Jib, Goblin Hexer - Monsters

Jib, Goblin Hexer
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
Speed 6

(⚔) Hexer Rod (standard, at-will) ✦ Weapon

+7 vs AC; 1d6+1 damage.

Blinding Hex (standard, at-will)

Ranged 10; +7 vs Fortitude; 2d6+1 damage, and the target is blinded (save ends).

Stinging Hex (standard, recharge ⚄⚅)

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

Vexing Cloud (standard; sustain minor, encounter) ✦ Zone

Area burst 3 within 10; automatic hit; all enemies within zone take a -2 penalty to attack rolls. The zone grants concealment to Jib and his allies. Jib 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 more squares and make an attack.

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

Jib shifts 1 square.

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

Jib can change the attack's 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, page(s) 12, 16.