Hobgoblin NPCs [Level 26]
Hobgoblin Battle Cleric [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +18; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 39, Reflex 34, Will 40
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 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
- +33 vs. AC; 4d10 + 16 damage. The next attack roll the hobgoblin cleric makes against the target gains a +2 power bonus.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +31 vs. AC; 6d10 + 16 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ 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 6d6 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 +23, Religion +19
Str 23 (+19); Dex 13 (+14); Wis 21 (+18);
Con 16 (+16); Int 12 (+14); Cha 17 (+16)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Devoted Cleric [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +19; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 36, Reflex 34, Will 41
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +29 vs. Reflex; 2d8 + 16 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; +29 vs. Will; 3d8 + 16 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.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +29 vs. Fortitude; 4d10 + 16 psychic damage, and the target is stunned until the end of the
hobgoblin cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ 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 6d6 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 +24, Religion +19
Str 15 (+15); Dex 13 (+14); Wis 23 (+19);
Con 16 (+16); Int 12 (+14); Cha 23 (+19)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Greatweapon Fighter [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +15; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 41, Reflex 35, Will 35
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +31 vs. AC; 4d12 + 22 damage (crit 70 + 3d12).
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +31 vs. AC; 6d12 + 16 damage (crit 88 + 3d12), and all of the hobgoblin fighter’s enemies that the hobgoblin fighter can see
are marked until the end of the hobgoblin fighter’s next turn. Miss: The power is not expended.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin fighter suffers an effect that a save can end.
The hobgoblin fighter makes a saving throw against the effect.
- □ 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 +26, Intimidate +20
Str 23 (+19); Dex 15 (+15); Wis 14 (+15);
Con 23 (+19); Int 12 (+14); Cha 15 (+15)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Hobgoblin Guardian Fighter [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +20; Senses Perception +15; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 41, Reflex 40, Will 35
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+32 vs. AC; 2d8 + 16 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
- +32 vs. AC; 3d8 + 21 damage, and make a secondary attack against one creature adjacent to the primary target and within the
hobgoblin fighter’s melee reach. Secondary Attack: +32 vs. AC; 2d8 + 21 damage.
- □ 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.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the hobgoblin fighter uses a fighter power, the hobgoblin fighter can score a critical hit on a roll of 19–20, and
the hobgoblin fighter gains a +5 power bonus to damage rolls. Any enemy that starts its turn adjacent to the hobgoblin fighter
takes 1d8 + 10 damage damage and ongoing 10 damage (save ends), as long as the hobgoblin fighter is able to make opportunity
attacks. Stance: This power lasts until the end of the encounter or until the hobgoblin fighter uses another stance power.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin fighter suffers an effect that a save can end.
The hobgoblin fighter makes a saving throw against the effect.
- Combat Challenge
- Every time the hobgoblin fighter attacks an enemy, the hobgoblin fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the hobgoblin fighter’s next turn. If the marked creature makes an attack that doesn’t
include the hobgoblin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the hobgoblin fighter and shifts or makes an attack that does not include the hobgoblin fighter, the hobgoblin
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +20, Intimidate +20
Str 23 (+19); Dex 21 (+18); Wis 14 (+15);
Con 17 (+16); Int 12 (+14); Cha 15 (+15)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Avenging Paladin [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +15; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 40, Reflex 35, Will 40
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +32 vs. AC; 2d10 + 16 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
- +32 vs. AC; 3d10 + 16 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: +32 vs. AC; 1d10 + 16 thunder damage, and
the target is knocked prone.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +32 vs. AC; 4d10 + 16 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the hobgoblin paladin when it attacks (save ends). The hobgoblin paladin gains a +2 bonus to the opportunity attack roll and
deals an extra 1d10 damage.
- ● Divine Challenge (minor) ✦ Radiant
- The hobgoblin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
hobgoblin paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes
such an attack, it takes 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 +24, Religion +19
Str 23 (+19); Dex 13 (+14); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 23 (+19)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Hobgoblin Protecting Paladin [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +15; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 43; Fortitude 39, Reflex 37, Will 41
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 15 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +33 vs. AC; 2d8 + 17 damage, and the hobgoblin paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +30 vs. Will; 4d10 + 17 radiant damage, and the target is pulled 2 squares.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +30 vs. Will; 6d6 + 17 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the hobgoblin paladin’s next turn.
