Glowmetal Hexer
Small natural humanoid , goblin
Level 3 Controller (Leader) XP 150
Initiative +3 Senses Perception +3; Darkvision
HP 46; Bloodied 23
AC 16; Fortitude 15, Reflex 16, Will 13
Speed 6
(⚔) Glowmetal Staff (standard, at-will) ✦ Weapon
+8 vs AC; 1d6+1 damage.
➶ Eye-Eater Hex (standard, at-will)
Ranged 10; +7 vs Fortitude; 2d4+3 damage, and the target is blinded (save ends). First Failed Saving Throw: The target is also dazed (save ends both).
➶ Stinging Hex (standard, recharge ⚄⚅)
Ranged 10; +7 vs Will; 3d6+1 damage if it moves during its turn (save ends).
✻ Maddening Cloud (standard, encounter) ✦ Fear, Zone
Area burst 3 within 10; the burst creates a zone of phantom horrors that lasts until the end of the glowmetal hexer's next turn. Any enemy within the zone is slowed and takes a -2 penalty to Will defense. The zone grants concealment to the goblin hexer and its allies. Sustain Minor: The hexer can move the zone 5 squares
Madstone (immediate reaction, when damaged by an attack; encounter) ✦ Healing
The glowmetal hexer regains 11 hit points, or ends one effect on it that a save can end.
Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)
The glowmetal hexer can change the attack's target to an adjacent ally of its level or lower.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The glowmetal hexer shifts 1 square.
Alignment Evil Languages Common, Goblin
Str 9 (0) Dex 15 (+3) Wis 14 (+3)
Con 14 (+3) Int 11 (+1) Cha 18 (+5)
Equipment: madstone, quarterstaff .
Published in Dungeon Magazine 177, page(s) 38.