Vargash, Goblin Archer Ranger ‐ [Level 2 Skirmisher] Small natural humanoid ‐ [XP 150] Initiative +5; Senses Perception +8, low‐light vision HP 37; Bloodied 18; Healing Surges 1; Surge Value 9 AC 18 (20 vs. opportunity attacks); Fortitude 13; Reflex 17; Will 13 Speed 6; see also goblin tactics ● [m] Scimitar (standard) ✦ Weapon ‐ +4 vs. AC; 1d8 + 1 damage (crit 9 + 1d8). ● [r] Shortbow (standard) ✦ Weapon ‐ Ranged 15/30; +7 vs. AC; 1d8 + 4 damage. ● [R] Nimble Strike (standard) ✦ Weapon ‐ Vargash can shift 1 square either before or after the attack. ‐ Ranged 15/30; +7 vs. AC; 1d8+4 damage. ● Hunter’s Quarry (minor) ‐ Vargash can designate the nearest visible enemy as his quarry. Once per round when hitting his quarry, Vargash can deal an extra 1d8 damage. This effect remains active until the end of the encounter or until he designates a different target as his quarry. Vargash can only designate one enemy as his quarry at a time. ● Goblin Tactics (immediate reaction) ‐ When Vargash is missed by a melee attack. ‐ Vargash shifts 1 square. ○ [M/R] Evasive Strike (standard) ✦ Weapon ‐ Vargash can shift 3 squares either before or after the attack. ‐ Scimitar: +4 vs. AC; 2d8 + 1 damage (crit 17 + 1d8). ‐ Shortbow: Ranged 15/30; +7 vs. AC; 2d8 + 4 damage. ○ Yield Ground (immediate reaction) ‐ When an enemy damages Vargash with a melee attack. ‐ Vargash can shift 2 squares. Vargash also gains a +2 power bonus to all defenses until the end of his next turn. □ [R] Split the Tree (standard) ✦ Weapon ‐ Ranged 15/30; targets two creatures within 3 squares of each other; +7 vs. AC; 2d8 + 4 damage. Make two attack rolls, take the higher result, and apply it to both targets. □ Second Wind (standard) ✦ Healing ‐ Vargash spends a healing surge and gains +2 to defenses until the start of his next turn. ‐‐ Hunter’s Aim [Feat] ‐ Vargash doesn’t take the normal –2 penalty to attack rolls against his quarry if it has cover or concealment. Skills Nature +8, Stealth +12 Feats Defensive Mobility, Lethal Hunter, Hunter’s Aim Str 12 (+2); Dex 18 (+5); Wis 14 (+3); Con 13 (+2); Int 10 (+1); Cha 13 (+2) Equipment hide armor, scimitar, shortbow, 60 arrows
Gray Wolf Runt #1 ‐ [Level 1 Skirmisher] Medium natural beast ‐ [XP 100] Initiative +4; Senses Perception +6, low‐light vision HP 30; Bloodied 15 AC 15; Fortitude 13; Reflex 13; Will 12 Speed 8 ● [m] Bite (standard) ‐ +6 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone target. ‐‐ Combat Advantage ‐ If the gray wolf runt has combat advantage against the target, the target is also knocked prone on a hit. Str 13 (+1); Dex 14 (+2); Wis 13 (+1); Con 14 (+2); Int 2 (–4); Cha 10 (+0)
Unger, Goblin Rageblood Barbarian ‐ [Level 5 Brute] Small natural humanoid ‐ [XP 250] Initiative +6; Senses Perception +2, low‐light vision HP 61; Bloodied 30; Healing Surges 1; Surge Value 15 AC 20; Fortitude 19; Reflex 18; Will 14 Speed 6; see also goblin tactics ● [m] Triple‐headed Flail (standard) ✦ Weapon ‐ +10 vs. AC; 1d10 + 5 damage. ● [r] Javelin (standard) ✦ Weapon ‐ Ranged 5/10; +9 vs. AC; 1d6 + 5 damage. ● [M] Pressing Strike (standard) ✦ Weapon ‐ Before the attack, Unger shifts 2 squares. He can move through an enemy’s space during the shift. ‐ +10 vs. AC; 1d10 + 5 damage, and push target 1 square. If Unger is raging, the attack deals +1d6 damage. ● Goblin Tactics (immediate reaction) ‐ When Unger is missed by a melee attack. ‐ Unger shifts 1 square. ○ [M] Hammer Fall (standard) ✦ Weapon ‐ +10 vs. Fortitude; 2d10 + 5 damage, knock target prone, and slide target 1 square. ○ [M] Swift Charge (free) ‐ When one of Unger’s attacks reduces an enemy to 0 hit points. ‐ Unger charges an enemy. □ [M] Thunder Hawk Rage (standard) ✦ Rage, Thunder, Weapon ‐ +10 vs. AC; 2d10 + 5 thunder damage, and target is dazed (save ends). Miss: Half damage. Unger manifests the rage of the thunder hawk. Until the rage ends, before he takes any actions during each of his turns, Unger can knock an adjacent enemy prone and slide it 1 square as a free action. □ Primal Vitality (minor) ‐ Unger gains 3 temporary hit points. If he is raging, Unger instead gains 4 temporary hit points. □ Second Wind (standard) ✦ Healing ‐ Unger spends a healing surge and gains +2 to defenses until the start of his next turn. ‐‐ Rageblood Vigor ‐ Whenever Unger reduces an enemy to 0 hit points, he gains 1 temporary hit point. ‐‐ Rampage ‐ Once per round, when Unger scores a critical hit with a barbarian attack power, he can immediately make a melee basic attack as a free action. He does not have to attack the same target that he critically hit. ‐‐ Student of the Sword [Feat] ‐ Once per encounter as a free action, Unger can add a +1 bonus to the next attack roll he makes. Whether the attack hits or misses, Unger marks the target until the end of his next turn. Skills Athletics +10, Acrobatics +10, Endurance +7 Feats Weapon Proficiency (triple‐headed flail), Student of the Sword, Dragging Flail Str 18 (+6); Dex 18 (+6); Wis 10 (+2); Con 13 (+3); Int 8 (+1); Cha 12 (+3) Equipment hide armor, triple‐headed flail, 3 javelins
Dwarf Zombie #1 ‐ [Level 1 Brute] Medium natural animate (undead) ‐ [XP 100] Initiative –2; Senses Perception +1, darkvision HP 32; Bloodied 16; see also zombie weakness AC 12; Fortitude 12; Reflex 8; Will 10 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 3 ● [m] Slam (standard) ‐ +5 vs. AC; 2d6 + 2 damage. ● [M] Zombie Grab (standard) ‐ +3 vs. Reflex; the target is grabbed (until escape). Checks made to escape the dwarf zombie’s grab take a –5 penalty. If the dwarf zombie is forced to move, it can make an immediate attack (+3 vs. Fortitude) to drag the grabbed target along with it. ‐‐ Stand Your Ground ‐ When an effect forces the dwarf zombie to move — through a pull, a push, or a slide — the dwarf zombie can move 1 square less than the effect specifies. In addition, when an attack would knock the dwarf zombie prone, it can immediately make a saving throw to avoid falling prone. ‐‐ Zombie Weakness ‐ Any critical hit to the dwarf zombie reduces it to 0 hit points instantly. Str 14 (+2); Dex 6 (–2); Wis 10 (+1); Con 12 (+1); Int 1 (–5); Cha 3 (–4)
Kripe, Goblin Trickster Rogue ‐ [Level 3 Lurker] Small natural humanoid ‐ [XP 175] Initiative +6; Senses Perception +1, low‐light vision HP 43; Bloodied 21; Healing Surges 1; Surge Value 10 AC 19 (24 vs. opportunity attacks); Fortitude 12; Reflex 20; Will 15 Speed 6; see also goblin tactics ● [m] Dagger (standard) ✦ Weapon ‐ +11 vs. AC; 1d4 + 6 damage. ● [r] Dagger (standard) ✦ Weapon ‐ Ranged 5/10; +11 vs. AC; 1d4 + 6 damage. ● [M/R] Deft Strike (standard) ✦ Weapon ‐ Before the attack, Kripe can move 2 squares. ‐ +11 vs. AC; 1d4 + 6 damage ‐ or ‐ Ranged 5/10; +11 vs. AC; 1d4 + 6 damage. ● Goblin Tactics (immediate reaction) ‐ When Kripe is missed by a melee attack. ‐ Kripe shifts 1 square, or moves 3 squares. ○ [M] Bait and Switch (standard) ✦ Weapon ‐ +11 vs. Will; 2d4 + 6 damage, and Kripe can switch places with the target and can then shift 3 squares, or move 5 squares. ○ [M] Adaptable Flanker (minor) ‐ When Kripe and an ally are both adjacent to the same enemy. ‐ Kripe gains combat advantage against the enemy until the start of his next turn. □ [M] Handspring Assault (standard) ✦ Reliable, Weapon ‐ +11 vs. AC; 3d4 + 6 damage, and Kripe can shift 2 squares, or move 4 squares after the attack. Special: When charging, Kripe can use this power in place of a melee basic attack. □ Second Wind (standard) ✦ Healing ‐ Kripe spends a healing surge and gains +2 to defenses until the start of his next turn. ‐‐ Sneak Attack ‐ Once per round, Kripe can deal +2d6 damage on a hit against a target whom he has combat advantage against. ‐‐ First Strike ‐ At the start of an encounter, Kripe has combat advantage against any creatures that have not yet acted. ‐‐ Artful Dodger ‐ Kripe gains a +3 bonus to AC against opportunity attacks. (+2 more for Defensive Mobility feat.) Skills Athletics + 6, Acrobatics +11, Stealth +13, Thievery +13, Bluff +9 Feats Defensive Mobility, Reckless Scramble Str 10 (+1); Dex 20 (+6); Wis 10 (+1); Con 11 (+1); Int 8 (+0); Cha 16 (+4) Equipment leather armor, 10 daggers
Goblin Sharpshooter ‐ [Level 2 Artillery] Small natural humanoid ‐ [XP 125] Initiative +5; Senses Perception +2, low‐light vision HP 31; Bloodied 15 AC 16; Fortitude 12; Reflex 14; Will 11 Speed 6; see also goblin tactics ● [m] Short Sword (standard) ✦ Weapon ‐ +6 vs. AC; 1d6 + 2 damage. ● [r] Hand Crossbow (standard) ✦ Weapon ‐ Ranged 10/20; +9 vs. AC; 1d6 + 4 damage. ● Goblin Tactics (immediate reaction) ‐ When the goblin sharpshooter is missed by a melee attack. ‐ The goblin sharpshooter shifts 1 square. ‐‐ Sniper ‐ When the goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding. ‐‐ Combat Advantage ‐ The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against. Skills Stealth +12, Thievery +12 Str 14 (+3); Dex 18 (+5); Wis 13 (+2); Con 13 (+2); Int 8 (+0); Cha 8 (+0) Equipment leather armor, short sword, hand crossbow, 60 bolts
