If anyone is interested, here are the stats for the Six-Fingered Hand leadership during the siege of Fandelose.
HESHWAT THE EVISCERATOR--- Level 12 Elite Soldier
Medium natural humanoid, hobgoblin--- XP 1400
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Initiative +13; Senses Perception +8; low-light vision
HP 246; Bloodied 123
AC 30; Fortitude 28; Reflex 23; Will 27
Saving Throws +2
Speed 5
Action Points 1
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[Melee basic] Throat-Ripper (standard; at will) Weapon: +20 vs. AC; 2d4+8/19-20; crit 16 damage plus ongoing 10 (save ends).
[Melee] Eviscerating Assault (standard; recharge 5 6) Weapon: +20 vs. AC; 4d4+8/19-20; plus target is slowed (save ends); crit 24 damage plus ongoing 10 damage and target is slowed (save ends both).
[Melee] Go for the Throat (standard; encounter) Weapon: +20 vs. AC; 8d4+8/19-20, plus target is stunned (save ends); crit 40 damage plus ongoing 10 and target is stunned (save ends both).
[Melee] Riposte (immediate reaction; when Heshwat is hit by a melee or close attack; at will): Heshwat makes an attack against his attacker: +20 vs. AC; 2d4+8/19-20 and the target is pushed 1; crit 16 damage plus ongoing 10 (save ends).
Heshwat’s Resilience (immediate reaction, when Heshwat first suffers an effect that a save can end; at will): Heshwat the Eviscerator rolls a saving throw against the effect.
Phalanx Soldier: Heshwat the Eviscerator gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
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Alignment evil; Languages Common, Draconic, Dwarven, Goblin
Skills Athletics +17, Diplomacy +16, Endurance +15, History +15, Insight +13, Intimidate +16
Str 23; Dex 16; Wis 14
Con 19; Int 18; Cha 21
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Equipment ornate, resplendent gold-chased full plate armor (worth 9,000 gp), Throat-Ripper (jagged glaive +3), 2 potions of vitality, black iron gauntlet chased with jet with six fingers (250 gp value)
MORL THE GOBLIN KING--- Level 9 Lurker
Small natural humanoid, goblin--- XP 400
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Initiative +13; Senses Perception +4; low-light vision
HP 75; Bloodied 37
AC 23; Fortitude 20; Reflex 23; Will 21
Speed 5
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[Melee basic] Shortsword (standard; at will) Weapon: +14 vs. AC; 1d6+1 damage.
[Melee] Cruel Cut (standard; only with combat advantage; at will) Weapon: +14 vs. AC; 1d6+5 damage and the target has a -1 attack penalty (save ends).
[Ranged] Underhanded Throw (standard; at will) Weapon: Requires dagger; range 5/10; +15 vs. AC; 1d4+5 damage and Morl shifts 3 and gains concealment against the target until the end of his next turn.
Morl’s Tactics (immediate reaction; when missed by an attack; at will): Morl shifts 2 squares and gains concealment until the end of his next turn.
Combat Advantage: When he hits a target against whom he has combat advantage, Morl deals an extra 1d6 damage and can shift 2.
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Alignment evil; Languages Common, Draconic, Goblin
Skills Diplomacy +13, Stealth +14
Str 13; Dex 21; Wis 11
Con 15; Int 14; Cha 18
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Equipment leather armor, cruelly-serrated shortsword, 5 daggers, 3 gold rings (25 gp each), ruby-studded chalice (700 gp), winter wolf fur cloak (150 gp), 3 peridots (10 gp each), 2 diamonds (100 gp each)
VYPP, DIRECTOR OF KOBOLDS--- Level 10 Controller (Leader)
Small natural humanoid, kobold--- XP 500
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Initiative +9; Senses Perception +13; low-light vision
Voice of Arawn aura 3; allies in the aura at the start of their turn gain 5 temporary hit points
HP 101; Bloodied 50
AC 24; Fortitude 20; Reflex 23; Will 25
Speed 6
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[Melee basic] Spear (standard; at will) Weapon: +15 vs. AC; 1d8+4 damage.
[Ranged] Point at the Target (standard; at will): Range 10; +14 vs. Will; the target is marked by an ally of Vypp’s choice within 10 squares of it until the end of the Vypp’s next turn.
