Frost Goblin Hexer
Small natural humanoid (cold), goblin
Level 3 Elite Controller (Leader) XP 300
Initiative +3 Senses Perception +2; low-light vision
HP 92; Bloodied 46
AC 19; Fortitude 17, Reflex 16, Will 17
Resist 5 cold
Saving Throws +2
Speed 6 (ice walk)
Action Points 1
Hexer Rod (standard, at-will) Weapon
+7 vs AC; 1d6+1 damage.
Freezing Hex (standard, at-will) Cold
Ranged 10; +7 vs Fortitude; 2d6+1 cold damage, and the target is slowed (save ends).
Icebound Hex (standard, recharge ) Cold
Ranged 10; +7 vs Will; the target takes 3d6 + 1 cold damage if it moves during its turn (save ends).
Freezing Cloud (standard; sustain minor, encounter) Cold, Zone
Area burst 3 within 10; all squares within the zone are treated as difficult terrain (creatures with the ice walk ability can ignore this effect). The zone grants concealment to the frost goblin hexer and its allies. The frost goblin hexer can sustain the zone as a minor action, moving it up to 5 squares
Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will)
Ranged 10; the targeted ally can shift 2 additional squares and make an attack.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The frost goblin shifts 1 square.
Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)
The frost goblin hexer can change the attack’s target to an adjacent ally of its level or lower.
Body of Ice
Any creature that hits the frost goblin hexer with a melee attack is slowed until the end of that creature’s next turn.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 10 (+1) Dex 15 (+3) Wis 13 (+2)
Con 14 (+3) Int 9 (0) Cha 18 (+5)
Equipment: leather robes, hexer rod
Published in Dungeon Magazine 159, page(s) 10, Dungeon Magazine Annual, page(s) 10.