Hobgoblin NPCs [Level 30]

Hobgoblin Battle Cleric [Level 30 Controller (Leader)]

Medium natural humanoid [XP 19000]

Initiative +18; Senses Perception +21; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 43, Reflex 37, Will 44
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+35 vs. AC; 2d10 + 18 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+35 vs. AC; 2d10 + 18 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target until the end of the hobgoblin cleric’s next turn.
○ [M] Punishing Strike (standard) ✦ Weapon
+39 vs. AC; 4d10 + 18 damage.
□ [M] Godstrike (standard) ✦ Radiant, Weapon
+35 vs. AC; 7d10 + 18 radiant damage. Miss: Half damage.
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 +26, Religion +21
Str 24 (+22); Dex 13 (+16); Wis 22 (+21);
Con 16 (+18); Int 12 (+16); Cha 17 (+18)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Hobgoblin Devoted Cleric [Level 30 Controller (Leader)]

Medium natural humanoid [XP 19000]

Initiative +18; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 39, Reflex 37, Will 45
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+30 vs. AC; 2d10 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +33 vs. Reflex; 2d8 + 18 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; +33 vs. Will; 3d8 + 18 radiant damage. Hit or Miss: The hobgoblin cleric and each ally in the burst regain 17 hit points and make a saving throw.
□ [A] Astral Storm (standard) ✦ Cold, Fire, Lightning, Thunder, Zone
Area burst 5 within 20; targets enemies; +33 vs. Reflex; 6d10 + 18 cold, fire, lightning, and thunder damage. Resistance doesn’t reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Hit or Miss: The burst creates a stormy zone until the end of the hobgoblin cleric’s next turn. Sustain Minor: When the hobgoblin cleric sustains this power, make a +33 vs. Reflex attack against every enemy within the zone, dealing 2d10 + 18 lightning damage if the hobgoblin cleric hits and half damage if the hobgoblin cleric misses.
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 +27, Religion +21
Str 15 (+17); Dex 13 (+16); Wis 24 (+22);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Hobgoblin Greatweapon Fighter [Level 30 Soldier]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +17; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 45, Reflex 38, Will 38
Speed 5

● [m] Greataxe (standard) ✦ Weapon
+35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +35 vs. AC; 2d6 + 18 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12). Miss: 7 damage.
○ [M] Adamantine Strike (standard) ✦ Weapon
+35 vs. Reflex; 4d12 + 18 damage (crit 66 + 3d12), and the target takes a –2 penalty to AC until the end of the hobgoblin fighter’s next turn.
□ [M] No Mercy (standard) ✦ Reliable, Weapon
+35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). 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 +29, Intimidate +22
Str 24 (+22); Dex 15 (+17); Wis 14 (+17);
Con 24 (+22); Int 12 (+16); Cha 15 (+17)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Hobgoblin Guardian Fighter [Level 30 Soldier]

Medium natural humanoid [XP 19000]

Initiative +23; Senses Perception +17; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 45, Reflex 44, Will 38
Speed 5

● [m] Longsword (standard) ✦ Weapon
+36 vs. AC; 2d8 + 18 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+36 vs. AC; 2d8 + 18 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.
+36 vs. AC; 4d8 + 18 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.
□ [M] Storm of Destruction (standard) ✦ Weapon
Targets one or two creatures, one attack per target; +36 vs. AC; 5d8 + 18 damage. Miss: Half 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.
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 +22, Intimidate +22
Str 24 (+22); Dex 22 (+21); Wis 14 (+17);
Con 17 (+18); Int 12 (+16); Cha 15 (+17)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Avenging Paladin [Level 30 Soldier]

Medium natural humanoid [XP 19000]

Initiative +18; Senses Perception +17; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 44, Reflex 38, Will 44
Speed 5

● [m] Greatsword (standard) ✦ Weapon
+36 vs. AC; 2d10 + 18 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+36 vs. AC; 2d10 + 18 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
+36 vs. Will; 2d10 + 18 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: +36 vs. Will; 1d10 + 18 damage, and the target is stunned until the end of the hobgoblin paladin’s next turn.
□ [M] Powerful Faith (standard) ✦ Weapon
+36 vs. AC; 7d10 + 18 damage and make a secondary attack against each enemy within 10 squares of the hobgoblin paladin. Miss: Half damage, and no secondary attack. Secondary Attack: +36 vs. Fortitude; The target is blinded 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.
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 +27, Religion +21
Str 24 (+22); Dex 13 (+16); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Hobgoblin Protecting Paladin [Level 30 Soldier]

Medium natural humanoid [XP 19000]

Initiative +18; Senses Perception +17; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 43, Reflex 40, Will 45
Speed 5

