Hobgoblin Redglare

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

Hobgoblin Redglare

Level 6 Platoon Hexer
Goblin, Hobgoblin, Humanoid, Infernal EV 16
  1. 1L Size
  2. 5 Speed
  3. 70 Stamina
  4. 4 Stability
  5. 6 Free Strike
Immunity Fire 6 Weakness
Movement Teleport
  1. Might

    0
  2. Agility

    2
  3. Reason

    2
  4. Intuition

    3
  5. Presence

    3
  1. Eye Flash 2d10 + 3 Signature Ability

    Magic, Ranged, Strike Main Action
    o Ranged 10 x One creature or object
    ! 9 corruption damage; P < 1 slowed (save ends) @ 14 corruption damage; P < 2 restrained (save ends) # 17 corruption damage; P < 3 restrained (save ends)
  2. Glare of the Old Judgements 2d10 + 3 5 Malice

    Magic, Ranged, Strike Main Action
    o Ranged 10 x One creature
    ! 10 corruption damage @ 10 corruption damage, or if the target has P < 2 they are judged # The target is judged
    Effect:

    Until the end of the encounter, a judged target takes 10 corruption damage at the start of each of their turns, and regains 5 Stamina each time they use an ability or other effect that allows another creature to spend a Recovery.

  3. Infernal Ichor

    When the redglare is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the redglare takes 3 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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