Medium natural humanoid
Level 3 Elite Soldier (Leader) XP 300
Initiative +5 Senses Perception +3; low-light vision
HP 94; Bloodied 47
AC 21 (23 with phalanx soldier); Fortitude 21, Reflex 16, Will 18
Saving Throws +2
Action Points 1
Flail (standard, at-will) Weapon
+10 vs AC; 1d10+4 damage, and the target is marked and slowed until the end of Big Grigbad's next turn.
Vexing Teamwork (standard; requires flail, at-will) Weapon
+10 vs AC; (+1 per ally adjacent to target)1d10+4 damage, and the target cannot shift if at least two enemies are adjacent to it (save ends).
Mass Tactics (move; recharge )
Close burst 5; each ally in burst gains a +2 power bonus to its next attack roll and can shift 1 square as a free action.
Hobgoblin Resilience (immediate reaction, when big grigbad suffers an effect that a save can end; encounter)
Big Grigbad rolls a saving throw against the effect.
Big Grigbad gains a +2 bonus to AC while at least one minion is adjacent to him.
Alignment Evil Languages Common, Goblin
Skills Athletics +12, Endurance +8, History +3, Intimidate +6
Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment: flail , heavy shield , scale armor .
Published in Dungeon Delve, page(s) 19.