Hobgoblin Smokebinder

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

Hobgoblin Smokebinder

Level 5 Platoon Ambusher
Goblin, Hobgoblin, Humanoid, Infernal EV 14
  1. 1M Size
  2. 7 Speed
  3. 70 Stamina
  4. 0 Stability
  5. 6 Free Strike
Immunity Fire 5 Weakness
Movement Fly, hover
  1. Might

    1
  2. Agility

    3
  3. Reason

    2
  4. Intuition

    1
  5. Presence

    0
  1. Choking Bolt 2d10 + 3 Signature Ability

    Magic, Ranged, Strike Main Action
    o Ranged 5 x One creature or object
    ! 9 fire damage @ 14 fire damage # 17 fire damage; R < 3 slowed (save ends)
    Effect:

    If this ability gains an edge or has a double edge, the target can't communicate with anyone until the end of their next turn.

  2. Smoke Bomb 3 Malice

    Area, Magic Maneuver
    o 3 Burst x Each enemy in the area
    Effect:

    Each target makes a Might test.

    ! 11 damage; the target has a double bane on their next power roll @ 9 damage; the target takes a bane on their next power roll # 5 damage
  3. Essence of Smoke

    The smokebinder can move through spaces as if they were size 1T and can occupy another creature or object's space. At the end of their turn, the smokebinder can attempt to hide if they haven't taken any damage since their last turn.

  4. Infernal Ichor

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