- ● 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 +25, Religion +19
Str 21 (+18); Dex 13 (+14); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 25 (+20)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Archer Ranger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +21; Senses Perception +20; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 39, Reflex 40, Will 35
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +31 vs. AC; 2d10 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +31/+31 vs. AC; 2d8 + 10 damage (main)/2d6 + 10
damage (off-hand).
Longbow: Ranged 20/40; +31 vs. AC (twice); 2d10 + 10 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +31 vs. Fortitude; 4d10 + 16 damage, and the target is pushed 4 squares.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +31 vs. AC; 3d10 + 16 damage. Miss: Half damage.
- □ 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 +20, Stealth +23
Str 21 (+18); Dex 23 (+19); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Hobgoblin Two-Blade Ranger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +20; Senses Perception +20; low-light
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 41; Fortitude 40, Reflex 39, Will 35
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +30 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +32/+32 vs. AC; 2d8 + 10 damage (main)/2d8 + 10 damage
(off-hand).
Longbow: Ranged 20/40; +30 vs. AC (twice); 2d10 + 10 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +32 vs. AC; 2d8 + 16 damage.
Longsword
(off hand): +32 vs. AC; 2d8 + 16 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/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +32/+32 vs. AC; 2d8 + 16 damage (main)/2d8 + 16 damage (off-hand).
Longbow: Ranged 20/40; +30 vs. AC (twice); 2d10 + 15 damage.
Miss: Half damage per attack. Hit
or Miss: After making these attacks, the hobgoblin ranger can shift 2 squares.
- ● 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 +20, Perception +20
Str 23 (+19); Dex 21 (+18); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Hobgoblin Brawny Rogue [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +21; Senses Perception +14; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 38, Reflex 41, Will 36
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 15 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +32 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +32 vs. Reflex; 2d6 + 16 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +32 vs. Will; 6d6 + 16 damage, and the hobgoblin rogue becomes invisible. The hobgoblin rogue shifts into any square adjacent
to the target and reappear at the start of the hobgoblin rogue’s next turn. The hobgoblin rogue has combat advantage against
the target until the end of the hobgoblin rogue’s next turn. Miss: Half damage, the hobgoblin rogue can shift 1 square
to another square adjacent to the target, and the hobgoblin rogue has combat advantage against the target until the end of
the hobgoblin rogue’s next turn.
- ○ 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; +32 vs. AC; 2d6 + 16 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 +24, Thievery +24
Str 21 (+18); Dex 23 (+19); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 17 (+16)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Hobgoblin Trickster Rogue [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +21; Senses Perception +19; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 36, Reflex 41, Will 39
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 12 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +32 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
The hobgoblin rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +32 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +31 vs. AC; 4d6 + 16 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] Hamstring (standard) ✦ Weapon
- Short Sword: +32 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +31 vs. AC; 4d6 + 16 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- □ 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 +24, Thievery +24
Str 15 (+15); Dex 23 (+19); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 23 (+19)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Hobgoblin Fey-Pact Warlock [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +15; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 40; Fortitude 36, Reflex 39, Will 41
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +30 vs. Will; 2d6 + 17 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; +30 vs. Fortitude; 3d8 + 17 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] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +30 vs. Will; 4d10 + 17 psychic damage. Until the end of the encounter, every time the hobgoblin warlock takes damage,
the hobgoblin warlock makes a +30 vs. Will attack against the target; if the attack hits, the hobgoblin warlock takes half
damage and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the hobgoblin warlock
is adjacent to the target, the images of the hobgoblin warlock both begin to flow together, such that anyone who attacks one
has a 50% chance of accidentally hitting the other instead.