● [m] Longsword (standard) ✦ Weapon
+35 vs. AC; 2d8 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +34 vs. AC; 2d6 + 17 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+37 vs. AC; 2d8 + 19 damage, and the hobgoblin paladin gains 2 temporary hit points.
○ [M] Brand of Judgment (standard) ✦ Radiant
+34 vs. Will; 4d8 + 19 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.
□ [R] Even Hand of Justice (standard)
Ranged 5; +34 vs. Will; 5d10 + 19 damage. Whenever the target makes an attack, its attack works as usual, but it takes the full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. Many creatures have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target does not gain the benefit of any immunities or resistances. Miss: 5d10 + 19 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 17 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 +28, Religion +21
Str 22 (+21); Dex 13 (+16); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 26 (+23)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Archer Ranger [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +24; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 43, Reflex 44, Will 38
Speed 6

● [m] Longsword (standard) ✦ Weapon
+35 vs. AC; 2d8 + 17 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+35 vs. AC; 2d6 + 17 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +35 vs. AC; 2d10 + 18 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +35/+35 vs. AC; 2d8 + 11 damage (main)/2d6 + 11 damage (off-hand).
Longbow: Ranged 20/40; +35 vs. AC (twice); 2d10 + 11 damage.
○ [R] Hail of Arrows (standard) ✦ Weapon
Ranged 20/40; targets each enemy in range; +35 vs. AC; 1d10 + 18 damage.
□ [R] Three-in-One Shot (standard) ✦ Weapon
Ranged 20/40; three attacks against one creature; +35 vs. AC; 2d10 + 18 damage per attack. If the first attack hits, the hobgoblin ranger gains a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks normally. Miss: Half damage per attack.
Forest Ghost (standard) ✦ Illusion
When it is not the hobgoblin ranger’s turn, enemies treat the hobgoblin ranger as invisible if the hobgoblin ranger has cover or concealment from them. An enemy still knows the square occupied by the hobgoblin ranger if it saw the hobgoblin ranger in that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
Hunter’s Quarry (minor)
The hobgoblin ranger can designate the nearest visible enemy as the hobgoblin ranger’s quarry. Once per round when hitting this quarry, the hobgoblin ranger can deal an extra 3d6 damage. This effect remains active until the end of the encounter or until the hobgoblin ranger designates a different target as the quarry. The hobgoblin ranger can only designate one enemy as quarry at a time.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin ranger suffers an effect that a save can end.
The hobgoblin ranger makes a saving throw against the effect.
Archer Fighting Style
The hobgoblin ranger gains Defensive Mobility as a bonus feat.
Defensive Mobility [Feat]
The hobgoblin ranger gains a +2 bonus to AC against opportunity attacks.

Skills Nature +22, Stealth +26
Str 22 (+21); Dex 24 (+22); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Hobgoblin Two-Blade Ranger [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +23; Senses Perception +22; low-light
HP 279; Bloodied 139
Healing Surges (+69 hp) ○○○
AC 45; Fortitude 44, Reflex 43, Will 38
Speed 6

● [m] Longsword (standard) ✦ Weapon
+36 vs. AC; 2d8 + 18 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+36 vs. AC; 2d8 + 18 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +34 vs. AC; 2d10 + 17 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +36/+36 vs. AC; 2d8 + 11 damage (main)/2d8 + 11 damage (off-hand).
Longbow: Ranged 20/40; +34 vs. AC (twice); 2d10 + 11 damage.
○ [C] Wandering Tornado (standard) ✦ Weapon
Close burst 1; targets visible enemies; +36 vs. AC; 1d8 + 18 damage. Hit or Miss: The hobgoblin ranger can shift 3 squares, and make another close burst 1 attack (as above).
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.
□ [M] Weave a Web of Steel (immediate interrupt) ✦ Weapon
When an enemy hits the hobgoblin ranger with a melee attack.
Two attacks against triggering enemy.
Longsword (main): +36 vs. AC; 3d8 + 18 damage.
Longsword (off hand): +36 vs. AC; 1d8 + 18 damage.
If both attacks hit, the target’s attack misses. Miss: Half damage with the main weapon, and no damage with the off-hand weapon.
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 +22, Perception +22
Str 24 (+22); Dex 22 (+21); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Hobgoblin Brawny Rogue [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +24; Senses Perception +16; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 42, Reflex 45, Will 39
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+35 vs. AC; 2d6 + 17 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +36 vs. AC; 2d6 + 18 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+36 vs. Reflex; 2d6 + 18 damage.
○ [M] Hurricane of Blood (standard) ✦ Weapon
+36 vs. AC; 5d6 + 18 damage.
□ [M/R] Assassin’s Point (standard) ✦ Weapon
Short Sword: +36 vs. AC; 7d6 + 18 damage.
Shuriken: Ranged 6/12; +36 vs. AC; 7d6 + 18 damage.
Hit: If the hobgoblin rogue has combat advantage against the target, double any extra damage from Sneak Attack or a critical hit. Miss: Half damage.
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 +27, Thievery +27
Str 22 (+21); Dex 24 (+22); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 17 (+18)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Hobgoblin Trickster Rogue [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +24; Senses Perception +21; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 45, Will 43
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+31 vs. AC; 2d6 + 13 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +36 vs. AC; 2d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
The hobgoblin rogue can move 2 squares before the attack.
○ [C] Dance of Death (standard) ✦ Weapon
Close burst 1; targets visible enemies; +36 vs. AC; 3d6 + 18 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] Immobilizing Strike (standard) ✦ Weapon
Short Sword: +36 vs. Fortitude; 5d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +35 vs. Fortitude; 5d6 + 18 damage.
Hit: The target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed (save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the target is slowed (save ends). Saving throws against this effect take a –5 penalty.
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 +27, Thievery +27
Str 15 (+17); Dex 24 (+22); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Hobgoblin Fey-Pact Warlock [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +18; Senses Perception +17; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 39, Reflex 43, Will 45
Speed 6

