Small natural humanoid, goblin
Level 3 Controller (Leader) XP 150
Initiative +3 Senses Perception +2; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 14, Reflex 15, Will 16
+7 vs AC; 1d6+1 damage.
Ranged 10; +7 vs Fortitude; 2d6+1 damage, and the target is blinded (save ends).
Ranged 10; +7 vs Will; the target takes 3d6+1 damage if it moves during its turn (save ends).
Area burst 3 within 10; automatic hit; all enemies within zone take a -2 penalty to attack rolls. The zone grants concealment to Goblin Hexer and his allies. Jib can sustain the zone as a minor action, moving it up to 5 squares.
Ranged 10; the targeted ally can shift 2 more squares and make an attack.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
Goblin Hexershifts 1 square.
Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)
Goblin Hexer can change the attacks target to an adjacent ally of its level or lower.
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: hexer rod, leather armor.
Published in FR1 Scepter Tower of Spellgard.