian can make a melee basic attack as a free action.
- ○ 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.
- □ Primal Vigor (immediate interrupt)
- When the hobgoblin barbarian is hit by an attack.
Until the end of the hobgoblin barbarian’s next turn, the hobgoblin barbarian gains resist 17 to all damage.
- Rageblood Vigor
- Whenever the hobgoblin barbarian’s attack reduces an enemy to 0 hit points, the hobgoblin barbarian gains 16 temporary hit
points.
- Barbarian Agility
- While the hobgoblin barbarian is not wearing heavy armor, the hobgoblin barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +23, Perception +17
Str 22 (+17); Dex 14 (+13); Wis 13 (+12);
Con 22 (+17); Int 12 (+12); Cha 17 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Thaneborn Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +17; low-light
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 38, Reflex 35, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +28 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and each enemy adjacent to the hobgoblin barbarian takes a –6 penalty to attack
rolls until the end of the hobgoblin barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The hobgoblin barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn
next to the hobgoblin barbarian grants combat advantage to the hobgoblin barbarian and the hobgoblin barbarian’s allies until
the end of its next turn.
- □ Untouched (minor)
- The hobgoblin barbarian makes a saving throw against each effect on the hobgoblin barbarian that a save can end. The hobgoblin
barbarian gains a +3 bonus to each saving throw.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the hobgoblin barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the hobgoblin barbarian’s next turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin barbarian suffers an effect that a save can end.
The hobgoblin barbarian makes a saving throw against the effect.
- Thaneborn Triumph
- Whenever the hobgoblin barbarian bloodies an enemy, the next attack by the hobgoblin barbarian or an ally against that enemy
gains a +6 bonus to the attack roll.
- Barbarian Agility
- While the hobgoblin barbarian is not wearing heavy armor, the hobgoblin barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +23, Perception +17
Str 22 (+17); Dex 14 (+13); Wis 13 (+12);
Con 17 (+14); Int 12 (+12); Cha 22 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Cunning Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the hobgoblin
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +27 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the hobgoblin bard, as the last action of
his or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of
the hobgoblin bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 3d8 + 16 radiant damage. Miss: Half damage. Hit or Miss:
The hobgoblin bard and each ally within 10 squares of the hobgoblin bard can shift 5 squares as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The hobgoblin bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- ○ 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 10 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 +21, Bluff +23
Str 14 (+13); Dex 13 (+12); Wis 12 (+12);
Con 17 (+14); Int 20 (+16); Cha 24 (+18)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Hobgoblin Valorous Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 16 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] Weal and Woe (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 16 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +6
power bonus to his or her next attack roll against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 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.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the hobgoblin bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 11 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 +18, Athletics +19
Str 14 (+13); Dex 13 (+12); Wis 12 (+12);
Con 22 (+17); Int 15 (+13); Cha 24 (+18)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Hobgoblin Guardian Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +17; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 36, Reflex 33, Will 37
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the hobgoblin
druid’s next turn. Hit or Miss: Until the end of the hobgoblin druid’s next turn, any creature that enters the area
of the burst or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the hobgoblin druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The hobgoblin druid and each ally with 5 squares grows revitalizing roots. Until the end of the hobgoblin druid’s next turn,
each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn,
he or she regains 6 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The hobgoblin druid changes from the hobgoblin druid’s humanoid form to beast form or vice versa. When the hobgoblin druid
changes from beast form back to the hobgoblin druid’s humanoid form, the hobgoblin druid shifts 1 square. While the hobgoblin
druid is in beast form, the hobgoblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the hobgoblin druid can sustain such powers. The hobgoblin druid can use this power once per round.
- ○ 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 +22, Nature +22
Str 14 (+13); Dex 15 (+13); Wis 22 (+17);
Con 22 (+17); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Predator Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +18; Senses Perception +22; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 33, Reflex 36, Will 37
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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 6 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the hobgoblin druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +26 vs. Fortitude; 3d10 + 15 damage, and the hobgoblin druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the hobgoblin druid’s turn. Miss: Half damage, and the hobgoblin druid grabs the target. Hit or
Miss: Until the end of the encounter, while the hobgoblin druid is in beast form, the hobgoblin druid gains a +2 bonus
to AC and Fortitude.
- ● 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the hobgoblin druid uses wild shape to change into beast form, the hobgoblin druid
becomes insubstantial and gain phasing until the end of the hobgoblin druid’s turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin druid suffers an effect that a save can end.
The hobgoblin druid makes a saving throw against the effect.
- Primal 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 +22, Perception +22
Str 14 (+13); Dex 20 (+16); Wis 22 (+17);
Con 17 (+14); Int 13 (+12); Cha 14 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Preserving Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +17; low-light
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +26 vs. Reflex; 2d8 + 15 radiant damage, and the hobgoblin invoker slides the target 1 square. The hobgoblin invoker
can use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the hobgoblin invoker’s next turn. Until
the end of the hobgoblin invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- □ Covenant of Vengeance (minor)
- Choose either the hobgoblin invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the hobgoblin invoker and the hobgoblin invoker’s
allies gain a +4 power bonus to attack rolls against that creature until the end of the hobgoblin invoker’s next turn.
- ○ 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 +5 bonus to the hobgoblin invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the hobgoblin invoker’s next turn.
- Covenant of Preservation
- When the hobgoblin invoker uses a divine encounter or daily attack power on the hobgoblin invoker’s turn, the hobgoblin invoker
can slide an ally within 10 squares of the hobgoblin invoker 1 square.