● [m] Spear (standard) ✦ Weapon
+29 vs. AC; 2d8 + 12 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +34 vs. Will; 2d6 + 19 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; +34 vs. Will; 3d10 + 19 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 +6 bonus to the stolen result.
□ [R] Curse of the Dark Delirium (standard) ✦ Charm
Ranged 10; +34 vs. Will; on the target’s next turn, The hobgoblin warlock dictates its standard, move, and minor actions. The target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such as leaping off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start of its next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain Standard: Repeat the attack against the target as long as the target is within range. On a miss, the hobgoblin warlock can’t sustain this power.
Raven’s Glamor (move) ✦ Illusion, Teleportation
The hobgoblin warlock becomes invisible until the start of the hobgoblin warlock’s next turn and teleports 20 squares. The hobgoblin warlock leaves behind an illusory image of the hobgoblin warlock that persists as long as the hobgoblin warlock is invisible. This image stands in place, takes no actions, and uses the hobgoblin warlock’s defenses if it is attacked. If the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If the hobgoblin warlock makes an attack, the hobgoblin warlock becomes visible. Sustain Standard: The hobgoblin warlock remains invisible as long as the hobgoblin warlock doesn’t make an attack.
Warlock’s Curse (minor)
The hobgoblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the hobgoblin warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The hobgoblin warlock can only curse one target per turn.
Misty Step (free)
When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock can immediately teleport 3 squares.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin warlock suffers an effect that a save can end.
The hobgoblin warlock makes a saving throw against the effect.

Skills Arcana +26, Bluff +28
Str 12 (+16); Dex 13 (+16); Wis 14 (+17);
Con 17 (+18); Int 22 (+21); Cha 26 (+23)
Equipment leather armor, spear

-1 Level / +1 Level

Hobgoblin Infernal-Pact Warlock [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +16; low-light
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 44; Fortitude 44, Reflex 43, Will 40
Speed 6

● [m] Mace (standard) ✦ Weapon
+29 vs. AC; 2d8 + 12 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +34 vs. Reflex; 2d6 + 19 fire damage. If the hobgoblin warlock takes damage before the end of the hobgoblin warlock’s next turn, the target takes an extra 2d6 + 19 fire damage.
○ [R] Hellfire Curse (standard) ✦ Fire
Ranged 10; +34 vs. Fortitude; 5d10 + 25 fire damage.
□ [R] Hurl through Hell (standard) ✦ Fear, Fire, Teleportation
Ranged 10; +34 vs. Will; 7d10 + 19 fire damage, and the target disappears into the Nine Hells until the end of the hobgoblin warlock’s next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned (save ends). Sustain Minor: If the hobgoblin warlock spends a minor action to sustain the power, the target’s return is delayed until the end of the hobgoblin warlock’s next turn. The hobgoblin warlock can sustain the power no more than three times. Miss: Half damage, and the target does not disappear.
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 30 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 +26, Intimidate +23
Str 12 (+16); Dex 14 (+17); Wis 13 (+16);
Con 26 (+23); Int 22 (+21); Cha 17 (+18)
Equipment leather armor, mace

-1 Level / +1 Level

Hobgoblin Star-Pact Warlock [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +16; low-light
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 39, Will 44
Speed 6