Zaxon, Hobgoblin War Wizard ‐ [Level 4 Artillery] Medium natural humanoid ‐ [XP 200] Initiative +4; Senses Perception +1, low‐light vision HP 48; Bloodied 24; Healing Surges 1; Surge Value 12 AC 20; Fortitude 17; Reflex 17; Will 17 Speed 6 ● [m] Quarterstaff (standard) ✦ Weapon ‐ +5 vs. AC; 1d8 + 1 damage. ● [A] Scorching Burst (standard) ✦ Fire ‐ Area burst 1 within 10; +7 vs. Reflex; 1d6 + 5 fire damage. ○ [A] Shock Sphere (standard) ✦ Lightning ‐ Area burst 2 within 10; +7 vs. Reflex; 2d6 + 5 lightning damage. ○ [R] Dire Radiance (standard) ✦ Fear, Radiant ‐ Ranged 10; +7 vs. Fortitude; 1d6 + 5 radiant damage, and if the target moves nearer to Zaxon on its next turn, it takes an extra 1d6 +5 radiant damage. ○ Hobgoblin Resilience (immediate reaction) ‐ When Zaxon suffers an effect that a save can end. ‐ Zaxon makes a saving throw against the effect. ○ Staff of Defense (immediate interrupt) ‐ When Zaxon is hit by an attack. ‐ Zaxon gains a +4 bonus to any defense against that one attack. ○ Shield (immediate interrupt) ✦ Force ‐ When Zaxon is hit by an attack. ‐ Zaxon gains a +4 power bonus to AC and Reflex defense until the end of his next turn. □ [A] Freezing Cloud (standard) ✦ Cold ‐ Area burst 2 within 10; +7 vs. Fortitude; 1d8 + 5 cold damage. Miss: Half damage. The cloud lasts until the end of Zaxon’s next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. Zaxon can dismiss the cloud as a minor action. □ Second Wind (standard) ✦ Healing ‐ Zaxon spends a healing surge and gains +2 to defenses until the start of his next turn. Skills Arcana +11, Insight +6, Bluff +9 Feats Pact Initiate (Star), Armor Proficiency (leather), Str 10 (+2); Dex 10 (+2); Wis 8 (+1); Con 18 (+6); Int 18 (+6); Cha 15 (+4) Equipment leather armor, quarterstaff
Goblin Skullcleaver #1 ‐ [Level 3 Brute] Small natural humanoid ‐ [XP 150] Initiative +3; Senses Perception +2, low‐light vision HP 53; Bloodied 26; see also bloodied rage AC 16; Fortitude 15; Reflex 14; Will 12 Speed 5; see also goblin tactics ● [m] Battleaxe (standard) ✦ Weapon ‐ +6 vs. AC; 1d10 + 5 damage, or 2d10 + 5 while bloodied. ● Goblin Tactics (immediate reaction) ‐ When the goblin skullcleaver is missed by a melee attack. ‐ The goblin skullcleaver shifts 1 square. ‐‐ Bloodied Rage ‐ While bloodied. ‐ The goblin skullcleaver loses the ability to use goblin tactics and must attack the nearest enemy, charging when possible. Skills Stealth +9, Thievery +9 Str 18 (+5); Dex 14 (+3); Wis 13 (+2); Con 13 (+2); Int 8 (+0); Cha 8 (+0) Equipment chainmail, battleaxe
High Shaman Sancossug, Goblin Deceptive Warlock (Fey Pact) ‐ [Level 3 SOLO Controller] Small natural humanoid ‐ [XP 1000] Initiative +3; Senses Perception +7, low‐light vision HP 180; Bloodied 90; Healing Surges 1; Surge Value 45 AC 20; Fortitude 14; Reflex 20; Will 20 Saving Throws +5; Action Points 2 Speed 6; see also goblin tactics ● [r] Eldritch Blast (standard) ‐ Ranged 10; +7 vs. Reflex; 1d10 + 6 damage. ● [R] Eyebite (standard) ✦ Charm, Psychic ‐ Ranged 10; +7 vs. Will; 1d6 + 6 psychic damage, and Sancossug is invisible to the target until the start of his next turn. ● [R] Shamanic Fury (standard) ‐ Sancossug makes one eldritch blast and one eyebite attack, each against one of two targets within 5 squares of each other. ● Ethereal Stride (move) ✦ Teleportation ‐ Sancossug can teleport 3 squares, and he gains a +2 power bonus to all defenses until the end of his next turn. ● Warlock’s Curse (minor) ‐ Sancossug places a curse on the nearest visible enemy. Once per round when hitting a cursed enemy, Sancossug can deal an extra 1d6 damage. The curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points. Sancossug can only curse one target per turn. ● Misty Step (free) ✦ Teleportation ‐ When a cursed enemy is reduced to 0 hit points or less. ‐ Sancossug can immediately teleport 5 squares. ● Misdirection (immediate reaction) ‐ When targeted by a ranged attack. ‐ Change the attack’s target to an adjacent foe. ● Goblin Tactics (immediate reaction) ‐ When Sancossug is missed by a melee attack. ‐ Sancossug shifts 1 square.
