D&D 5E Designing Monsters for 5E (Hobgoblin)

ren1999

First Post
This isn't 4th edition or Pathfinder but rather a hybrid that I would like to see for 5th edition. I'm having difficulty deciding how a whip grapples. Any suggestions? How would you design a hobgoblin.

Hobgoblin Slaver
hp 12
ac15
fort14(+4)
ref11(+1)
will11(+1)
racial traits/class features/resist dr none
Longsword 1d20+4 versus armor class 1d8+4 damage
Whip 1d20+1 versus reflex grappled, the character.. ??? 1d0+1 damage
Pommel Punch 1d20+4 versus armor class, the character is stunned, if succeed by 5 the character is unconscious for 1d4 rounds 1d0+4 bludgeoning damage

str18(+4)
con13(+1)
dex13(+1)
int10(0)
wis12(+1)
cha8(-1)
speed 5 squares 25ft.
initiative (+1)
perception(+2)
race Medium Humanoid
class Slaver
levels 1
xp 1XP for the entire encounter
skills Hide +3, Listen +2, Move Silently +3, Spot +2
feats Alertness
alignment Lawful Evil
languages Common, Goblin
gear/spells: whip, light steel shield, longsword, studded leather armor

History:
The Hobgoblin is a stronger and taller version of the goblin. They are the antithesis of the elf and kill elves on sight. They enslave humans, dwarves, gnomes, and the like.

Historically, goblins are trickster spirits of the home, the sea ship, the woods and the mines. They are benevolent to those that earn their favor and have been known to be familiars of Greek thieves aiding them in their stealthy activities.

If we were to compare them by size..
Goblins are the evil versions of Faeries.
Kobolds are blue evil versions of Dwarves.
Hobgoblins are the evil versions of Elves.
Orcs may be the evil versions of Humans. (I always think if Bakshi's Fire and Ice when thinking Orcs.)

So far, from my studies of the mythology of these classic monsters, they are all related by name. Kobold may be the Germanic word for Goblin -- a transformative, small human-like spirit being of a culture dating before the Greeks.
 
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Beastman

First Post
If prefer it way shorter: Monsters are monsters and i only need a stat-block with the most important info. the rest can be hidden in descriptive text...


Hobgoblin Slaver
ActAs: Fighter LVL 1 (i.e. determines HD/HP + BAB + Saves)
AC: 12 (Thick furs)
Attacks: 1 claw (1d4) or 1 weapon (by weapon)
Move: 30'
Morale: 10 (average)
XP: 10
-----------------------------
Alignment: chaotic-evil
Type: large humanoid (beastman)
Habitat: Hot or warm plains
No.Encountered: 1d6 (pack), 5 packs in lair
Treasure: standard, 5x standard + 1 time double in lair

A pack is lead by a Hobgoblin Master-Slaver (ActAs Fighter LVL 2). In addition to slavers and master-slavers, a lair also has a Hobgoblin Warlord (ActAs: Fighter LVL 4) and a Shaman (ACt AS: Cleric LVL 3).
 

the Jester

Legend
We already know that there are no Fort, Ref and Will, and that skills are notes next to ability scores; f'rexample:

Dex 12 (Hide +2)
 

Remathilis

Legend
I hope the monster manual isn't full of a dozen variants of the same creature: hobgoblin slaver, hobgoblin spearbearer, hobgoblin nosepicker, etc.

One monster for base stats, maybe a leader/caster variant.
 

Radiating Gnome

Adventurer
Simple Version:

Whip Grapple: For 5e, you'd want to treat it like a spell -- so use an attack roll opposed by a defensive roll by the target. (Dex vs Dex)
Hit: damage (maybe 1d4) and the target is grabbed and immobilized (Can't Move) without escaping the grab (Str vs Str or Dex vs Dex)

A little more Complicated:
Whip Grapple: For 5e, you'd want to treat it like a spell -- so use an attack roll opposed by a defensive roll by the target. (Dex vs Dex)
Hit: damage (maybe 1d4) and the target is grabbed and can't move further away from the attacker without escaping the grab (Str vs Str or Dex vs Dex).

Additional Attack action:
Whip Drag: Make a Str vs Str test to force the grabbed target to move closer to the attacker, or to move at half speed and pull the target along with the attacker.

-rg
 

eamon

Explorer
I'd like the computed stats separate from the customization hints. I think it's nice to have a list of things like alertness, class level mentions or just random bonuses in an plain textual list in a fairly small font somewhere. But the actual stat block should omit these things; they're only relevant during prep work to help DM's explore monster customization and not in play.

Also, I'd like the layout to naturally follow usage rather than priority (not necessarily the most important stuff on top, but the stuff you use first).


E.g.

BigHairyMonsterName
---
XP, environment+usage keywords(e.g. lurker artillery, not undead humanoid)
---
skills/abilities/languages/equipment/alignment/type/whatever you need sneaking through their camp
=======
combat section: reactions/initiative/morale/perception/defenses/HP/auras
i.e. whatever you need to know to respond to a player action
---
nifty tricks like teleportation, healing, etc.
---
a major signature attack
and any at-will attacks


In particular, I'd like any reactions/triggers/special resistances or whatnot to be near the defenses (not near the bottom like in 4e, or distributed throughout the statblock like in 3e). I want non-combat info well separated, so no skills tacked on the bottom, nor equipment and whatnot. I want the last thing I need (the most boring at-will attacks) both really easy to find but also last, i.e. at the bottom.

The 4e setup is pretty good, really, especially the part where actions of the same type are grouped (however, I'm not sure how relevant that'll be in 5e).
 

Lord Zack

Explorer
I personally would rather have generic variants of monsters when possible, rather than having a bunch of variants for every single monster. So for instance you might have a skirmisher, footman, a tribal leader, etc. to which you then apply the attributes for the race in question, perhaps with a note of which of these archetypes are common amongst particular races. There might also be a few unique variants for different races.
 

Quickleaf

Legend
Additional Attack action:
Whip Drag: Make a Str vs Str test to force the grabbed target to move closer to the attacker, or to move at half speed and pull the target along with the attacker.

-rg
Just so long as the victim can try to make the Whip Drag attack back at the hobgoblin. It's an iconic thing for big tough fighters and barbarians to do. As my fortune cookie said about grappling: "Turn about is fair play..."
 

Melkor

Explorer
If prefer it way shorter: Monsters are monsters and i only need a stat-block with the most important info. the rest can be hidden in descriptive text...


Hobgoblin Slaver
ActAs: Fighter LVL 1 (i.e. determines HD/HP + BAB + Saves)
AC: 12 (Thick furs)
Attacks: 1 claw (1d4) or 1 weapon (by weapon)
Move: 30'
Morale: 10 (average)
XP: 10
-----------------------------
Alignment: chaotic-evil
Type: large humanoid (beastman)
Habitat: Hot or warm plains
No.Encountered: 1d6 (pack), 5 packs in lair
Treasure: standard, 5x standard + 1 time double in lair

A pack is lead by a Hobgoblin Master-Slaver (ActAs Fighter LVL 2). In addition to slavers and master-slavers, a lair also has a Hobgoblin Warlord (ActAs: Fighter LVL 4) and a Shaman (ACt AS: Cleric LVL 3).

I like this as well, but I also would be happy if the "generic" versions of monsters in the MM were just listed as "Hobgoblin," and the "Slaver" or other specific titles were sub-entries.
 

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