Skip to content

Hobgoblin War Mage


Monster

Hobgoblin War Mage

Goblin, Hobgoblin, Humanoid, Infernal
Level 5
Elite Controller
EV 28
1MSize
5Speed
120Stamina
0Stability
6Free Strike
ImmunityFire 5
Weakness
MovementHover, teleport
M+0Might
A+2Agility
R+3Reason
I+2Intuition
P+2Presence
l

Hellfire

Signature
KeywordsAreaMagicRanged
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 3
!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.

l

Enchantments of War

KeywordsMagicRanged
DistanceRanged 10
TargetTwo 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.

f

Unhallowed Ground

KeywordsAreaMagicRanged
ActionManeuver
Distance5 cube within 10
TargetSpecial
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.

)

Magic Siphon

KeywordsMagicRanged
DistanceRanged 10
TargetThe triggering creature
Trigger

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.

*

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.

*

Despair, You Who Face Death

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

*Malice Features

At the start of any hobgoblin's turn, you can spend Malice to activate one of the following features. Hobgoblin Malice

*

Goblin Malice Features

3-7 Malice

The hobgoblin activates a Malice Feature available to goblins.

*

Operation Goblin Mode

Each goblin in the encounter gains a +3 bonus to speed until the end of the round.

*

Operation Tactical Swarm

Each hobgoblin in the encounter shifts up to their speed and can take the Defend main action.

*

Operation Earth Sear

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.

Source: Draw Steel: Monsters · printing 1.01