Goblin Hexer

Goblin Hexer Small natural humanoid, goblin Level 3 Controller (Leader) XP 150 Initiative +3        Senses Perception +2; low-light vision HP 46; Bloodied 23 AC 17; Fortitude 14, Reflex 15, Will 16 Speed 6 Hexer Rod (standard, at-will) Weapon +7 vs AC; 1d6+1 damage. Blinding Hex (standard, at-will) Ranged 10; +7 vs Fortitude; 2d6+1 damage, and the target is blinded (save ends). Stinging Hex (standard, recharge ) Ranged 10; +7 vs Will;  the target takes 3d6+1 damage if it moves during its turn (save ends). Vexing Cloud (standard; sustain minor, encounter) Zone Area burst 3 within 10; automatic hit; all enemies within zone take a -2 penalty to attack rolls. The zone grants concealment to Goblin Hexer and his allies. Jib can sustain the zone as a minor action, moving it up to 5 squares. Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will) Ranged 10; the targeted ally can shift 2 more squares and make an attack. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) Goblin Hexershifts 1 square. Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will) Goblin Hexer can change the attacks target to an adjacent ally of its level or lower. Alignment Evil       Languages Common, Goblin Skills Stealth +10, Thievery +10 Str 10 (+1)       Dex 15 (+3)       Wis 13 (+2) Con 14 (+3)       Int 9 (0)       Cha 18 (+5) Equipment: hexer rod, leather armor. Published in FR1 Scepter Tower of Spellgard.