Goblin Flame Vent Haunt
Small shadow humanoid (undead)
Level 6 Lurker XP 250

Initiative +11        Senses Perception +8; Darkvision
HP 56; Bloodied 28
AC 18; Fortitude 16, Reflex 18, Will 17
Immune disease, poison; Resist fire 5, insubstantial
Speed fly 6; phasing

Fiery Death Touch (standard, at-will) Fire, Necrotic

+10 vs Fortitude; 2d6 fire and necrotic damage..

Fiery Possession (standard, recharge

Targets a living humanoid; +10 vs Will; . the goblin flame vent haunt enters the target’s space and is removed from the map, and the target is dominated (save ends). The haunt can use this power against only one creature at a time. When its target is no longer dominated, or when the haunt chooses to end its fiery possession (a free action), it reappears in a square of its choice adjacent to the target. While dominated, the target takes 5 fire and necrotic damage at the start of each of its turns.


The goblin flame vent haunt cannot voluntarily move more than 5 squares from the flame vent trap. If it is forced beyond this range, it is weakened and unable to use its fiery possession power until it moves back within range.

Alignment Evil        Languages Common, Goblin
Str 10 (+3)      Dex 18 (+7)      Wis 11 (+3)
Con 14 (+5)      Int 11 (+3)      Cha 16 (+6)

Published in Seekers of the Ashen Crown, page(s) 42.