Hobgoblin Lancer

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Hobgoblin Lancer token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Hobgoblin Lancer

Level 4 Minion Harrier
Goblin, Hobgoblin, Humanoid, Infernal EV 6
  1. 1M Size
  2. 7 Speed
  3. 8 Stamina
  4. 0 Stability
  5. 2 Free Strike
Immunity Fire 2 Weakness
Movement With Captain +2 damage bonus to strikes
  1. Might

    1
  2. Agility

    3
  3. Reason

    0
  4. Intuition

    2
  5. Presence

    0
  1. Grim Thrust 2d10 + 3 Signature Ability

    Magic, Melee, Ranged, Strike, Weapon Main Action
    o Melee 2 or ranged 5 x One creature or object per minion
    ! 2 corruption damage @ 4 corruption damage; push 1 # 6 corruption damage; push 2
    Effect:

    The lancer deals an extra 2 damage if they have high ground against the target.

  2. Infernal Ichor

    When the lancer is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the lancer takes 2 fire damage.

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Hobgoblins Malice


  1. Goblin Mode 3 Malice

    1. Each goblin in the encounter gains a +2 bonus to speed until the end of the round.

  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. Tiny Stabs 5 Malice

    1. Each enemy in the encounter takes 1 damage for each goblin adjacent to them.

  4. Operation Tactical Swarm 5 Malice

    1. Each hobgoblin in the encounter shifts up to their speed and can take the Defend main action.

  5. Swamp Stink 7 Malice

    1. The encounter map is covered in a green mist that lasts until the end of the round, and which can't be dispersed by wind. All areas of the map are difficult terrain for non-goblins, and each non-goblin on the map makes a Might test.

    2. ! 5 poison damage; the creature is weakened until the mist disappears @ The creature is weakened until the mist disappears # No effect
  6. Operation Earth Sear 7 Malice

    1. Until the end of the round, the ground throughout the encounter map becomes blazing hot. Any enemy takes 1 fire damage for each square of the ground they enter. Any enemy who ends their turn on the ground has fire weakness 2 until the start of their next turn.

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