○ [C] Otherwind Stride (standard) ✦ Teleportation ‐ Close burst 1; +7 vs. Fortitude; 1d8 + 6 damage, and the target is immobilized until the end of Sancossug’s next turn. Hit or Miss: Sancossug teleports 8 squares. ○ [C] Burning Cloud (standard) ✦ Fire ‐ Close burst 3; +7 vs. Reflex; 3d6 + 4 fire damage. ○ [C] Flashing Cloud (standard) ✦ Lightning ‐ Close burst 3; +7 vs. Fortitude; 2d6 + 2 lightning damage, and the target is blinded until the end of its next turn. ○ [C] Agonizing Cloud (standard) ✦ Psychic ‐ Close burst 3; +7 vs. Will; 2d6 + 2 psychic damage, and the target is dazed until the end of its next turn. □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic ‐ Ranged 10; +7 vs. Will; 3d8 + 6 psychic damage, and the target slides 3 squares. Hit or Miss: Sustain Minor: Slide the target 1 square (save ends).
□ Second Wind (standard) ✦ Healing ‐ Sancossug spends a healing surge and gains +2 to all defenses until the start of his next turn. ‐‐ Shadow Walk ‐ On his turn, if Sancossug moves at least 3 squares away from where he started his turn, he gains concealment until the end of his next turn. ‐‐ Sacrifice to Caiphon [Feat] ‐ When Sancossug attacks with otherwind stride, burning cloud, flashing cloud, or agonizing cloud, and misses all targets, he can deal 3 points of damage to himself and immediately recover the power. Skills Bluff + 11, Insight +7, Intimidate +11, Stealth +10, Thievery +10 Feats Improved Misty Step, Sacrifice to Caiphon Str 8 (+0); Dex 13 (+2); Wis 10 (+1); Con 13 (+2); Int 16 (+4); Cha 18 (+5) Equipment leather armor, shamanic rod
Goblin Hexer ‐ [Level 3 Controller (Leader)] Small natural humanoid ‐ [XP 150] Initiative +3; Senses Perception +2, low‐light vision HP 46; Bloodied 23 AC 17; Fortitude 14; Reflex 15; Will 16; see also lead from the rear Speed 6; see also goblin tactics ● [m] Hexer Rod (standard) ✦ Weapon ‐ +7 vs. AC; 1d6 + 1 damage. ● [R] Blinding Hex (standard) ‐ Ranged 10; +7 vs. Fortitude; 2d6 + 1 damage, and the target is blinded (save ends). ● Goblin Tactics (immediate reaction) ‐ When the goblin hexer is missed by a melee attack. ‐ The goblin hexer shifts 1 square. ● Lead from the Rear (immediate interrupt) ‐ When targeted by a ranged attack. ‐ The goblin hexer can change the attack’s target to an adjacent ally of its level or lower. ● [R] Incite Bravery (immediate reaction) ‐ When an ally uses goblin tactics. ‐ Ranged 10; the targeted ally can shift 2 more squares and make an attack. ○ [R] Stinging Hex (standard; recharge 5‐6) ‐ Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it moves during its turn (save ends). ○ [A] Vexing Cloud (standard; sustain minor) ✦ Zone ‐ Area burst 3 within 10; automatic hit; all enemies within the zone take a –2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares. Skills Stealth +10, Thievery +10 Str 10 (+1); Dex 15 (+3); Wis 13 (+2); Con 14 (+3); Int 9 (+0); Cha 18 (+5) Equipment leather robes, hexer rod
Jurdak, Goblin Devoted Cleric (Bane) ‐ [Level 4 Controller (Leader)] Small natural humanoid ‐ [XP 200] Initiative +4; Senses Perception +6, low‐light vision HP 50; Bloodied 25; Healing Surges 1; Surge Value 12 AC 19; Fortitude 15; Reflex 16; Will 19 Speed 5; see also goblin tactics ● [m] Whip (standard) ✦ Weapon ‐ Reach 2; +8 vs. AC; 1d4 + 3 damage, and the target takes a –2 penalty to attack rolls against a target of Jurdak’s choice until the end of Jurdak’s next turn. ● [r] Hand Crossbow (standard) ✦ Weapon ‐ Ranged 10/20; +7 vs. AC; 1d6 + 3 damage. ● [R] Dark Fire of Bane (standard) ✦ Radiant ‐ Ranged 5; +7 vs. Reflex; 1d6 + 6 radiant damage, and one ally Jurdak can see chooses either to gain 5 temporary hit points or to make a saving throw. ● Goblin Tactics (immediate reaction) ‐ When Jurdak is missed by a melee attack. ‐ Jurdak shifts 1 square. ○ [R] Bane’s Merciless Terror (standard) ✦ Fear ‐ Ranged 10; +7 vs. Will; The target moves its speed + 3 squares away from Jurdak. