Armor Class: 13 (Leather)

Hit Points: 90 (12d8 +36)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

18 (+4)

DEX

14 (+2)

CON

16 (+3)

INT

10 (+0)

WIS

12 (+1)

CHA

10 (+0)


Skills: Intimidation +2 Perception +3 Persuasion +2 Athletics +6

Saving Throws: Strength +6 Constitution +5

Challenge: 4 (1100 XP)


Actions

Multiattack.The Militia makes three weapon melee attacks or three ranged attacks.

Javelin. Melee Weapon Attack +6 to hit, range 30/120ft, one target. Hit: 7 (1d6 +4 ) piercing damage.

Properties: Thrown: range 30/120ft,

Dagger. Melee Weapon Attack +6 to hit, range 20/60ft, one target. Hit: 6 (1d4 +4 ) piercing damage.

Properties: Thrown: range 20/60ft, Finesse, Light,


Special Abilities

Strenght in numbers: As Pack Tactics. The creature has advantage on attack rolls against an enemy if at least one of the creatures allies is within 5 feet of the enemy and the ally isn't incapacitated.
Fear when alone: The militia is high succeptible to moral and mind effects when left alone. If no ally is on sight or further than 60ft the militia has disvantage on WIS, INT and CHA saving throws.

Racial Features

Martial Advantage: Once per turn, the hobgoblin can deal 14 (4d6) extra damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Darkvision: 60ft (18m / 12sqr)

Languages: speaks Common and Goblin.

Character created at rpgtinker.com

NPC Options



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