Hobgoblin NPCs [Level 27]

Hobgoblin Battle Cleric [Level 27 Controller (Leader)]

Medium natural humanoid [XP 11000]

Initiative +16; Senses Perception +18; low-light
HP 240; Bloodied 120
Healing Surges (+60 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] Punishing Strike (standard) ✦ Weapon
+35 vs. AC; 4d10 + 16 damage.
□ [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 27 Controller (Leader)]

Medium natural humanoid [XP 11000]

Initiative +16; Senses Perception +19; low-light
HP 240; Bloodied 120
Healing Surges (+60 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] Sunburst (standard) ✦ Healing, Radiant
Area burst 2 within 10; targets enemies; +29 vs. Will; 3d8 + 16 radiant damage. Hit or Miss: The hobgoblin cleric and each ally in the burst regain 16 hit points and make a saving throw.
□ [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 27 Soldier]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +15; low-light
HP 247; Bloodied 123
Healing Surges (+61 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] Adamantine Strike (standard) ✦ Weapon
+31 vs. Reflex; 4d12 + 16 damage (crit 64 + 3d12), and the target takes a –2 penalty to AC until the end of the hobgoblin fighter’s next turn.
□ [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 27 Soldier]

Medium natural humanoid [XP 11000]

Initiative +20; Senses Perception +15; low-light
HP 241; Bloodied 120
Healing Surges (+60 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] Diamond Shield Defense (standard) ✦ Weapon
Must be using a shield.
+32 vs. AC; 4d8 + 16 damage, and the hobgoblin fighter takes half damage from the target’s attacks until the end of the hobgoblin fighter’s next turn. Hit or Miss: The hobgoblin fighter gains a +2 power bonus to AC until the end of the hobgoblin fighter’s next turn.
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 27 Soldier]

Medium natural humanoid [XP 11000]

Initiative +16; Senses Perception +15; low-light
HP 240; Bloodied 120
Healing Surges (+60 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] Stunning Smite (standard) ✦ Weapon
+32 vs. Will; 2d10 + 16 damage, the target is stunned until the end of the hobgoblin paladin’s next turn, and make a secondary attack against each enemy other than the primary target adjacent to the hobgoblin paladin. Secondary Attack: +32 vs. Will; 1d10 + 16 damage, and the target is stunned until the end of the hobgoblin paladin’s next turn.
□ [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 27 Soldier]

Medium natural humanoid [XP 11000]

Initiative +16; Senses Perception +15; low-light
HP 240; Bloodied 120
Healing Surges (+60 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.
○ [M] Brand of Judgment (standard) ✦ Radiant
+30 vs. Will; 4d8 + 17 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack whether it hits or misses.
□ [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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +21; Senses Perception +20; low-light
HP 240; Bloodied 120
Healing Surges (+60 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] Hail of Arrows (standard) ✦ Weapon
Ranged 20/40; targets each enemy in range; +31 vs. AC; 1d10 + 16 damage.
□ [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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +20; Senses Perception +20; low-light
HP 255; Bloodied 127
Healing Surges (+63 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.
○ [C] Wandering Tornado (standard) ✦ Weapon
Close burst 1; targets visible enemies; +32 vs. AC; 1d8 + 16 damage. Hit or Miss: The hobgoblin ranger can shift 3 squares, and make another close burst 1 attack (as above).
□ [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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +21; Senses Perception +14; low-light
HP 240; Bloodied 120
Healing Surges (+60 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] Hurricane of Blood (standard) ✦ Weapon
+32 vs. AC; 5d6 + 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.
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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +21; Senses Perception +19; low-light
HP 240; Bloodied 120
Healing Surges (+60 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.
○ [C] Dance of Death (standard) ✦ Weapon
Close burst 1; targets visible enemies; +32 vs. AC; 3d6 + 16 damage. If the target makes a melee attack against the hobgoblin rogue before the end of the hobgoblin rogue’s next turn, the hobgoblin rogue can make it attack another creature of the hobgoblin rogue’s choice instead, including itself.
□ [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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +16; Senses Perception +15; low-light
HP 241; Bloodied 120
Healing Surges (+60 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] Curse of the Fey King (standard)
Ranged 10; +30 vs. Will; 3d10 + 17 damage. In addition, the first time the target rolls a d20 on its next turn, the hobgoblin warlock can steal that result. The target rerolls, and the hobgoblin warlock uses the stolen result for the hobgoblin warlock’s next d20 roll. The hobgoblin warlock gains a +5 bonus to the stolen result.
□ [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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +14; low-light
HP 249; Bloodied 124
Healing Surges (+62 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.
○ [R] Hellfire Curse (standard) ✦ Fire
Ranged 10; +30 vs. Fortitude; 5d10 + 22 fire damage.
□ [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 27 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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +14; low-light
HP 249; Bloodied 124
Healing Surges (+62 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] Banish to the Void (standard) ✦ Fear, Teleportation
Ranged 10; +30 vs. Will; 2d10 + 17 damage. The target disappears into a starry realm. At the start of its next turn, the target reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice). The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the hobgoblin warlock’s next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls it makes due to this power.
□ [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 27 Soldier (Leader)]

