| 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 |