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. ○ Bane’s Favor (free) ✦ Channel Divinity ‐ Jurdak gains +1 to his next attack roll or saving throw before the end of his next turn. ○○ [C] Black Lord’s Edict (minor) ✦ Healing ‐ Jurdak or one ally within 5 squares can spend a healing surge plus 1d6 + 4 hit points. □ [C] His Glorious Tyranny (standard) ✦ Healing ‐ Close burst 3; +7 vs. Will; The target is weakened until the end of its next turn. Jurdak and all allies in the burst regain 5 hit points, and Jurdak’s healing powers restore +5 hit points until the end of the encounter. □ [C] Taskmaster’s Shout (minor) ✦ Healing ‐ Target can spend a healing surge plus 1d6 + 3 hit points. □ Touch of the Black Hand (standard) ✦ Healing ‐ Touched target regains hit points as if spending a healing surge plus 4 hit points. □ Second Wind (standard) ✦ Healing ‐ Jurdak spends a healing surge, and gains +2 to defenses until the start of his next turn. Skills Athletics + 8, Heal +11, Insight +11 Feats Student of Battle, Whip Training, Improved Inspiring Word Str 14 (+4); Dex 14 (+4); Wis 18 (+6); Con 10 (+2); Int 8 (+1); Cha 16 (+5) Equipment chainmail, hand crossbow, whip, 40 bolts
Hobgoblin Legionnaire #1 ‐ [Level 2 Soldier] Medium Natural Humanoid ‐ [XP 125] Initiative +5; Senses Perception +8, low‐light vision HP 40; Bloodied 20; Healing Surges 1; Surge Value 10 AC 19; Fortitude 16; Reflex 14; Will 14; see also legion’s formation Speed 5 ● [m] Controlling Thrust (Standard) ♦ Weapon ‐ Reach 2; +9 vs. AC; 1d8 + 3 damage, the target slides 2 squares, and the hobgoblin legionnaire shifts 1 square. ● [M] Pike Trip (Standard) ♦ Weapon ‐ Reach 2; +7 vs. Reflex; 3 damage and the target is knocked prone. ○ Hobgoblin Resilience (immediate reaction) ‐ When the hobgoblin legionnaire suffers an effect that a save can end. ‐ The hobgoblin legionnaire makes a saving throw against the effect. ‐‐ Legion’s Formation ‐ Whenever the hobgoblin legionnaire is adjacent to at least two other hobgoblin legionnaires, each of them is considered to be in formation. Each member of the formation gains a +1 bonus to all defenses for each adjacent formation member. All formation bonuses require a minimum of 2 adjacent formation members, and can only benefit from a maximum of 5 adjacent formation members. ‐‐ Formation Stand ‐ When in formation. ‐ The hobgoblin legionnaire reduces all forced movement by 1 square per adjacent formation member. Additionally, any effect which would knock the hobgoblin legionnaire prone grants an immediate saving throw, with a bonus equal to the number of adjacent formation members. ‐‐ Formation Step ‐ When in formation. ‐ Whenever one member of the formation moves or shifts, or is forced to move, every other member of the formation may immediately move or shift as appropriate to maintain the formation. ‐‐ Formation Morale ‐ When in formation. ‐ Whenever the hobgoblin legionnaire regains hit points, one adjacent formation member also regains hit points equal to the number of formation members adjacent to it. Whenever the hobgoblin legionnaire succeeds on a saving throw, one adjacent formation member may also attempt a saving throw. Skills Athletics +10, Endurance +8 Str 16 (+4); Dex 14 (+3); Wis 14 (+3); Con 16 (+4); Int 10 (+1); Cha 10 (+1) Equipment scale armor, heavy shield, legion pike
Gray Wolf Runt #2 ‐ [Level 1 Skirmisher] Medium natural beast ‐ [XP 100] Initiative +4; Senses Perception +6, low‐light vision HP 30; Bloodied 15 AC 15; Fortitude 13; Reflex 13; Will 12 Speed 8 ● [m] Bite (standard) ‐ +6 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone target. ‐‐ Combat Advantage ‐ If the gray wolf runt has combat advantage against the target, the target is also knocked prone on a hit. Str 13 (+1); Dex 14 (+2); Wis 13 (+1); Con 14 (+2); Int 2 (–4); Cha 10 (+0)
Gray Wolf Runt #3 ‐ [Level 1 Skirmisher] Medium natural beast ‐ [XP 100] Initiative +4; Senses Perception +6, low‐light vision HP 30; Bloodied 15 AC 15; Fortitude 13; Reflex 13; Will 12 Speed 8 ● [m] Bite (standard) ‐ +6 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone target. ‐‐ Combat Advantage ‐ If the gray wolf runt has combat advantage against the target, the target is also knocked prone on a hit. Str 13 (+1); Dex 14 (+2); Wis 13 (+1); Con 14 (+2); Int 2 (–4); Cha 10 (+0)
