Goblin Hexer Level 3 Controller (Leader)
Small Natural Humanoid XP 150
Initiative +3 Senses Perception +2; low-light vision
HP 45; Bloodied 22; See incite mayhem
AC 17; Fortitude 14, Reflex 15, Will 16
Speed 6
M Hexing Rod (Standard; at-will) ♦ Weapon
+8 vs. AC; 1d6 + 1 damage and target slides 1.
r Blinding Hex (Standard; at-will)
Range 10; +7 vs. Fortitude; 2d6 + 1 damage and target is blinded (save ends)
r Stinging Hex (Standard; recharge 56)
Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it moves during its turn (save ends).
c Incite Mayhem (Free, when first bloodied; encounter)
Close burst 10; allies in the burst make a basic attack, then shift 2.
a Vexing Cloud (Standard, sustain minor; encounter) ♦ Zone
Area burst 3 within 10; The area is a zone that lasts until the end of the goblin hexer's next turn. Enemies in the zone take a -2 penalty to all defenses. When in the zone, the goblin hexer and its allies gain +2 to attack. The cloud may be moved up to 6 squares when sustained.
Goblin Tactics (Immediate Reaction, when attacked; encounter)
The goblin shifts 1 square and gains combat advantage against its attacker until the end of the goblin's next turn.
Alignment Evil Languages Common, Goblin
Skills Arcana +7, Stealth +10, Thievery +10
Str 10 (+1) Dex 15 (+3) Wis 12 (+2)
Con 13 (+2) Int 12 (+2) Cha 17 (+4)
Equipment leather armor, hexing rod