Hobgoblin Incendiarist

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

Hobgoblin Incendiarist

Level 5 Platoon Artillery
Goblin, Hobgoblin, Humanoid, Infernal EV 14
  1. 1M Size
  2. 5 Speed
  3. 60 Stamina
  4. 0 Stability
  5. 6 Free Strike
Immunity Fire 5 Weakness
Movement
  1. Might

    1
  2. Agility

    3
  3. Reason

    0
  4. Intuition

    2
  5. Presence

    1
  1. Fire Crossbow 2d10 + 3 Signature Ability

    Ranged, Strike, Weapon Main Action
    o Ranged 10 x One creature or object
    ! 9 fire damage @ 14 fire damage # 17 fire damage; A < 3 burning (save ends)
    Effect:

    A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

  2. Fireball Volley 2d10 + 3 3 Malice

    Area, Magic, Ranged Main Action
    o 4 Cube within 10 x Each enemy or object in the area
    ! 5 fire damage; A < 1 burning (save ends) @ 9 fire damage; A < 2 burning (save ends) # 11 fire damage; prone; A < 3 burning (save ends)
    Effect:

    burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

  3. Raining Cinders

    The ranged free strike of each ally within 3 squares of the incendiarist has a distance of 10 and deals fire damage.

  4. Infernal Ichor

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