Goblin Hexer |
Level 3 Controller (Leader) |
Small Natural Humanoid |
XP 150 |
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Initiative +3 |
Senses Perception +2; low-light vision |
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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 |
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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) |
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Equipment leather armor, hexing rod |