GM: |
Raux moves to O11 and fires at G1 Raux attack G1: 1D20+4 = [8]+4 = 12
[sblock=Hill Goblin Champion]
Small humanoid (goblinoid), neutral evil
Armor Class 17 (half plate) Hit Points 33 (6d6 + 12) Speed 30 ft.
STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 9 (−1)WIS 8 (−1)CHA 10 (+0)
Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 2 (450 XP)
Battled Hardened. The hill goblin champion has advantage on saving throws against being frightened.
Nimble Escape. The hill goblin champion can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. The hill goblin champion makes two attacks with its spiked chain.
Spiked Chain. Melee Weapon Attack: +5 to hit, range 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions Slippery. If an attack on the hill goblin champion misses, it moves 5 feet away without provoking an opportunity attack. [/sblock]
[sblock=Hobgoblin Arbalester]
Medium humanoid (goblinoid), lawful evil
Armor Class 17 (half plate) Hit Points 18 (4d8) Speed 30 ft.
STR 11 (+0) DEX 16 (+3) CON 10 (+0) INT 10 (+0)WIS 12 (+1)CHA 10 (+0)
Skills Athletics +2, Intimidation +2, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin
Challenge 2 (450 XP)
Precise Aim. If the hobgoblin arbalester doesn’t move during its turn, it can add 1d4 to its attack roll with its heavy repeating crossbow.
Actions
Multiattack. The hobgoblin arbalester makes two attacks with its heavy repeating crossbow.
Heavy Repeating Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage. [/sblock]
[sblock=Hobgoblin Soldier]
Medium humanoid (goblinoid), lawful evil
Armor Class 20 (plate armor, shield) Hit Points 65 (10d8 + 20) Speed 30 ft.
STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 10 (+0)WIS 10 (+0)CHA 12 (+1)
Skills Athletics +5, Intimidation +3, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 3 (700 XP)
Coordinated Attack. The hobgoblin soldier can add 1d4 to its attack rolls for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4.
Protector. All allies within 5 feet of the hobgoblin soldier add +1 to their AC for a maximum of +1.
Actions
Multiattack. The hobgoblin soldier makes two melee attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if wielded with two hands.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Counterattack. If the attack roll made against the hobgoblin soldier results in a 10 or lower, the hobgoblin soldier may make an opportunity attack against the attacker. [/sblock]
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