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- Chaf is the warlord of the hobgoblins that have taken over Holorar, and doesn't plan on moving out until he either accidently kills all of his slaves, or until their labor is no longer profitable.
- All of his equipment is magical, from his armor to his arms. He rides upon a vicious elephant that has been awakened into sapience, and turned evil. He has managed to force a spell-caster in Holorar to create a Helmed Horror as his bodyguard for a promise of freedom, a promise that was never kept.
- He has a near 100% approval rating from the other hobgoblin tribes, and those that he leads. His tactical cunning is admirable, and his physical powerful is awe inspiring. He leads a strict battallion behind him, forgiving no crime but offering sentiment when possible.
- Chief Chaf, lawful evil
- HP 157, AC 22 (Plate Armor +1, Shield +1) SPD 40 (Boots of Speed)
- STR 19, DEX 16, CON 17, INT 16, WIS 15, CHA 20
- Saves: INT +7, WIS +6, CHA +9
- Languages: Common, Goblin, Undercommon, Dwarf
- Resistant to fire (Ruby Resistance Ring)
- Martial Advantage: Once per turn, the hobgoblin can deal an extra 4d6 damage to a creature it hits if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
- Multiattack - Three melee attacks OR two ranged attacks
- Longsword +2 - +10 to hit, 1d8/10+6 slashing damage
- Golden Hand Crossbow - +7 to hit, 1d6 piercing + 1d4 radiant damage
- Shield Bash +1 - +9 to hit, 1d4+5 dam, DC 15 STR save vs prone
- Leadership - For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature acan add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can only benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. (This basically means that every ally within 30 feet has 1d4 inspiration per turn for 1 minute.)
- Parry - The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
- ______
- Graufar was awakened per Chaf's orders. Turns out he was even crueler than his owner, having tortured and killed many lesser goblinoids just for fun after gaining sapience. He wears spiked belts around his tusks, and spiked ankle bracelets to better kick things to death with. He is forever loyal to Chaf, but is willing to oppose him on unimportant tasks and duties when he feels like murdering something. As a gift from Chaf, Graufar leads a harem of several other elephants and has demanded that they stay unawakened, despite Chaf's offers.
- Graufar The Elephant, Chaotic Evil
- HP 89 AC 14 (Barding)
- 22 STR 9 DEX 17 CON 12 INT 11 WIS 6 CHA
- Languages: Common, Goblin
- Trampling Charge: If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 STR save or be knocked prone. If the target is knocked prone, the elephant can make one stomp attack as a bonus action.
- Gore - +8 to hit, 3d8+5 dam
- Stomp - +8 hit, 3d10+5 dam
- ______
- Daisy The Helmed Horror was created as one of Chaf's demands of the college within Holorar. They poured the resources they had into making him the most elegantly designed, capable, and powerful helmed horrors they could, in hopes of being allowed some degree of mercy. After allowing Chaf to add the finishing touches that finally brought the pieces of armor to life, he immediately ordered the bright-yellow suit of armor to slay the two nearest wizards, and told his men to put the rest in shackles to be dragged back to the mines.
- Helmed Horror, Neutral
- HP 80, AC 20 (Plate, Shield) SPD 30, FLY 30
- 19 STR 14 DEX 17 CON 10 INT 10 WIS 10 CHA
- Skills: Perception +4
- Resistant: Mundane
- Immune: Blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
- Senses: Blindsight 60ft (blind beyond this radius), passive perception 14
- Magic Resistance: Advantage on saving throws against spells and other magical effects
- Spell Immunity: Immune to 3 spells chosen by its creator. (Heat Metal, Lightning Bolt, Witch Bolt)
- Multiattack - Two longsword attacks
- Longsword - +6 hit, 1d8+4 slashing damage
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