Goblin Skullcleaver #2 ‐ [Level 3 Brute] Small natural humanoid ‐ [XP 150] Initiative +3; Senses Perception +2, low‐light vision HP 53; Bloodied 26; see also bloodied rage AC 16; Fortitude 15; Reflex 14; Will 12 Speed 5; see also goblin tactics ● [m] Battleaxe (standard) ✦ Weapon ‐ +6 vs. AC; 1d10 + 5 damage, or 2d10 + 5 while bloodied. ● Goblin Tactics (immediate reaction) ‐ When the goblin skullcleaver is missed by a melee attack. ‐ The goblin skullcleaver shifts 1 square. ‐‐ Bloodied Rage ‐ While bloodied. ‐ The goblin skullcleaver loses the ability to use goblin tactics and must attack the nearest enemy, charging when possible. Skills Stealth +9, Thievery +9 Str 18 (+5); Dex 14 (+3); Wis 13 (+2); Con 13 (+2); Int 8 (+0); Cha 8 (+0) Equipment chainmail, battleaxe
Dwarf Zombie #2 ‐ [Level 1 Brute] Medium natural animate (undead) ‐ [XP 100] Initiative –2; Senses Perception +1, darkvision HP 32; Bloodied 16; see also zombie weakness AC 12; Fortitude 12; Reflex 8; Will 10 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 3 ● [m] Slam (standard) ‐ +5 vs. AC; 2d6 + 2 damage. ● [M] Zombie Grab (standard) ‐ +3 vs. Reflex; the target is grabbed (until escape). Checks made to escape the dwarf zombie’s grab take a –5 penalty. If the dwarf zombie is forced to move, it can make an immediate attack (+3 vs. Fortitude) to drag the grabbed target along with it. ‐‐ Stand Your Ground ‐ When an effect forces the dwarf zombie to move — through a pull, a push, or a slide — the dwarf zombie can move 1 square less than the effect specifies. In addition, when an attack would knock the dwarf zombie prone, it can immediately make a saving throw to avoid falling prone. ‐‐ Zombie Weakness ‐ Any critical hit to the dwarf zombie reduces it to 0 hit points instantly. Str 14 (+2); Dex 6 (–2); Wis 10 (+1); Con 12 (+1); Int 1 (–5); Cha 3 (–4)
Dwarf Zombie #3 ‐ [Level 1 Brute] Medium natural animate (undead) ‐ [XP 100] Initiative –2; Senses Perception +1, darkvision HP 32; Bloodied 16; see also zombie weakness AC 12; Fortitude 12; Reflex 8; Will 10 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 3 ● [m] Slam (standard) ‐ +5 vs. AC; 2d6 + 2 damage. ● [M] Zombie Grab (standard) ‐ +3 vs. Reflex; the target is grabbed (until escape). Checks made to escape the dwarf zombie’s grab take a –5 penalty. If the dwarf zombie is forced to move, it can make an immediate attack (+3 vs. Fortitude) to drag the grabbed target along with it. ‐‐ Stand Your Ground ‐ When an effect forces the dwarf zombie to move — through a pull, a push, or a slide — the dwarf zombie can move 1 square less than the effect specifies. In addition, when an attack would knock the dwarf zombie prone, it can immediately make a saving throw to avoid falling prone. ‐‐ Zombie Weakness ‐ Any critical hit to the dwarf zombie reduces it to 0 hit points instantly. Str 14 (+2); Dex 6 (–2); Wis 10 (+1); Con 12 (+1); Int 1 (–5); Cha 3 (–4)
Dwarf Zombie #4 ‐ [Level 1 Brute] Medium natural animate (undead) ‐ [XP 100] Initiative –2; Senses Perception +1, darkvision HP 32; Bloodied 16; see also zombie weakness AC 12; Fortitude 12; Reflex 8; Will 10 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 3 ● [m] Slam (standard) ‐ +5 vs. AC; 2d6 + 2 damage. ● [M] Zombie Grab (standard) ‐ +3 vs. Reflex; the target is grabbed (until escape). Checks made to escape the dwarf zombie’s grab take a –5 penalty. If the dwarf zombie is forced to move, it can make an immediate attack (+3 vs. Fortitude) to drag the grabbed target along with it. ‐‐ Stand Your Ground ‐ When an effect forces the dwarf zombie to move — through a pull, a push, or a slide — the dwarf zombie can move 1 square less than the effect specifies. In addition, when an attack would knock the dwarf zombie prone, it can immediately make a saving throw to avoid falling prone. ‐‐ Zombie Weakness ‐ Any critical hit to the dwarf zombie reduces it to 0 hit points instantly. Str 14 (+2); Dex 6 (–2); Wis 10 (+1); Con 12 (+1); Int 1 (–5); Cha 3 (–4)