Skills Arcana +21, Religion +21
Str 12 (+12); Dex 14 (+13); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, morningstar
-1 Level / +1 Level
Hobgoblin Wrathful Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +17; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 37, Reflex 33, Will 37
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The hobgoblin invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the hobgoblin invoker’s
next turn, it takes 16 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 damage, and the hobgoblin invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the hobgoblin invoker slides the target 3 squares and knock it prone.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 2d6+6 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 +21, Religion +18
Str 12 (+12); Dex 14 (+13); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 15 (+13)
Equipment chainmail, morningstar
-1 Level / +1 Level
Hobgoblin Bear Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +22; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 34; Fortitude 37, Reflex 32, Will 37
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the hobgoblin shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the hobgoblin shaman’s next turn, any ally takes half damage
from any source while adjacent to the hobgoblin shaman’s spirit companion. Each ally adjacent to the hobgoblin shaman’s spirit
companion gains 7 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The hobgoblin shaman conjures a bear spirit in an unoccupied square
adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move
through its space, but allies can. As a move action, the hobgoblin shaman can move the spirit 5 squares.
The spirit
can flank enemies with the hobgoblin shaman and the hobgoblin shaman’s allies, and it can make opportunity attacks against
the hobgoblin shaman’s enemies: +26 vs. Reflex; 2d10 + 15 damage.
- ● 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 21 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 16 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 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the hobgoblin shaman and the hobgoblin shaman’s allies are insubstantial.
- ● [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; +26 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the hobgoblin shaman’s
spirit companion regains 6 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 6 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 +22, Perception +22
Str 13 (+12); Dex 14 (+13); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 14 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Panther Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +22; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 34, Reflex 35, Will 37
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 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 Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the hobgoblin shaman’s next turn, when any ally adjacent
to the hobgoblin shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5
damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +26 vs. Reflex; 4d8 + 15 damage. Miss: Half damage. Hit or Miss: Until the end of the hobgoblin shaman’s
next turn, the hobgoblin shaman and the hobgoblin shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage
rolls against the target. As a free action before the hobgoblin shaman’s next turn, each ally within 20 squares of the target
can make a saving throw and shift 3 squares as the first action of his or her turn.
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 21 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 16 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 5d6 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; +26 vs. Reflex; 2d10 + 15 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +22, Perception +22
Str 13 (+12); Dex 14 (+13); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 14 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Chaos Sorcerer [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +18; Senses Perception +12; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 35; Fortitude 33, Reflex 35, Will 39
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 2d10 + 25 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:
+27 vs. Will; 1d6 + 18 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +27 vs. Fortitude; 4d6 + 25 cold damage, and the target is weakened until the end of the hobgoblin sorcerer’s next
turn. If the hobgoblin sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 +
18 cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 6d6 + 25 lightning damage. If the hobgoblin sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the hobgoblin sorcerer rolled an odd number on the attack
roll, the target is dazed (save ends). Miss: Half damage.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the hobgoblin sorcerer’s next turn, the hobgoblin sorcerer becomes insubstantial, the hobgoblin sorcerer
gains a fly speed equal to the hobgoblin sorcerer’s speed, and the hobgoblin sorcerer can hover.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin sorcerer suffers an effect that a save can end.
The hobgoblin sorcerer makes a saving throw against the effect.
- Chaos Power
- The hobgoblin sorcerer gains a +9 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 +17, Bluff +23
Str 15 (+13); Dex 20 (+16); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Hobgoblin Dragon Sorcerer [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +12; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 35; Fortitude 35, Reflex 32, Will 39
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d8 + 25 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 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +27 vs. Reflex; 5d6 + 25 acid damage. Until the end of the hobgoblin sorcerer’s next turn, the target doesn’t
have line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +27 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the hobgoblin sorcerer
slides the target 5 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.
- □ Platinum Scales (immediate interrupt)
- When the hobgoblin sorcerer is hit by an attack.
Until the end of the encounter, the hobgoblin sorcerer gains a +5 power bonus to all defenses.
- Draconic Power
- The hobgoblin sorcerer gains a +9 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 +17, Athletics +23
Str 20 (+16); Dex 15 (+13); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 24 (+18)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Hobgoblin Earth Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +18; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 41; Fortitude 37, Reflex 34, Will 33
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and the hobgoblin warden gains a +1 power bonus to AC until the end of the hobgoblin warden’s
next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +28 vs. Reflex; the hobgoblin warden pulls the target 2 squares to a space that
must be adjacent to the hobgoblin warden. Make a secondary attack against the target. Secondary Attack: +30 vs. AC;
3d10 + 15 damage. Special: If either attack hits, the target is also slowed until the start of the hobgoblin warden’s
next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +28 vs. AC; 4d10 + 15 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the hobgoblin warden’s next turn. Hit or Miss: Each enemy within
3 squares of the hobgoblin warden, other than the target, is slowed until the end of the hobgoblin warden’s next turn.
- □ Panacea (minor)
- The hobgoblin warden makes a saving throw with a +4 power bonus. The hobgoblin warden also gains a +4 power bonus to saving
throws until the end of the encounter.
- ● [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 +6 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 +21, Perception +18
Str 22 (+17); Dex 14 (+13); Wis 15 (+13);
Con 22 (+17); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Hobgoblin Wild Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +21; low-light
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 37, Reflex 32, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the hobgoblin warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is dazed until the end of the hobgoblin warden’s next turn.
Until the end of the hobgoblin warden’s next turn, the hobgoblin warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the hobgoblin warden shifts 1 square. +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ Renewal (minor) ✦ Healing
- The hobgoblin warden spends a healing surge. In addition, the hobgoblin warden regains the use of an encounter attack power
the hobgoblin warden has already used during this encounter.
- ● [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; +28 vs. Fortitude; 2d12 + 15 damage (crit 39 + 3d12), 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
-5 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 +23, Perception +21
Str 22 (+17); Dex 14 (+13); Wis 20 (+16);
Con 17 (+14); Int 12 (+12); Cha 15 (+13)
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.