● [m] Sickle (standard) ✦ Weapon
+29 vs. AC; 2d6 + 12 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +34 vs. Fortitude; 2d6 + 19 radiant damage. If the target moves nearer to the hobgoblin warlock on its next turn, it takes an extra 2d6 + 19 damage.
○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
Ranged 10; +34 vs. Will; 2d10 + 19 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] Doom of Delban (standard) ✦ Cold, Fear
Ranged 10; +34 vs. Fortitude; 5d10 + 19 cold damage. Miss: Half damage. Sustain Standard: The hobgoblin warlock can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage by 1d10 each time this power hits. Each time the hobgoblin warlock sustains this power, the hobgoblin warlock takes 2d10 damage.
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 +22, Insight +21
Str 12 (+16); Dex 14 (+17); Wis 13 (+16);
Con 26 (+23); Int 15 (+17); Cha 24 (+22)
Equipment leather armor, sickle

-1 Level / +1 Level

Hobgoblin Inspiring Warlord [Level 30 Soldier (Leader)]

Medium natural humanoid [XP 19000]

Initiative +20; Senses Perception +16; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 44, Reflex 38, Will 44
Speed 5

● [m] Halberd (standard) ✦ Weapon
Reach 1; +35 vs. AC; 2d10 + 18 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M] Furious Smash (standard) ✦ Weapon
+35 vs. Fortitude; 7 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 +7 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.
+35 vs. AC; 4d10 + 18 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 +7 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
+35 vs. AC; 6d10 + 18 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.
□ [M] Stand Invincible (standard) ✦ Weapon
+35 vs. AC; 7d10 + 18 damage. Hit or Miss: The hobgoblin warlord and each ally within 5 squares of the hobgoblin warlord gains a +4 power bonus to all defenses and resist 5 to all damage until the end of the hobgoblin warlord’s next turn. Sustain Minor: The effect continues.
○○○ 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 22 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 +21, History +24
Str 24 (+22); Dex 13 (+16); Wis 12 (+16);
Con 16 (+18); Int 15 (+17); Cha 24 (+22)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Hobgoblin Tactical Warlord [Level 30 Soldier (Leader)]

Medium natural humanoid [XP 19000]

Initiative +20; Senses Perception +16; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 44, Reflex 43, Will 40
Speed 6

● [m] Longsword (standard) ✦ Weapon
+36 vs. AC; 2d8 + 18 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+36 vs. AC; 2d8 + 18 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; +36 vs. Reflex; 3d8 + 18 damage, and the target slides 7 squares.
Own the Battlefield (standard)
Close burst 10; targets visible enemies; the hobgoblin warlord slides each target 6 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.
□ [M] Defy Death (immediate interrupt) ✦ Healing, Weapon
When a creature attacks the hobgoblin warlord’s ally.
As part of this action, the hobgoblin warlord can move twice the hobgoblin warlord’s speed to reach the target without provoking opportunity attacks. Targets the attacking creature; +36 vs. AC; 7d8 + 18 damage, and the target’s attack misses. Miss: Half damage, and the target’s attack deals half damage if it hits. Hit or Miss: As an immediate reaction, the attacked ally can spend a healing surge.
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 +6 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 +21, History +28
Str 24 (+22); Dex 13 (+16); Wis 12 (+16);
Con 16 (+18); Int 22 (+21); Cha 17 (+18)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Hobgoblin Control Wizard [Level 30 Artillery]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +21; low-light
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 44
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+29 vs. AC; 2d8 + 12 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +33 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the hobgoblin wizard’s next turn.
○ [R] Confusion (standard) ✦ Charm, Psychic
Ranged 20; +33 vs. Will; 3d10 + 18 psychic damage. On the target’s next turn, the hobgoblin wizard controls its actions. The hobgoblin wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
□ [C] Legion’s Hold (standard) ✦ Charm, Psychic
Close burst 20; targets enemies; +33 vs. Will; 2d10 + 18 psychic damage, and the target is stunned (save ends). Miss: Half damage, and the target is dazed (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 -6 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 +27, Insight +26
Str 12 (+16); Dex 15 (+17); Wis 22 (+21);
Con 16 (+18); Int 24 (+22); Cha 15 (+17)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Hobgoblin War Wizard [Level 30 Artillery]

Medium natural humanoid [XP 19000]

Initiative +23; Senses Perception +17; low-light
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 40
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+29 vs. AC; 2d8 + 12 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +33 vs. Reflex; 2d6 + 18 fire damage.
○ [C] Black Fire (standard) ✦ Fire, Necrotic
Close blast 5; targets enemies; +33 vs. Reflex; 6d6 + 18 fire and necrotic damage.
□ [A] Meteor Swarm (standard) ✦ Fire
Area burst 5 within 20; +33 vs. Reflex; 8d6 + 18 fire damage. Miss: Half damage.
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 +6 bonus to a single attack roll.