Hobgoblin Legionnaire #2 ‐ [Level 2 Soldier] Medium Natural Humanoid ‐ [XP 125] Initiative +5; Senses Perception +8, low‐light vision HP 40; Bloodied 20; Healing Surges 1; Surge Value 10 AC 19; Fortitude 16; Reflex 14; Will 14; see also legion’s formation Speed 5 ● [m] Controlling Thrust (Standard) ♦ Weapon ‐ Reach 2; +9 vs. AC; 1d8 + 3 damage, the target slides 2 squares, and the hobgoblin legionnaire shifts 1 square. ● [M] Pike Trip (Standard) ♦ Weapon ‐ Reach 2; +7 vs. Reflex; 3 damage and the target is knocked prone. ○ Hobgoblin Resilience (immediate reaction) ‐ When the hobgoblin legionnaire suffers an effect that a save can end. ‐ The hobgoblin legionnaire makes a saving throw against the effect. ‐‐ Legion’s Formation ‐ Whenever the hobgoblin legionnaire is adjacent to at least two other hobgoblin legionnaires, each of them is considered to be in formation. Each member of the formation gains a +1 bonus to all defenses for each adjacent formation member. All formation bonuses require a minimum of 2 adjacent formation members, and can only benefit from a maximum of 5 adjacent formation members. ‐‐ Formation Stand ‐ When in formation. ‐ The hobgoblin legionnaire reduces all forced movement by 1 square per adjacent formation member. Additionally, any effect which would knock the hobgoblin legionnaire prone grants an immediate saving throw, with a bonus equal to the number of adjacent formation members. ‐‐ Formation Step ‐ When in formation. ‐ Whenever one member of the formation moves or shifts, or is forced to move, every other member of the formation may immediately move or shift as appropriate to maintain the formation. ‐‐ Formation Morale ‐ When in formation. ‐ Whenever the hobgoblin legionnaire regains hit points, one adjacent formation member also regains hit points equal to the number of formation members adjacent to it. Whenever the hobgoblin legionnaire succeeds on a saving throw, one adjacent formation member may also attempt a saving throw. Skills Athletics +10, Endurance +8 Str 16 (+4); Dex 14 (+3); Wis 14 (+3); Con 16 (+4); Int 10 (+1); Cha 10 (+1) Equipment scale armor, heavy shield, legion pike
Hobgoblin Legionnaire #3 ‐ [Level 2 Soldier] Medium Natural Humanoid ‐ [XP 125] Initiative +5; Senses Perception +8, low‐light vision HP 40; Bloodied 20; Healing Surges 1; Surge Value 10 AC 19; Fortitude 16; Reflex 14; Will 14; see also legion’s formation Speed 5 ● [m] Controlling Thrust (Standard) ♦ Weapon ‐ Reach 2; +9 vs. AC; 1d8 + 3 damage, the target slides 2 squares, and the hobgoblin legionnaire shifts 1 square. ● [M] Pike Trip (Standard) ♦ Weapon ‐ Reach 2; +7 vs. Reflex; 3 damage and the target is knocked prone. ○ Hobgoblin Resilience (immediate reaction) ‐ When the hobgoblin legionnaire suffers an effect that a save can end. ‐ The hobgoblin legionnaire makes a saving throw against the effect. ‐‐ Legion’s Formation ‐ Whenever the hobgoblin legionnaire is adjacent to at least two other hobgoblin legionnaires, each of them is considered to be in formation. Each member of the formation gains a +1 bonus to all defenses for each adjacent formation member. All formation bonuses require a minimum of 2 adjacent formation members, and can only benefit from a maximum of 5 adjacent formation members. ‐‐ Formation Stand ‐ When in formation. ‐ The hobgoblin legionnaire reduces all forced movement by 1 square per adjacent formation member. Additionally, any effect which would knock the hobgoblin legionnaire prone grants an immediate saving throw, with a bonus equal to the number of adjacent formation members. ‐‐ Formation Step ‐ When in formation. ‐ Whenever one member of the formation moves or shifts, or is forced to move, every other member of the formation may immediately move or shift as appropriate to maintain the formation. ‐‐ Formation Morale ‐ When in formation. ‐ Whenever the hobgoblin legionnaire regains hit points, one adjacent formation member also regains hit points equal to the number of formation members adjacent to it. Whenever the hobgoblin legionnaire succeeds on a saving throw, one adjacent formation member may also attempt a saving throw. Skills Athletics +10, Endurance +8 Str 16 (+4); Dex 14 (+3); Wis 14 (+3); Con 16 (+4); Int 10 (+1); Cha 10 (+1) Equipment scale armor, heavy shield, legion pike
