Goblin Hex Hurler
Small natural humanoid
Level 3 Controller (Leader) XP 150

HP 46; Bloodied 23Initiative +3
AC 17, Fortitude 14, Reflex 15, Will 16Perception+2
Speed 6Low-light vision

Standard Actions

Staff (weapon) At-Will

Attack: Melee 1 (one creature); +8 vs. AC

Hit: 1d6 + 7 damage, and the goblin can slide the target 1 square.

Blinding Hex At-Will

Attack: Ranged 10 (one creature); +6 vs. Fortitude

Hit: 2d6 + 1 damage, and the target is blinded until the end of the goblin’s next turn.

Stinging Hex Recharge

Attack: Ranged 10 (one creature); +6 vs. Will

Hit: The target takes 3d6 + 1 damage if it moves during its turn (save ends).

Vexing Cloud (zone) Encounter

Effect: Area burst 3 within 10. The burst creates a zone that lasts until the end of the goblin’s next turn. Enemies take a -2 penalty to attack rolls while in the zone.

Sustain Minor: The zone persists until the end of the goblin’s next turn, and the goblin can move it up to 5 squares.

Triggered Actions

Goblin Tactics At-Will

Trigger: The goblin is missed by a melee attack.

Effect (Immediate Reaction): The goblin shifts 1 square.

Lead from the Rear At-Will

Trigger: An enemy hits the goblin with a ranged attack.

Effect (Immediate Interrupt): The goblin can change the attack’s target to an adjacent ally of the goblin’s level or lower.

Skills Stealth +10, Thievery +10
Str 10 (+1)                Dex 15 (+3)                Wis 13 (+2)
Con 14 (+3)                Int 9 (0)                Cha 18 (+5)

Alignment evil        Languages Common, Goblin
Equipment: leather robes, staff implement .

Published in Dungeon Magazine 180, Monster Vault, page(s) 155, Dungeon Magazine 211, Dungeon Magazine 221.