[Ranged] Lightning Spit (standard; recharge 5 6) Lightning: Range 10; +14 vs. Reflex; Hit: 2d8+5 lightning damage and target is stunned until the end of Vypp’s next turn; Effect: make a secondary attack on an enemy within 4 of the primary target: +12 vs. Reflex; 1d8+5 lightning damage.
[Area] The Hand Thrusts Forward (standard; encounter): Burst 3 within 6; each ally in the burst slides 2 squares and makes a basic attack.
[Area] Name of the Hand (standard; encounter) Fear: Burst 2 within 5; targets enemies; +12 vs. Will; Hit: 1d8+5 psychic damage and target is pushed 4 squares; Miss: target is pushed 1 square.
Extra Shifty (minor; at will): Vypp shifts 2 squares.
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Alignment evil; Languages Abyssal, Common, Draconic, Dwarven, Elven, Goblin
Skills Bluff +15, Diplomacy +15, Insight +13, Perception +13
Str 10; Dex 18; Wis 16
Con 13; Int 16; Cha 22
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Equipment cloth armor +3, spear, potion of regeneration (9th level)
TURSH, ORCISH WARLORD--- Level 10 Brute (Leader)
Medium natural humanoid, orc --- XP 500
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Initiative +7; Senses Perception +6; low-light vision
HP 130; Bloodied 65
AC 20; Fortitude 25; Reflex 19; Will 20
Speed 6
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[Melee basic] Rending Greataxe (standard; at will) Weapon: +14 vs. AC; 1d12+6 damage (crit: 1d12+1d6+18 and make a rending greataxe attack against the same target).
[Melee] Howling Blow (standard; encounter) Fear, Weapon: +14 vs. AC; 2d12+6 damage (crit: 1d12+1d6+30 and make a rending greataxe attack against the same target); Effect: make a secondary attack on the same target: +12 vs. Will; Hit: the target is pushed 1.
[Melee] Berserk Blow (immediate reaction; when first bloodied; encounter): Tursh makes a melee basic attack with a +4 bonus.
[Melee] Warrior’s Surge (standard; usable only while bloodied; encounter) Healing, Weapon: Tursh makes a melee basic attack and regains 32 hit points.
Inspirational Blow: When Tursh drops an enemy, an ally within line of sight may make a basic attack as a free action.
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Alignment evil; Languages Abyssal, Goblin
Skills Athletics, Endurance, Intimidate
Str 25; Dex 15; Wis 12
Con 20; Int 11; Cha 17
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Equipment plate armor, rending greataxe +2 (AV 76), 130 gp, 259 sp
THE MOUTH OF YEENOGHU--- Level 10 Artillery (Leader)
Medium natural humanoid, gnoll (demon)--- XP 500
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Initiative +7; Senses Perception +10; low-light vision
Brimstone Miasma (poison) aura 1; all living creatures in the aura are weakened; the Mouth of Yeenoghu can suppress or resume this ability as a minor action.
HP 82; Bloodied 41
AC 22; Fortitude 21; Reflex 20; Will 24
Speed 6
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[Melee basic] Triple Flail (standard; at will) Weapon: +15 vs. AC; 1d10+5 damage.
[Ranged] Demonic Blast (standard; at will) Fire: Range 10; +14 vs. Reflex; 1d8+5 fire damage, plus ongoing 5 fire damage; enemies adjacent to the target take 5 fire damage.
[Ranged] Yeenoghu’s Malice (standard; recharge 6) Psychic: Range 10; +14 vs. Will; 1d6+5 damage and target is dazed (save ends).
Pack Attack: The Mouth of Yeenoghu deals an extra 5 damage on melee attacks against an enemy that has two or more of the Mouth of Yeenoghu’s allies adjacent to it. It counts as two adjacent allies for purposes of allied gnolls’ pack attack ability.
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Alignment Chaotic Evil; Languages Abyssal, Common, Deep Speech
Skills Insight, Intimidate, Religion
Str 16; Dex 14; Wis 20
Con 16; Int 13; Cha 15
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Equipment hide armor, heavy flail (with three heads), rod tipped by a hyena skull, human jerky