- □ 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 +23, Bluff +25
Str 12 (+14); Dex 13 (+14); Wis 14 (+15);
Con 17 (+16); Int 21 (+18); Cha 25 (+20)
Equipment leather armor, spear
-1 Level / +1 Level
Hobgoblin Infernal-Pact Warlock [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +14; low-light
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 40; Fortitude 40, Reflex 39, Will 37
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +30 vs. Reflex; 2d6 + 17 fire damage. If the hobgoblin warlock takes damage before the end of the hobgoblin warlock’s
next turn, the target takes an extra 2d6 + 17 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +30 vs. Reflex; 4d8 + 17 damage, and the target is pushed 8 squares.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +30 vs. Reflex; 5d10 + 17 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the hobgoblin warlock cannot
gain line of sight or line of effect to the target. Miss: Half damage, and the target 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 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 26 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 +23, Intimidate +21
Str 12 (+14); Dex 14 (+15); Wis 13 (+14);
Con 25 (+20); Int 21 (+18); Cha 17 (+16)
Equipment leather armor, mace
-1 Level / +1 Level
Hobgoblin Star-Pact Warlock [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +14; low-light
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 37; Fortitude 40, Reflex 36, Will 40
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +30 vs. Fortitude; 2d6 + 17 radiant damage. If the target moves nearer to the hobgoblin warlock on its next turn,
it takes an extra 2d6 + 17 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +29 vs. Will; 4d10 + 16 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] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +30 vs. Will; 5d10 + 17 fire and psychic damage, and the target is stunned until the end of the hobgoblin warlock’s
next turn. Miss: Half damage, and the target is dazed until the end 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 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 +20, Insight +19
Str 12 (+14); Dex 14 (+15); Wis 13 (+14);
Con 25 (+20); Int 15 (+15); Cha 23 (+19)
Equipment leather armor, sickle
-1 Level / +1 Level
Hobgoblin Inspiring Warlord [Level 26 Soldier (Leader)]
Medium natural humanoid [XP 9000]
Initiative +18; Senses Perception +14; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 40, Reflex 35, Will 40
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +31 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
- +31 vs. AC; 3d10 + 16 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] White Raven’s Call (standard) ✦ Weapon
- +31 vs. AC; 6d10 + 16 damage, and the hobgoblin warlord and all of the hobgoblin warlord’s allies within 10 squares of the
hobgoblin warlord makes saving throws against any single effect that a save can end. Miss: Each of the hobgoblin warlord’s
allies within 10 squares of the hobgoblin warlord makes a saving throw against any effect that the target caused and that
a save can end.
- □ 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 6d6 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 19 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 +19, History +22
Str 23 (+19); Dex 13 (+14); Wis 12 (+14);
Con 16 (+16); Int 15 (+15); Cha 23 (+19)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Hobgoblin Tactical Warlord [Level 26 Soldier (Leader)]
Medium natural humanoid [XP 9000]
Initiative +18; Senses Perception +14; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 40, Reflex 39, Will 37
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 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
- +32 vs. AC; 1d8 + 16 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.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +31 vs. AC; 6d6 + 16 damage. Until the end of the encounter, the hobgoblin warlord’s allies add +5 to attack
rolls and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +5 bonus to the attack roll and the damage.
- □ 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 6d6 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 +19, History +25
Str 23 (+19); Dex 13 (+14); Wis 12 (+14);
Con 16 (+16); Int 21 (+18); Cha 17 (+16)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Control Wizard [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +18; low-light
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 40
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +29 vs. Fortitude; 2d6 + 16 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; +29 vs. Fortitude; 4d6 + 16 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] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +29 vs. Reflex; 4d6 + 16 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- □ 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 +24, Insight +23
Str 12 (+14); Dex 15 (+15); Wis 21 (+18);
Con 16 (+16); Int 23 (+19); Cha 15 (+15)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Hobgoblin War Wizard [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +20; Senses Perception +15; low-light
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 37
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +29 vs. Reflex; 2d6 + 16 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +29 vs. Reflex; 4d6 + 16 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: +29
vs. Reflex; 2d6 + 16 lightning damage. Tertiary Attack: +29 vs. Reflex; 1d6 + 16 lightning damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +29 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 3d6 +
16 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 16 fire damage, and ongoing 15 fire
damage (save ends).