Medium natural humanoid [XP 11000]

Initiative +18; Senses Perception +14; low-light
HP 240; Bloodied 120
Healing Surges (+60 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] Devastating Charge (standard) ✦ Weapon
Must charge as part of this attack.
+31 vs. AC; 4d10 + 16 damage, and until the end of the hobgoblin warlord’s next turn, any ally who has line of sight to the hobgoblin warlord gains a +6 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
□ [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 27 Soldier (Leader)]

Medium natural humanoid [XP 11000]

Initiative +18; Senses Perception +14; low-light
HP 240; Bloodied 120
Healing Surges (+60 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.
○ [C] Chimera Battlestrike (standard) ✦ Weapon
Close burst 1; targets visible enemies; +32 vs. Reflex; 3d8 + 16 damage, and the target slides 6 squares.
□ [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 27 Artillery]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +18; low-light
HP 184; Bloodied 92
Healing Surges (+46 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.
○ [R] Confusion (standard) ✦ Charm, Psychic
Ranged 20; +29 vs. Will; 3d10 + 16 psychic damage. On the target’s next turn, the hobgoblin wizard controls its actions. The hobgoblin wizard can move it 5 squares, and it then makes a basic attack against its nearest ally.
□ [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 27 Artillery]

Medium natural humanoid [XP 11000]

Initiative +20; Senses Perception +15; low-light
HP 184; Bloodied 92
Healing Surges (+46 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.
○ [C] Black Fire (standard) ✦ Fire, Necrotic
Close blast 5; targets enemies; +29 vs. Reflex; 6d6 + 16 fire and necrotic 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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +16; Senses Perception +19; low-light
HP 240; Bloodied 120
Healing Surges (+60 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] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
+32 vs. Will; 3d10 + 16 damage, and the hobgoblin avenger teleports each enemy within 5 squares of the hobgoblin avenger, other than the target, 9 squares.
□ [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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +20; Senses Perception +19; low-light
HP 240; Bloodied 120
Healing Surges (+60 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] Inevitable End (standard) ✦ Weapon
+37 vs. AC; 4d10 + 16 damage. Hit or Miss: If the target is still alive and not adjacent to the hobgoblin avenger at the end of its next turn, the hobgoblin avenger regains the use of this power. The hobgoblin avenger can regain the use of this power in this manner once per encounter.
□ [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 27 Brute]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +19; low-light
HP 303; Bloodied 151
Healing Surges (+75 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] Blood Wrath (standard) ✦ Weapon
The hobgoblin barbarian gains gains a +6 bonus to the attack roll if the target is bloodied. +31 vs. AC; 5d12 + 16 damage (crit 76 + 3d12), and the hobgoblin barbarian gains a +6 bonus to attack rolls until the end 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 27 Brute]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +19; low-light
HP 297; Bloodied 148
Healing Surges (+74 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] Butcher’s Feast (standard) ✦ Weapon
+31 vs. AC; 6d12 + 16 damage (crit 88 + 3d12), and until the end of the hobgoblin barbarian’s next turn, the hobgoblin barbarian can make a melee basic attack as a free action against any enemy adjacent to the hobgoblin barbarian that hits or misses the hobgoblin barbarian. Until the end of the hobgoblin barbarian’s next turn, the hobgoblin barbarian also gains a +6 power bonus to basic attack rolls.
□ [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 27 Controller (Leader)]

Medium natural humanoid [XP 11000]

Initiative +16; Senses Perception +19; low-light
HP 241; Bloodied 120
Healing Surges (+60 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] Bond of Malediction (standard) ✦ Psychic
Ranged 10; +30 vs. Reflex; 3d10 + 17 psychic damage. Choose an ally within 10 squares of the hobgoblin bard. Until the end of the hobgoblin bard’s next turn, the target takes 15 psychic damage whenever that ally takes damage.
□ [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 27 Controller (Leader)]

Medium natural humanoid [XP 11000]

