Page 163 - Volo's Guide to Monsters
P. 163
to deceive and defeat her foes. She continues to spy on
destination must be in dim light or darkness.
tion of unarmed fighting techniques and shadow magic
unoccupied space it can see. Both the space it is leaving and i!s
ing is complete, she is ready to wield a deadly combina-
any equipment it is wearing or carrying, up to 30 feet to an
Masters of Shadow and Fist. When a recruit's train-
Shadow Jaunt. The hobgoblin magically teleports, along with
cious behavior.
the Iron Shadows by looking for and reporting suspi-
get. Hit: 5 (ld4 + 3) piercing damage.
into their ranks. While a recruit is in training, it serves
Dart. Ranged Weapon Attack. +5 to hit, range 20/60 ft., one tar-
which the Iron Shadows welcome no new members
one target. Hit: 5 (ld4 + 3) bludgeoning damage.
aspirants don't finish it, and years might go by during
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
indoctrination is a slow and arduous process; many
secret training in the magical and martial arts. This
Shadow Jaunt once, either before or after one of the attacks.
Those who fail are slain, while those who pass receive
can be an unarmed strike or a dart attack. It can also use
tests designed to reveal any potential for treachery.
Multiattack. The hobgoblin makes four attacks, each of which
A candidate for admission undergoes a series of
ACTIONS
Maglubiyet's will.
stamina are matched only by an ironclad commitment to
and wielding no shield, its AC includes its Wisdom modifier.
eyes open for potential recruits, those whose agility and
Unarmored Defense. While the hobgoblin is wearing no armor
across the hobgoblin ranks. Each member keeps her
silent image
Trained in Secret. Iron Shadows are recruited from
l st level (3 slots): charm person, disguise self, expeditious retreat,
and betrayal.
Cantrips (at will): minor illusion, prestidigitation, true strike
hobgoblins, they spy to ferret out treachery, rebellion,
spell attacks). It has the following wizard spells prepared:
as secret police, scouts, and assassins. Among other
casting ability is Intelligence (spell save DC 12, +4 to hit with
The Iron Shadows are hobgoblin monks that serve
Spellcasting. The hobgoblin is a 2nd-level spellcaster. Its spell-
HOBGOBLIN IRON SHADOW
Challenge 2 (450 XP)
Languages Common, Goblin
Senses darkvision 60 ft., passive Perception 12
Skills Acrobatics +5, Athletics +4, Stealth +5
15 (+2)
14 (+2)
15 (+2)
16 (+3)
14 (+2)
11 (+0)
CHA
WIS
INT
STR
DEX
CON
Speed 40 ft.
Hit Points 32 (5d8 + 10)
Armor Class 15
Medium humanoid (goblinoid), lawful evil
HOBGOBLIN IRON SHADOW
confuse and confound their enemies.
identities, walk between shadows, and craft illusions to
an archdevil, allowing his followers to conceal their
that the Great One stole the secrets of shadows from
fighting techniques. The priests of Maglubiyet teach
Their masks also signify the supposed origin of their
their identities and to strike fear into their foes.
wear masks crafted to resemble devils, both to conceal
Masked Devils. Iron Shadows on a secret mission
ing to Maglubiyet's will.
goblinoid community to ensure that it functions accord-
the clerics of Maglubiyet, who keep a careful eye on the
and among goblinoids. These missions are ordained by
assassinations and spy missions, both against enemies
other hobgoblins, but is now also empowered to conduct