Hobgoblin Legionnaire #4 ‐ [Level 2 Soldier] Medium Natural Humanoid ‐ [XP 125] Initiative +5; Senses Perception +8, low‐light vision HP 40; Bloodied 20; Healing Surges 1; Surge Value 10 AC 19; Fortitude 16; Reflex 14; Will 14; see also legion’s formation Speed 5 ● [m] Controlling Thrust (Standard) ♦ Weapon ‐ Reach 2; +9 vs. AC; 1d8 + 3 damage, the target slides 2 squares, and the hobgoblin legionnaire shifts 1 square. ● [M] Pike Trip (Standard) ♦ Weapon ‐ Reach 2; +7 vs. Reflex; 3 damage and the target is knocked prone. ○ Hobgoblin Resilience (immediate reaction) ‐ When the hobgoblin legionnaire suffers an effect that a save can end. ‐ The hobgoblin legionnaire makes a saving throw against the effect. ‐‐ Legion’s Formation ‐ Whenever the hobgoblin legionnaire is adjacent to at least two other hobgoblin legionnaires, each of them is considered to be in formation. Each member of the formation gains a +1 bonus to all defenses for each adjacent formation member. All formation bonuses require a minimum of 2 adjacent formation members, and can only benefit from a maximum of 5 adjacent formation members. ‐‐ Formation Stand ‐ When in formation. ‐ The hobgoblin legionnaire reduces all forced movement by 1 square per adjacent formation member. Additionally, any effect which would knock the hobgoblin legionnaire prone grants an immediate saving throw, with a bonus equal to the number of adjacent formation members. ‐‐ Formation Step ‐ When in formation. ‐ Whenever one member of the formation moves or shifts, or is forced to move, every other member of the formation may immediately move or shift as appropriate to maintain the formation. ‐‐ Formation Morale ‐ When in formation. ‐ Whenever the hobgoblin legionnaire regains hit points, one adjacent formation member also regains hit points equal to the number of formation members adjacent to it. Whenever the hobgoblin legionnaire succeeds on a saving throw, one adjacent formation member may also attempt a saving throw. Skills Athletics +10, Endurance +8 Str 16 (+4); Dex 14 (+3); Wis 14 (+3); Con 16 (+4); Int 10 (+1); Cha 10 (+1) Equipment scale armor, heavy shield, legion pike
False‐Floor Pit ‐ Level 4 Warder Trap ‐ [XP 175] Perception ✦ DC 24: The character notices the false stonework. Trigger ‐ The trap attacks when three Medium creatures occupy the courtyard. A Large creature counts as two Medium creatures, and two Small creatures count as one Medium creature. Attack ‐ Melee ‐ Target: Each creature in the courtyard when the trap is triggered ‐ Attack: +7 vs. Reflex ‐ Hit: The target falls 20 feet into area B2, takes 2d10 damage, and is knocked prone. ‐ Miss: The target enters the nearest nontrapped square. ‐ Effect: The false floor opens and the pit is no longer hidden. Countermeasures ✦ An adjacent character can trigger the trap with a DC 10 Thievery check. The floor falls into the pit. ✦ A character can walk around the pit. ✦ A character can climb in or out of the pit with a DC 15 Athletics check once the trap is sprung.
Opening Floor Pit ‐ Level 3 Warder Trap ‐ [XP 150] Perception ✦ DC 24: The character notices the false stonework. Trigger ‐ The trap attacks when one of the four activating switches in the room is used. Attack ‐ Melee ‐ Target: Each creature standing in the trap’s area when the trap is triggered. ‐ Attack: +6 vs. Reflex, or +8 vs. Reflex if target is in the center 4 squares of the trap’s area. ‐ Hit: The target falls 15 feet into the wolf den, takes 1d10 damage, and is knocked prone. ‐ Miss: The target enters the nearest nontrapped square. ‐ Effect: The false floor opens and the pit is no longer hidden, although using one of the switches again will close the pit. Countermeasures ✦ A character can walk around the pit. ✦ A character can climb in or out of the pit with a DC 20 Athletics check once the trap is sprung. ✦ An adjacent character can close (or reopen) the pit by using the appropriate switch as a minor action.
Statue Flame Jets ‐ Level 3 Blaster Trap ‐ [XP 150] Perception ✦ DC 22: The character notices the nozzles. ✦ DC 26: The character notices the sets of switches on the walls of the room. Trigger ‐ The trap attacks when one of the four activating switches in the room is used. Attack ‐ Close blast 4 ‐ Targets: All creatures in blast ‐ Attack: +6 vs. Reflex ‐ Hit: 1d8+2 fire damage ‐ Miss: Half damage. Countermeasures ✦ An adjacent character can disable one flame jet with a DC 22 Thievery check. ✦ An adjacent character can disable one of the four switch panels with a DC 25 Thievery check. ✦ A character can attack one of the statues that contain the nozzles. (AC 16, other defenses 13; hp 30; resist 5 all). Destroying a statue stops its attacks.