Hobgoblin Bloodlord
Level 6 LeaderMight
4Agility
2Reason
2Intuition
3Presence
3Soul Sword (Action) ♦ 2d10 + 4 ♦ Signature
P<2 bleeding (save ends) 12—16: 16 corruption damage;
P<3 bleeding (save ends) 17+: 19 corruption damage;
P<4 bleeding (save ends)
Each target is marked until they die or the end of the encounter. Allies have an edge on strikes against marked targets. The bloodlord can only have up to 3 targets marked this way, removing the oldest mark first.
Take Point! (Maneuver)
The target moves up to their speed and uses a signature action.
An Army From Blood (Triggered Action) ♦ 3 Malice VP
3 hobgoblin recruits crawl out of the target’s blood and appear in unoccupied spaces adjacent to the target.
Infernal Ichor
If the bloodlord’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the bloodlord takes 3 fire damage.
End Effect
At the end of their turn, the bloodlord can take 10 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Advance! (Villain Action 1)
Each target gains 10 temporary Stamina, moves up to their speed, and makes a free strike.
Skulls Abound (Villain Action 2)
The bloodlord surrounds themselves with a storm of flying skulls until the end of the encounter. An enemy that first enters the aura or starts their turn there takes 8 corruption damage and has a bane on their next power roll until the start of their next turn.
am Fire! I am Death! (Villain Action 3) ♦ 2d10 + 4
P<2 2 fire damage;
push 2, prone 12—16: 5 fire damage;
P<3 7 fire damage;
push 3, prone 17+: 5 fire damage;
P<4 10 fire damage;
push 5, prone
The bloodlord is wreathed in black flames until the end of the encounter. When an adjacent enemy touches or uses a melee ability against the bloodlord, they take 5 corruptiondamage.