Glowmetal Hexer
Small natural humanoid , goblin
Level 3 Controller (Leader) XP 150

Initiative +3        Senses Perception +3; Darkvision
HP 46; Bloodied 23
AC 16; Fortitude 15, Reflex 16, Will 13
Speed 6

Glowmetal Staff (standard, at-will) Weapon

+8 vs AC; 1d6+1 damage.

Eye-Eater Hex (standard, at-will)

Ranged 10; +7 vs Fortitude; 2d4+3 damage, and the target is blinded (save ends). First Failed Saving Throw: The target is also dazed (save ends both).

Stinging Hex (standard, recharge )

Ranged 10; +7 vs Will; 3d6+1 damage if it moves during its turn (save ends).

Maddening Cloud (standard, encounter) Fear, Zone

Area burst 3 within 10; the burst creates a zone of phantom horrors that lasts until the end of the glowmetal hexer’s next turn. Any enemy within the zone is slowed and takes a -2 penalty to Will defense. The zone grants concealment to the goblin hexer and its allies. Sustain Minor: The hexer can move the zone 5 squares

Madstone (immediate reaction, when damaged by an attack; encounter) Healing

The glowmetal hexer regains 11 hit points, or ends one effect on it that a save can end.

Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)

The glowmetal hexer can change the attack’s target to an adjacent ally of its level or lower.

Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)

The glowmetal hexer shifts 1 square.

Alignment Evil        Languages Common, Goblin
Str 9 (0)      Dex 15 (+3)      Wis 14 (+3)
Con 14 (+3)      Int 11 (+1)      Cha 18 (+5)

Equipment: madstone, quarterstaff .

Published in Dungeon Magazine 177, page(s) 38.