Skills Arcana +27, History +29
Str 12 (+16); Dex 22 (+21); Wis 15 (+17);
Con 16 (+18); Int 24 (+22); Cha 15 (+17)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Hobgoblin Isolating Avenger [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +18; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+31 vs. AC; 2d10 + 13 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+36 vs. AC; 2d10 + 18 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
+36 vs. Will; 3d10 + 18 damage, and the hobgoblin avenger teleports each enemy within 5 squares of the hobgoblin avenger, other than the target, 10 squares.
□ [C] Fiery Vengeance (standard) ✦ Fire, Healing, Radiant
Close burst 3; +33 vs. Reflex; 7d6 + 18 fire and radiant damage. Miss: Half damage. Hit or Miss: The hobgoblin avenger regains hit points as if the hobgoblin avenger had spent a healing surge. Until the end of the encounter, any enemy that ends its turn adjacent to the hobgoblin avenger takes 10 fire and radiant damage.
○ [C] Oath of Enmity (minor)
Choose one enemy the hobgoblin avenger can see in within 10 squares. When the hobgoblin avenger makes a melee attack against the target and the target is the only enemy adjacent to the hobgoblin avenger, the hobgoblin avenger makes two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the hobgoblin avenger regains the use of this power.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the hobgoblin avenger makes an attack roll against the hobgoblin avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin avenger suffers an effect that a save can end.
The hobgoblin avenger makes a saving throw against the effect.
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 +6 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 +24, Religion +26
Str 15 (+17); Dex 13 (+16); Wis 24 (+22);
Con 16 (+18); Int 22 (+21); Cha 14 (+17)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Hobgoblin Pursuing Avenger [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +23; Senses Perception +22; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+31 vs. AC; 2d10 + 13 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +34 vs. AC; 2d8 + 17 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+36 vs. AC; 2d10 + 18 damage, and if the target doesn’t end its next turn adjacent to the hobgoblin avenger, the hobgoblin avenger can shift 7 squares as a free action. The hobgoblin avenger must end that shift closer to the target.
○ [M] Inevitable End (standard) ✦ Weapon
+42 vs. AC; 4d10 + 18 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.
□ [M] Final Oath (standard) ✦ Weapon
+36 vs. AC; 9d10 + 18 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the hobgoblin avenger and the target gain a +5 bonus to attack rolls against each other.
○ [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 +12 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 +21, Stealth +26
Str 15 (+17); Dex 22 (+21); Wis 24 (+22);
Con 16 (+18); Int 13 (+16); Cha 14 (+17)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Hobgoblin Rageblood Barbarian [Level 30 Brute]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +21; low-light
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 44; Fortitude 45, Reflex 41, Will 39
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d8 + 18 damage (crit 66 + 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 +7 bonus to the attack roll if the target is bloodied. +35 vs. AC; 5d12 + 18 damage (crit 78 + 3d12), and the hobgoblin barbarian gains a +7 bonus to attack rolls until the end of the hobgoblin barbarian’s next turn.
□ [M] Winter Ghost Rage (standard) ✦ Cold, Rage, Weapon
+35 vs. AC; 6d12 + 18 cold damage (crit 90 + 3d12), and ongoing 10 cold damage (save ends). Miss: Half damage. Hit or Miss: The hobgoblin barbarian enters the rage of the winter ghost. Until the rage ends, the hobgoblin barbarian is insubstantial while the hobgoblin barbarian is bloodied.
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 22 to all damage.
Rageblood Vigor
Whenever the hobgoblin barbarian’s attack reduces an enemy to 0 hit points, the hobgoblin barbarian gains 17 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 +28, Perception +21
Str 24 (+22); Dex 14 (+17); Wis 13 (+16);
Con 24 (+22); Int 12 (+16); Cha 17 (+18)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Hobgoblin Thaneborn Barbarian [Level 30 Brute]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +21; low-light
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 44; Fortitude 45, Reflex 41, Will 43
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+35 vs. AC; 2d12 + 3d6 + 18 damage (crit 60 + 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
+35 vs. AC; 6d12 + 18 damage (crit 90 + 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 +7 power bonus to basic attack rolls.
□ [M] World Serpent Rage (standard) ✦ Rage, Weapon
+35 vs. AC; 7d12 + 18 damage (crit 102 + 3d12). Miss: Half damage. Hit or Miss: The hobgoblin barbarian enters the rage of the World Serpent. Until the rage ends, the hobgoblin barbarian can make a melee basic attack as a free action against any enemy adjacent to the hobgoblin barbarian that shifts. In addition, on the hobgoblin barbarian’s turn, the hobgoblin barbarian gains a +5 bonus to damage rolls against any enemy that was adjacent to the hobgoblin barbarian at the start of the hobgoblin barbarian’s turn. When charging, the hobgoblin barbarian can use this power in place of a melee basic attack.
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 +7 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 +28, Perception +21
Str 24 (+22); Dex 14 (+17); Wis 13 (+16);
Con 17 (+18); Int 12 (+16); Cha 24 (+22)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Hobgoblin Cunning Bard [Level 30 Controller (Leader)]

