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Hobgoblin Imperator                                  Weapons, Armor & Items
           Medium humanoid (goblinoid), lawful evil             Longsword, splint armor, and roll a d12:
           Armor Class 17 (splint)                                d12  Item(s)
           Hit Points 117 (16d8 + 45)
           Speed 30   .                                           1-6  1d8 days’ hard tack rations
             STR     DEX     CON      INT     WIS      CHA        7-9  A trinket (p. 94)
           16 (+3)  15 (+2)  16 (+3)  14 (+2)  17 (+3)  16 (+3)  10-11 A leather coin purse containing 17 (5d6) sp, and
           Saving    rows Con +6, Wis +6, Cha +6                       3 (1d6) gp
           Skills Athletics +6, Intimidation +6, Perception +6     12  A set of +2 splint armor and a +3 steel longsword
           Senses darkvision 60   ., passive Perception 16
           Languages Common, Goblin                            Having united two or more armies, imperators tend more towards
           Challenge 5 (1,800 XP)                              the ostentatious, and o  en have a grand plan or purpose for their
                                                               host. World domination, for instance…
           Regimented Aggression. All friendly hobgoblins within   host. World domination, for instance…
           30 feet of the hobgoblin imperator gain a +1 bonus to their
           damage rolls.                                                  To see the true heights of hobgoblin megalomania,

           Actions                                                         one need look no further than Garna Makushtar,
                                                                           the half-legendary ‘iron tortoise’; a lightweight,
           Multiattack.    e hobgoblin imperator can use its frightening
           presence. It then makes three attacks with its longsword.       portable fortress, borne on the backs of a legion
           Longsword. Melee Weapon Attack: +6 to hit, reach 5   ., one     of slaves. Drums roll, the ground shakes, and the
           target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing   hobgoblin war machine rolls inexorably onward,
           damage if wielded with two hands.                               leaving gutted settlements and leveled forests in its

           Command Attack.    e hobgoblin imperator shouts orders to
           all subordinates within 60 feet. Allied creatures who can see and   wake.
           hear the hobgoblin imperator can use their reaction to either
           move their speed to a target of the imperator’s choice or make a
           weapon attack against a target of the imperator’s choice.       -Bryn Gallard, T   E           E
           Frightening Presence. When there are at least 10 hobgoblins or
           3 hobgoblin legates within 40 feet of the hobgoblin imperator,
           each creature of the hobgoblin imperator’s choice that is within
           120 feet of the hobgoblin imperator and able to see and hear
           it must succeed on a DC 15 Wisdom saving throw or become
           frightened for 1 minute. A creature can repeat the saving throw
           at the end of each of its turns, ending the e  ect on itself on a
           success. If a creature’s saving throw is successful or the e  ect
           ends for it, the creature is immune to the hobgoblin imperator’s
           Frightening Presence for the next 24 hours.

           Reactions
           Counterattack. If the attack roll made against the hobgoblin
           imperator results in a 10 or below, the hobgoblin imperator can
           make an opportunity attack against the attacker.





















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                                                                                                  Chapter 4: HobgoblinsChapter 4: Hobgoblins
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