Will: The target is stunned (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.
- □ 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 +24, History +26
Str 12 (+14); Dex 21 (+18); Wis 15 (+15);
Con 16 (+16); Int 23 (+19); Cha 15 (+15)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Hobgoblin Isolating Avenger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +19; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 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
- +32 vs. AC; 3d10 + 16 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.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +32 vs. Fortitude; 6d10 + 16 damage, and the target takes 10 damage at the start of its turn if the hobgoblin avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the hobgoblin
avenger is within 5 squares of it (save ends).
- ○ [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 +22, Religion +23
Str 15 (+15); Dex 13 (+14); Wis 23 (+19);
Con 16 (+16); Int 21 (+18); Cha 14 (+15)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Hobgoblin Pursuing Avenger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +20; Senses Perception +19; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +30 vs. AC; 2d8 + 15 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 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
- +32 vs. AC; 4d10 + 16 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.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +29 vs. Will; 6d8 + 16 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the hobgoblin avenger can teleport to a space adjacent to the target as a minor
action. The hobgoblin avenger doesn’t need line of sight to the destination space. Aftereffect: The hobgoblin avenger
can teleport to a space adjacent to the target as a free action once. The hobgoblin avenger doesn’t need line of sight to
the destination space.
- ○ [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 +19, Stealth +23
Str 15 (+15); Dex 21 (+18); Wis 23 (+19);
Con 16 (+16); Int 13 (+14); Cha 14 (+15)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Hobgoblin Rageblood Barbarian [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +19; low-light
HP 293; Bloodied 146
Healing Surges (+73 hp) ○○○
AC 41; Fortitude 41, Reflex 38, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+31 vs. AC; 2d12 + 3d8 + 16 damage (crit 64 + 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
- +31 vs. AC; 4d12 + 22 damage (crit 70 + 3d12), and the target cannot regain hit points until the start of the hobgoblin barbarian’s
next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +31 vs. AC; 7d12 + 16 damage (crit 100 + 3d12), and the target is pushed 6 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The hobgoblin barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the hobgoblin barbarian hits with an attack, the hobgoblin barbarian gains 13 temporary hit points. If that attack already
grants temporary hit points to the hobgoblin barbarian, add +3 to the number of temporary hit points the hobgoblin barbarian
gains.
- ○ 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 19 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 +25, Perception +19
Str 23 (+19); Dex 14 (+15); Wis 13 (+14);
Con 23 (+19); Int 12 (+14); Cha 17 (+16)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Thaneborn Barbarian [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +19; low-light
HP 287; Bloodied 143
Healing Surges (+71 hp) ○○○
AC 41; Fortitude 41, Reflex 38, Will 39
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+31 vs. AC; 2d12 + 3d6 + 16 damage (crit 58 + 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
- +31 vs. AC; 5d12 + 16 damage (crit 76 + 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] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +31 vs. AC; 7d12 + 16 thunder damage (crit 100 + 3d12), and the hobgoblin barbarian knocks the target prone. Miss:
Half damage. Hit or Miss: The hobgoblin barbarian enters the rage of the stone tempest. Until the rage ends, the hobgoblin
barbarian can score a critical hit on a roll of 18–20.
- □ 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 +25, Perception +19
Str 23 (+19); Dex 14 (+15); Wis 13 (+14);
Con 17 (+16); Int 12 (+14); Cha 23 (+19)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Cunning Bard [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +19; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 36, Reflex 40, Will 41
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +30 vs. Will; 2d6 + 17 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; +30 vs. Reflex; 3d8 + 17 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.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +30 vs. Will; the hobgoblin bard slides the target 5 squares, the target makes a basic attack
as a free action against a creature of the hobgoblin bard’s choice, and the target is then stunned until the end of the hobgoblin
bard’s next turn. Miss: The target is dazed until the end of the hobgoblin bard’s next turn.