Medium natural humanoid [XP 19000]

Initiative +18; Senses Perception +21; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 39, Reflex 44, Will 45
Speed 6

● [m] Longsword (standard) ✦ Weapon
+31 vs. AC; 2d8 + 13 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +34 vs. Will; 2d6 + 19 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; +34 vs. Reflex; 3d10 + 19 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 16 psychic damage whenever that ally takes damage.
□ [R] Spellbind (standard) ✦ Charm
Ranged 10; +34 vs. Will; The target is dominated (save ends). Aftereffect: 2d10 + 19 damage, and the target is dazed until the end of the hobgoblin bard’s next turn. Miss: The target is dazed (save ends). Aftereffect: 2d10 + 19 damage.
○○○ Majestic Word (minor) ✦ Healing
The hobgoblin bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 8 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 11 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 +26, Bluff +28
Str 14 (+17); Dex 13 (+16); Wis 12 (+16);
Con 17 (+18); Int 22 (+21); Cha 26 (+23)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Hobgoblin Valorous Bard [Level 30 Controller (Leader)]

Medium natural humanoid [XP 19000]

Initiative +18; Senses Perception +21; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 45
Speed 5

● [m] Longsword (standard) ✦ Weapon
+31 vs. AC; 2d8 + 13 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+37 vs. AC; 2d8 + 19 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
+37 vs. AC; 2d8 + 19 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 +7 bonus to the attack roll and the damage roll.
□ [R] Satire of Leadership (standard) ✦ Psychic
Ranged 10; +34 vs. Will; 5d10 + 19 psychic damage. Hit or Miss: The target and each enemy within 3 squares of it take a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
○○○ Majestic Word (minor) ✦ Healing
The hobgoblin bard or one ally within 15 squares can spend a healing surge and regain an additional 5d6 + 8 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 12 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 +22, Athletics +23
Str 14 (+17); Dex 13 (+16); Wis 12 (+16);
Con 24 (+22); Int 15 (+17); Cha 26 (+23)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Hobgoblin Guardian Druid [Level 30 Controller]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +22; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 46; Fortitude 43, Reflex 39, Will 44
Speed 6

● [m] Scythe (standard) ✦ Weapon
+30 vs. AC; 4d4 + 13 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+33 vs. Reflex; 2d8 + 18 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; +33 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
○ [C] Polar Blast (standard) ✦ Cold
Close blast 5; +33 vs. Reflex; 3d8 + 18 cold damage, the target gains 7 vulnerability to all damage and the target is immobilized until the end of the hobgoblin druid’s next turn.
□ [A] Lifeleech Thorns (standard) ✦ Healing
Area burst 2 within 20; +33 vs. Reflex; the target is immobilized and weakened and takes ongoing 10 damage (save ends all). The hobgoblin druid regains 7 hit points for each target hit with this power. Aftereffect: 3d8 + 18 damage. Miss: 1d10 + 18 damage, and the target is weakened (save ends).
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 7 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 +27, Nature +27
Str 14 (+17); Dex 15 (+17); Wis 24 (+22);
Con 24 (+22); Int 13 (+16); Cha 14 (+17)
Equipment hide armor, scythe

-1 Level / +1 Level

Hobgoblin Predator Druid [Level 30 Controller]

Medium natural humanoid [XP 19000]

Initiative +23; Senses Perception +27; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 39, Reflex 43, Will 44
Speed 7

● [m] Scythe (standard) ✦ Weapon
+30 vs. AC; 4d4 + 13 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+33 vs. Reflex; 2d8 + 18 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; +33 vs. Reflex; 2d6 + 11 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 7 fire damage.
○ [M] Leaping Rake (standard) ✦ Beast Form
Before the attack, the hobgoblin druid shifts 7 squares. Targets each enemy within reach during the shift; +33 vs. Reflex; 1d10 + 18 damage, and the target is dazed until the end of the hobgoblin druid’s next turn.
□ [R] Gaze of the Beast (standard) ✦ Beast Form, Charm, Psychic
Ranged 10; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d10 + 18 psychic damage. Miss: The target is dazed (save ends), with 2d10 + 18 psychic damage as an aftereffect.
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 +27, Perception +27
Str 14 (+17); Dex 22 (+21); Wis 24 (+22);
Con 17 (+18); Int 13 (+16); Cha 14 (+17)
Equipment hide armor, scythe

