Big Grigbad
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
Speed 5
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.

Phalanx Leader

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.