Hobgoblin War Mage

Level 5 Troop Controller
Goblin, Hobgoblin, Humanoid, Infernal EV 28
Stamina 120 Immunity fire 5
Speed 5 (teleport, hover) Size 1M / Stability 0
Free Strike 6

Might

0

Agility

2

Reason

3

Intuition

2

Presence

2

Hellfire 2d10 + 3

Area, Magic, Ranged Signature Action
3 cube within 10 All enemies in the cube
≤11: 5 fire damage;
M<1 weakened (save ends)
12—16: 9 fire damage;
M<2 weakened (save ends)
17+: 11 fire damage;
M<3 weakened (save ends)
Effect:

The war mage can teleport a creature within 10 up to 2 squares before using this ability.

Enchantments of War

Magic, Ranged Action
Ranged 10 2 allies
Effect:

Each target gains 10 temporary Stamina and has a double edge on their next power roll. The war mage can spend any amount of their Stamina to increase the temporary Stamina each target gains by an equivalent amount.

Unhallowed Ground (3 Malice)

Area, Magic Maneuver
5 cube within 10 Special
Effect:

The war mage consecrates the affected area and causes it to smolder. Until the end of the encounter, the affected area is considered difficult terrain and enemies have fire weakness 10 while occupying an affected square.

Magic Siphon

Magic Triggered Action
Ranged 10 Triggering creature
A creature within distance uses a strike or ability with the magic keyword
Effect:

Any damage dealt or Stamina regained by the attack or ability is halved. The war mage regains Stamina equal to the remainder.

Infernal Ichor

If the war mage’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the war mage takes 3 fire damage.

Despair, You Who Faces Death

Each enemy has -2 on saving throws while within 2 squares of the war mage.

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  1. Hobgoblin Malice


    1. Goblin Malice Features

      X Malice
      1. The hobgoblin activates a malice feature available to goblins.

    2. Operation Goblin Mode

      3 Malice
      1. Each goblin in the encounter gains a +3 bonus to speed until the end of the round.

    3. Operation Tactical Swarm

      5 Malice
      1. All hobgoblins shift up to their speed and take the Defend action.

    4. Operation Earthsear

      7 Malice
      1. The ground throughout the encounter map becomes blazing hot until the end of the round. An enemy takes 1 fire damage for each affected square they enter. An enemy that ends their turn in an affected square has fire weakness 2 until the start of their next turn.

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