-1 Level / +1 Level

Hobgoblin Preserving Invoker [Level 30 Artillery]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +22; low-light
HP 203; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+29 vs. AC; 2d10 + 12 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +33 vs. Reflex; 2d8 + 18 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 + 18 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] Word of the Gods (standard) ✦ Charm, Psychic
Close blast 5; targets enemies; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d6 + 18 psychic damage. Miss: 6d6 + 18 psychic damage.
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 +6 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 +26, Religion +26
Str 12 (+16); Dex 14 (+17); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 15 (+17)
Equipment hide armor, morningstar

-1 Level / +1 Level

Hobgoblin Wrathful Invoker [Level 30 Artillery]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +22; low-light
HP 210; Bloodied 105
Healing Surges (+52 hp) ○○○
AC 42; Fortitude 44, Reflex 39, Will 44
Speed 5

● [m] Morningstar (standard) ✦ Weapon
+29 vs. AC; 2d10 + 12 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +33 vs. Fortitude; 2d10 + 18 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +7 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; +33 vs. Will; 3d8 + 18 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 +7 extra damage.
□ [A] Invoke the Absolute Dark (standard) ✦ Zone
Area burst 2 within 20; +33 vs. Fortitude; 6d6 + 18 damage. Miss: Half damage. Hit or Miss: The burst creates a zone of darkness that lasts until the end of the hobgoblin invoker’s next turn. The zone is totally obscured. In addition, any creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed until the end of its turn. The hobgoblin invoker can dismiss the zone as a minor action. Sustain Minor: The zone persists, and the hobgoblin invoker can increase its size by 1 to a maximum of burst 5.
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+7 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 +26, Religion +22
Str 12 (+16); Dex 14 (+17); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 15 (+17)
Equipment chainmail, morningstar

-1 Level / +1 Level

Hobgoblin Bear Shaman [Level 30 Controller (Leader)]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +27; low-light
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 44, Reflex 38, Will 44
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +29 vs. AC; 2d10 + 12 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +33 vs. Will; 2d8 + 18 damage, and each ally adjacent to the hobgoblin shaman’s spirit companion gains 7 temporary hit points.
○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
Spirit melee 1; +33 vs. Reflex; 4d8 + 18 fire and radiant damage. Until the end of the hobgoblin shaman’s next turn, each ally gains a +10 bonus to saving throws while adjacent to the hobgoblin shaman’s spirit companion.
□ [C] Sea of Serpents (standard) ✦ Zone
Close blast 5; targets enemies; +33 vs. Reflex; 5d6 + 18 damage. Miss: Half damage. Hit or Miss: The blast creates a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat advantage against each enemy, and can use an opportunity action to make a melee basic attack against any enemy adjacent to him or her that shifts.
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 25 damage to the spirit, the spirit disappears, and the hobgoblin shaman takes 20 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; +33 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the hobgoblin shaman’s spirit companion regains 7 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 7 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 +27, Perception +27
Str 13 (+16); Dex 14 (+17); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 14 (+17)
Equipment leather armor, longspear

-1 Level / +1 Level

Hobgoblin Panther Shaman [Level 30 Controller (Leader)]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +27; low-light
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 40, Reflex 42, Will 44
Speed 6

● [m] Longspear (standard) ✦ Weapon
Reach 1; +29 vs. AC; 2d10 + 12 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +33 vs. Fortitude; 2d10 + 18 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 +3 bonus to the attack roll.
○ [R] Blood Reaper Spirits (standard)
Ranged 10; +33 vs. Fortitude; 4d6 + 18 damage. Until the end of the hobgoblin shaman’s next turn, any ally gains a +8 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 +10 if the attack hits twice and +12 if it hits three times.
□ [R] Death Spirit (standard) ✦ Necrotic
Ranged 10; +33 vs. Fortitude; 7d10 + 18 necrotic damage. Miss: Half damage. Hit or Miss: When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends). Aftereffect: When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 necrotic damage (save ends).
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 25 damage to the spirit, the spirit disappears, and the hobgoblin shaman takes 20 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; +33 vs. Reflex; 2d10 + 18 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 +6 bonus to damage rolls against bloodied enemies.

Skills Nature +27, Perception +27
Str 13 (+16); Dex 14 (+17); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 14 (+17)
Equipment leather armor, longspear

-1 Level / +1 Level

Hobgoblin Chaos Sorcerer [Level 30 Artillery]

Medium natural humanoid [XP 19000]

