Hobgoblin War Mage

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

Hobgoblin War Mage

Level 5 Elite Controller
Goblin, Hobgoblin, Humanoid, Infernal EV 28
  1. 1M Size
  2. 5 Speed
  3. 120 Stamina
  4. 0 Stability
  5. 6 Free Strike
Immunity Fire 5 Weakness โ€”
Movement Hover, teleport
  1. Might

    0
  2. Agility

    2
  3. Reason

    3
  4. Intuition

    2
  5. Presence

    2
  1. Hellfire 2d10 + 3 Signature Ability

    Area, Magic, Ranged Main Action
    o 3 cube within 10 x Each enemy in the area
    ! 5 fire damage; M < 1 weakened (save ends) @ 9 fire damage; M < 2 weakened (save ends) # 11 fire damage; M < 3 weakened (save ends)
    Effect:

    Before using this ability, the war mage can teleport a creature within 10 squares of them up to 2 squares

  2. Enchantments of War

    Magic, Ranged Main Action
    o Ranged 10 x Two allies
    Effect:

    Each target gains 10 temporary Stamina and has a double edge on their next power roll. The war mage can spend any amount of their current Stamina to increase the temporary Stamina each target gains by an equivalent amount.

  3. Unhallowed Ground 3 Malice

    Area, Magic, Ranged Maneuver
    o 5 cube within 10 x Special
    Effect:

    The war mage consecrates the area and causes it to smolder until the end of the encounter. The area is difficult terrain and an enemy in the area has fire weakness 10.

  4. Magic Siphon

    Magic, Ranged Triggered Action
    o Ranged 10 x The triggering creature
    A creature within distance uses a magic ability.
    Effect:

    Any damage dealt or Stamina regained from the creature's ability is halved. The war mage regains Stamina equal to the remaining damage dealt or Stamina regained.

  5. Infernal Ichor

    When the war mage is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the war mage takes 3 fire damage.

  6. Despair, You Who Faces Death

    Any enemy within 2 squares of the war mage has a โˆ’2 penalty to saving throws.

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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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