Hobgoblin Bloodlord

Level 6 Leader
Goblin, Hobgoblin, Humanoid, Infernal EV 32
Stamina 180 Immunity fire 6
Speed 6 (teleport) Size 1M / Stability 2
Free Strike 7

Might

4

Agility

2

Reason

2

Intuition

3

Presence

3

Soul Sword 2d10 + 4

Melee, Strike, Weapon Signature Action
Melee 1 Two creatures or objects
≤11: 11 corruption damage;
P<2 bleeding (save ends)
12—16: 16 corruption damage;
P<3 bleeding (save ends)
17+: 19 corruption damage;
P<4 bleeding (save ends)
2 Malice:

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
Ranged 10 1 ally
Effect:

The target moves up to their speed and uses a signature action.

An Army From Blood (3 Malice)

Triggered Action
Ranged 10 1 non-minion hobgoblin
The target takes damage
Effect:

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!

Area Villain Action 1
Self and 10 burst Self and all allies
Effect:

Each target gains 10 temporary Stamina, moves up to their speed, and makes a free strike.

Skulls Abound

Area, Magic, Melee Villain Action 2
3 aura Self
Effect:

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! 2d10 + 4

Area, Magic, Melee Villain Action 3
5 burst All enemies in the burst
≤11: 5 fire damage;
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
Effect:

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.

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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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