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 (see also lead from the rear)
Speed 6 see also goblin tactics
(⚔) 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; 3d6+1 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 the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer 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 squares and make an attack.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)
The goblin hexer 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: leather robes, hexer rod
Published in Monster Manual, page(s) 137, Draconomicon: Metallic Dragons, page(s) 90, Dungeon Delve, page(s) 20, Forgotten Realms Campaign Guide, page(s) 9, 22, 26, Eberron Campaign Setting, page(s) 22, Dungeon Magazine 156, page(s) 38.