Initiative +16; Senses Perception +19; low-light
HP 247; Bloodied 123
Healing Surges (+61 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] Surge of Valor (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage, and each ally within 10 squares of the hobgoblin bard can shift 2 squares and make a melee basic attack as a free action, with a +6 bonus to the attack roll and the damage roll.
□ [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 27 Controller]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +19; low-light
HP 247; Bloodied 123
Healing Surges (+61 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.
○ [C] Polar Blast (standard) ✦ Cold
Close blast 5; +29 vs. Reflex; 3d8 + 16 cold damage, the target gains 6 vulnerability to all damage and the target is immobilized until the end of the hobgoblin druid’s next turn.
□ [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 27 Controller]

Medium natural humanoid [XP 11000]

Initiative +20; Senses Perception +24; low-light
HP 241; Bloodied 120
Healing Surges (+60 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.
○ [M] Leaping Rake (standard) ✦ Beast Form
Before the attack, the hobgoblin druid shifts 6 squares. Targets each enemy within reach during the shift; +29 vs. Reflex; 1d10 + 16 damage, and the target is dazed 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 27 Artillery]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +19; low-light
HP 185; Bloodied 92
Healing Surges (+46 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] Offering of Peace (standard) ✦ Radiant
Choose one enemy within 10 squares. If the target attacks before the end of the hobgoblin invoker’s next turn, it takes 4d10 + 16 radiant damage damage. If the hobgoblin invoker or an ally attacks the target before the end of the hobgoblin invoker’s next turn, the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The hobgoblin invoker and the hobgoblin invoker’s allies gain a +2 power bonus to all defenses until the end of the hobgoblin invoker’s next turn.
□ [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 27 Artillery]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +19; low-light
HP 191; Bloodied 95
Healing Surges (+47 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] Invoke Terror (standard) ✦ Fear, Psychic
Area burst 2 within 10; +29 vs. Will; 3d8 + 16 psychic damage, and the target moves half its speed away from the hobgoblin invoker, avoiding unsafe squares and difficult terrain if it can. Until the start of the hobgoblin invoker’s next turn, opportunity attacks that hit the target deal +6 extra 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 27 Controller (Leader)]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +24; low-light
HP 247; Bloodied 123
Healing Surges (+61 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 Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
Spirit melee 1; +29 vs. Reflex; 4d8 + 16 fire and radiant damage. Until the end of the hobgoblin shaman’s next turn, each ally gains a +9 bonus to saving throws while adjacent to the hobgoblin shaman’s spirit companion.
□ [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 27 Controller (Leader)]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +24; low-light
HP 241; Bloodied 120
Healing Surges (+60 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.
○ [R] Blood Reaper Spirits (standard)
Ranged 10; +29 vs. Fortitude; 4d6 + 16 damage. Until the end of the hobgoblin shaman’s next turn, any ally gains a +7 bonus to damage rolls while adjacent to the hobgoblin shaman’s spirit companion. Make the attack two more times against the same target or different ones. The bonus to the hobgoblin shaman’s allies’ damage rolls increases to +9 if the attack hits twice and +11 if it hits three times.
□ [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 27 Artillery]

Medium natural humanoid [XP 11000]

Initiative +20; Senses Perception +14; low-light
HP 184; Bloodied 92
Healing Surges (+46 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] Wildfire Curse (standard) ✦ Fire
Ranged 10; +30 vs. Reflex; 4d6 + 26 fire damage. Make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack: +30 vs. Reflex; 4d6 + 26 fire damage. Repeat the secondary attack against a creature the hobgoblin sorcerer has not already targeted with this power during this encounter.
□ [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 27 Skirmisher]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +14; low-light
HP 240; Bloodied 120
Healing Surges (+60 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.
○ [R] Lightning Eruption (standard) ✦ Lightning
Ranged 10; +30 vs. Reflex; 3d12 + 26 lightning damage, and each enemy adjacent to the target takes 1d12 + 19 lightning damage.
□ [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 27 Brute]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +20; low-light
HP 303; Bloodied 151
Healing Surges (+75 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.
○ [M] Earth Tomb (standard) ✦ Weapon
+31 vs. AC; 3d10 + 16 damage, and the target is knocked prone and can’t stand up until the end of the hobgoblin warden’s next turn. The hobgoblin warden also slides the target 6 squares.
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 27 Brute]

Medium natural humanoid [XP 11000]

Initiative +17; Senses Perception +23; low-light
HP 297; Bloodied 148
Healing Surges (+74 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] Guardian’s Storm (standard) ✦ Lightning, Weapon
+31 vs. AC; 4d12 + 16 damage (crit 64 + 3d12), and the target takes 20 lightning damage if it moves before the end of the hobgoblin warden’s next turn.
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.