Page 163 - Monster Manual Expanded III Dragonix
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Warlord of Nomog-Geaya
        This hobgoblin is a cunning and oppressive general favored
        by Nomog-Geaya, the ironfisted hobgoblin deity of tyranny and
        war who serves Maglubiyet in military matters. This warlord
        commands entire hobgoblin armies with brutal and
        ruthless efficiency.
          In combat, the warlord prefers to direct its troops and
        watch how its strategies unfold. If forced to fight, however,
        the warlord is more than just a capable fighter. It is an expert in
        fighting with a longsword and a handaxe, able to parry
        foes with either weapon and surprising them with a
        counter blow.

        Wyrmlord of Tiamat

        Wyrmlords are powerful militant priests who serve
        Tiamat as her top generals. These hobgoblins
        oversee military matters and ensures the troops'
        unquestioning loyalty to the Queen of Dragons.
          Wyrmlords are often gifted dragon mounts by
        Tiamat. Ruling over all wyrmlords is the High
        Wyrmlord (CR 18), the most favored by Tiamat
        and head of the Church of Tiamat.  Only one such
        person exists at a time. The High Wyrmlord always
        has an adult dragon for a mount.










         Hobgoblin Iron Shadow Assassin                        Multiattack. The hobgoblin makes four attacks, two with its Sai and
                                                               two of which can be an Unarmed Strike or a Dart attack. It can also
         Medium humanoid (goblinoid), lawful evil
                                                               use Shadow Jaunt once, either before or after one of the attacks.
                                                               Sai. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6
         Armor Class 16
                                                               + 4) piercing damage plus 3 (1d6) poison damage.
         Hit Points 90 (12d8 + 36)
         Speed 40 ft.                                          Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
                                                               target. Hit: 6 (1d4 + 4) bludgeoning damage and if the target is a
             STR           DEX           CON           INT           WIS           CHA    creature, it must succeed on a DC 13 Constitution saving throw or
                 14 (+2)      18 (+4)      16 (+3)      16 (+3)     14 (+2)      11 (+0)  be stunned until the end of the hobgoblin’s next turn.

                                                               Dart. Ranged Weapon Attack. +7 to hit, range 20/60 ft., one target.
         Saving Throws Dex +7, Int +6, Wis +5
                                                               Hit: 6 (1d4 + 4) piercing damage.
         Skills Acrobatics +7, Athletics +5, Perception +5, Stealth +10
         Senses darkvision 60 ft., passive Perception 15       Spellcasting. The hobgoblin is a 4th-level spellcaster. Its spellcasting
         Languages Common, Goblin                              ability is Intelligence (spell save DC 14, +5 to hit with spell attacks). It
         Challenge 6 (2,300 XP)       Proficiency Bonus +3     has the following wizard spells prepared:
                                                               Cantrips (at will): booming blade, minor illusion, prestidigitation
         Assassinate. During its first turn, the hobgoblin has advantage on
                                                               1st level (4 slots): charm person, disguise self, expeditious retreat,
         attack rolls against any creature that hasn't taken a turn. Any hit the
                                                                 silent image
         hobgoblin scores against a surprised creature is a critical hit.  2nd level (3 slots): blur, darkness, shadow blade
         Sneak Attack. Once per turn, the hobgoblin deals an extra 10
                                                               Shadow Jaunt. The hobgoblin magically teleports, along with any
         (3d6) damage when it hits a target with a weapon attack and has
                                                               equipment it is wearing or carrying, up to 30 feet to an unoccupied
         advantage on the attack roll, or when the target is within 5 feet of
                                                               space it can see.  It then has advantage on the first melee attack it
         an ally of the hobgoblin that isn't incapacitated and the hobgoblin
                                                               makes before the end of the turn. Both the space it is leaving and its
         doesn't have disadvantage on the attack roll.
                                                               destination must be in dim light or darkness.
         Unarmored Defense. While the hobgoblin is wearing no armor and
         wielding no shield, its AC includes its Wisdom modifier.  Reactions
         Actions                                               Uncanny Dodge. The hobgoblin halves the damage that it takes from
                                                               an attack that hits it. The hobgoblin must be able to see the attacker.
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                    Bestiary
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