Initiative +23; Senses Perception +16; low-light
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 42; Fortitude 39, Reflex 42, Will 46
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +35 vs. AC; 2d4 + 17 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +34 vs. Will; 2d10 + 29 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: +34 vs. Will; 1d6 + 21 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; +34 vs. Reflex; 4d6 + 29 fire damage. Make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack: +34 vs. Reflex; 4d6 + 29 fire damage. Repeat the secondary attack against a creature the hobgoblin sorcerer has not already targeted with this power during this encounter.
□ [C] Entropic Whirlwind (standard) ✦ Teleportation
Close burst 5; targets enemies; +34 vs. Will; 3d8 + 29 damage, and the hobgoblin sorcerer teleports the target 6 squares. The target again takes 3d8 + 29 damage whenever it teleports (save ends). Hit or Miss: Until the end of the encounter, when any creature ends its turn within 5 squares of the hobgoblin sorcerer, the hobgoblin sorcerer can teleport the creature to any space within 5 squares of the hobgoblin sorcerer as an immediate reaction.
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 +10 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 +21, Bluff +28
Str 15 (+17); Dex 22 (+21); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 26 (+23)
Equipment cloth armor, dagger

-1 Level / +1 Level

Hobgoblin Dragon Sorcerer [Level 30 Skirmisher]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +16; low-light
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 42, Reflex 38, Will 46
Speed 6

● [m] Quarterstaff (standard) ✦ Weapon
+34 vs. AC; 2d8 + 17 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +34 vs. Reflex; 2d8 + 29 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 6 fire damage.
○ [R] Lightning Eruption (standard) ✦ Lightning
Ranged 10; +34 vs. Reflex; 3d12 + 29 lightning damage, and each enemy adjacent to the target takes 1d12 + 21 lightning damage.
□ [R] Endless Acid (standard) ✦ Acid
Ranged 10; +34 vs. Fortitude; 1d6 + 29 acid damage, and ongoing 15 acid damage (save ends). Aftereffect: Ongoing 10 acid damage (save ends). Aftereffect: Ongoing 5 acid damage (save ends). Miss: Ongoing 15 acid damage (save ends).
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 +6 power bonus to all defenses.
Draconic Power
The hobgoblin sorcerer gains a +10 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 +21, Athletics +28
Str 22 (+21); Dex 15 (+17); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 26 (+23)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Hobgoblin Earth Warden [Level 30 Brute]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +22; low-light
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 48; Fortitude 44, Reflex 40, Will 39
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+35 vs. AC; 2d10 + 18 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+35 vs. AC; 2d10 + 18 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
+35 vs. AC; 3d10 + 18 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 7 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 Spring Renewal (minor) ✦ Healing, Polymorph, Radiant
The hobgoblin warden assumes the guardian form of spring renewal until the end of the encounter. While the hobgoblin warden is in this form, the hobgoblin warden gains resist 10 necrotic. In addition, the hobgoblin warden gains a fly speed of 8, and the hobgoblin warden can hover. 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: Close burst 2; +39 vs. Reflex; 4d10 + 11 radiant damage. Miss: Half damage. Hit or Miss: The hobgoblin warden regains all the hobgoblin warden’s hit points, but the hobgoblin warden is stunned until the end of the hobgoblin warden’s next turn.
● [C] Warden’s Grasp (immediate reaction)
When an enemy marked by the hobgoblin warden that is within 5 squares of the hobgoblin warden makes an attack that does not include the hobgoblin warden as a target.
Targets the triggering enemy; The hobgoblin warden slides the target 1 square. The target is slowed and cannot shift until the end of its turn.
Hobgoblin Resilience (immediate reaction)
When the hobgoblin warden suffers an effect that a save can end.
The hobgoblin warden makes a saving throw against the effect.
Earthstrength
When the hobgoblin warden uses the hobgoblin warden’s second wind, the hobgoblin warden gains an additional +7 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 +26, Perception +22
Str 24 (+22); Dex 14 (+17); Wis 15 (+17);
Con 24 (+22); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Hobgoblin Wild Warden [Level 30 Brute]

Medium natural humanoid [XP 19000]

Initiative +19; Senses Perception +26; low-light
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 44, Reflex 38, Will 43
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+35 vs. AC; 2d12 + 18 damage (crit 42 + 3d12), and the target is slowed until the end of the hobgoblin warden’s next turn.
○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
+35 vs. AC; 4d12 + 18 damage (crit 66 + 3d12), and the target takes 21 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 Starmetal Warrior (minor) ✦ Polymorph
The hobgoblin warden assumes the guardian form of the starmetal warrior until the end of the encounter. While the hobgoblin warden is in this form, the hobgoblin warden gains a +3 bonus to AC. In addition, while any flying enemy is within 10 squares of the hobgoblin warden, its fly speed is 1. 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: Close burst 2; targets enemies; +35 vs. AC; 3d12 + 18 damage (crit 54 + 3d12). This damage ignores any of the target’s resistances. Miss: Half damage. This damage ignores any of the target’s resistances.
● [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; +35 vs. Fortitude; 2d12 + 18 damage (crit 42 + 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 -6 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 +28, Perception +26
Str 24 (+22); Dex 14 (+17); Wis 22 (+21);
Con 17 (+18); Int 12 (+16); Cha 15 (+17)
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.