- ○○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 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 +23, Bluff +25
Str 14 (+15); Dex 13 (+14); Wis 12 (+14);
Con 17 (+16); Int 21 (+18); Cha 25 (+20)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Hobgoblin Valorous Bard [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +19; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 41
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +33 vs. AC; 2d8 + 17 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
- +33 vs. AC; 3d8 + 17 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.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +30 vs. Will; 3d10 + 17 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the hobgoblin bard. The target deals half damage to any of the hobgoblin bard’s allies except the chosen ally (save
ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 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 +20, Athletics +21
Str 14 (+15); Dex 13 (+14); Wis 12 (+14);
Con 23 (+19); Int 15 (+15); Cha 25 (+20)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Hobgoblin Guardian Druid [Level 26 Controller]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +19; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 42; Fortitude 39, Reflex 36, Will 40
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +27 vs. AC; 4d4 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +29 vs. Reflex; 2d8 + 16 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; +29 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +29 vs. Reflex; 2d6 + 16 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] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +29 vs. Fortitude; 4d6 + 16 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the hobgoblin druid’s next turn. While the zone persists, the hobgoblin druid can make the following secondary attack,
using a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +29 vs. Reflex; the
target cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor:
The zone persists.
- □ 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 +24, Nature +24
Str 14 (+15); Dex 15 (+15); Wis 23 (+19);
Con 23 (+19); Int 13 (+14); Cha 14 (+15)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Predator Druid [Level 26 Controller]
Medium natural humanoid [XP 9000]
Initiative +20; Senses Perception +24; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 36, Reflex 39, Will 40
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +27 vs. AC; 4d4 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +29 vs. Reflex; 2d8 + 16 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; +29 vs. Reflex; 2d6 + 10 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; +29 vs. Will; 2d8 + 16 psychic damage, and the target is knocked prone and deafened until
the end of the hobgoblin druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +29 vs. Reflex; 6d6 + 16 damage. If the attack hits at least once, the hobgoblin druid
shifts 5 squares. Hit or Miss: Until the end of the encounter, while the hobgoblin druid is in beast form the hobgoblin
druid can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the hobgoblin
druid.
- ● 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 +24, Perception +24
Str 14 (+15); Dex 21 (+18); Wis 23 (+19);
Con 17 (+16); Int 13 (+14); Cha 14 (+15)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Preserving Invoker [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +19; low-light
HP 179; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +29 vs. Reflex; 2d8 + 16 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; +29 vs. Will; 5d6 + 16 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.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +29 vs. Will; 6d6 + 16 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- □ 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 +23, Religion +23
Str 12 (+14); Dex 14 (+15); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 15 (+15)
Equipment hide armor, morningstar
-1 Level / +1 Level
Hobgoblin Wrathful Invoker [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +19; low-light
HP 185; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 39; Fortitude 40, Reflex 36, Will 40
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +29 vs. Fortitude; 2d10 + 16 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; +29 vs. Reflex; 2d6 + 16 fire damage, and if the target moves before the end of the hobgoblin invoker’s
next turn, it takes 16 fire damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +29 vs. Fortitude; 4d8 + 16 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- □ 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 +23, Religion +20
Str 12 (+14); Dex 14 (+15); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 15 (+15)
Equipment chainmail, morningstar
-1 Level / +1 Level
Hobgoblin Bear Shaman [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +24; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 37; Fortitude 40, Reflex 35, Will 40
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +26 vs. AC; 2d10 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +29 vs. Will; 2d8 + 16 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; +29 vs. Reflex; 2d10 + 16 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.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +29 vs. Reflex; 3d6 + 16 lightning damage, and the hobgoblin shaman teleports the target 10
squares. Miss: Half damage, and the hobgoblin shaman teleports the target 5 squares. Hit or Miss: The hobgoblin
shaman teleports each ally in the blast 10 squares.
- ● 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 23 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 18 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 6d6 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; +29 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 +24, Perception +24
Str 13 (+14); Dex 14 (+15); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 14 (+15)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Panther Shaman [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +24; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 40; Fortitude 37, Reflex 38, Will 40
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +26 vs. AC; 2d10 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +29 vs. Fortitude; 2d10 + 16 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; +29 vs. Fortitude; 4d6 + 16 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] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +29 vs. Will; 3d10 + 16 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ 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 23 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 18 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 6d6 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; +29 vs. Reflex; 2d10 + 16 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 +24, Perception +24
Str 13 (+14); Dex 14 (+15); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 14 (+15)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Chaos Sorcerer [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +20; Senses Perception +14; low-light
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 38; Fortitude 36, Reflex 38, Will 42
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +31 vs. AC; 2d4 + 15 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +30 vs. Will; 2d10 + 26 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:
+30 vs. Will; 1d6 + 19 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; +30 vs. Fortitude; 4d6 + 26 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 +
19 cold damage.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +30 vs. Will; 4d12 + 26 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the hobgoblin sorcerer can make a secondary attack against the target if it is within 10 squares of the hobgoblin
sorcerer (save ends): +30 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise,
its attack is unaffected by this secondary attack. If the hobgoblin sorcerer rolled an even number on the secondary attack
roll, the hobgoblin sorcerer chooses the creature that the target attacks.
- ○ 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 +19, Bluff +25
Str 15 (+15); Dex 21 (+18); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 25 (+20)
Equipment cloth armor, dagger
-1 Level / +1 Level
Hobgoblin Dragon Sorcerer [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +14; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 38; Fortitude 38, Reflex 35, Will 42
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +30 vs. Reflex; 2d8 + 26 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; +30 vs. Reflex; 5d6 + 26 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.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +30 vs. Reflex; 7d6 + 26 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the hobgoblin sorcerer’s turns, the hobgoblin sorcerer can slide one enemy within 3 squares of the hobgoblin
sorcerer 2 squares as a free action.
- ○ 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 +19, Athletics +25
Str 21 (+18); Dex 15 (+15); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 25 (+20)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Hobgoblin Earth Warden [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +20; low-light
HP 293; Bloodied 146
Healing Surges (+73 hp) ○○○
AC 44; Fortitude 40, Reflex 37, Will 36
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 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; +31 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: +33 vs. AC;
3d10 + 16 damage. Special: If either attack hits, the target is also slowed until the start 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.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The hobgoblin warden assumes the guardian form of the jungle lord until the end of the encounter. While the hobgoblin warden
is in this form, the hobgoblin warden gains a climb speed equal to the hobgoblin warden’s speed and a +2 bonus to Reflex.
In addition, whenever the hobgoblin warden hits a target with a melee attack, the hobgoblin warden slides the target 2 squares.
If that attack already pulls, pushes, or slides the target, the hobgoblin warden slides the target 2 squares after that forced
movement. 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: +31 vs. AC; 4d10 + 16 damage, and the hobgoblin warden slides
the target 1 square. Miss: Half damage.
- ● [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 +23, Perception +20
Str 23 (+19); Dex 14 (+15); Wis 15 (+15);
Con 23 (+19); Int 12 (+14); Cha 15 (+15)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Hobgoblin Wild Warden [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +23; low-light
HP 287; Bloodied 143
Healing Surges (+71 hp) ○○○
AC 41; Fortitude 40, Reflex 35, Will 39
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12), and the target is slowed until the end of the hobgoblin warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +31 vs. AC; 3d12 + 16 damage (crit 52 + 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.
- □ 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.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The hobgoblin warden assumes the guardian form of the blood wolf until the end of the encounter. While the hobgoblin warden
is in this form, the hobgoblin warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied
targets. In addition, if the hobgoblin warden has combat advantage against a target that the hobgoblin warden hits with a
melee attack, the hobgoblin warden can knock that target prone. 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: +31
vs. AC; 5d12 + 16 damage (crit 76 + 3d12), and the target grants combat advantage to the hobgoblin warden (save ends). Miss:
Half damage, and the target grants combat advantage to the hobgoblin warden until the end of the hobgoblin warden’s next turn.
- ● [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; +31 vs. Fortitude; 2d12 + 16 damage (crit 40 + 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 +25, Perception +23
Str 23 (+19); Dex 14 (+15); Wis 21 (+18);
Con 17 (+16); Int 12 (+14); Cha 15 (+15)
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.