Medium Humanoid (Goblinoid), Lawful Evil
Armor Class 18 (chain mail, shield)
Hit Points 63 (5d10 + 4)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) 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.

Shieldwall. Three or more allies can stand next to each other with shield raised. This grants all allies within the wall a +2 to AC. 

Broken Honor. Ankur gains advantage on all attacks if an opponent makes comments about his brand, or tries to make him flee via spell effect. Ankur is immune to any effect that would make him flee.

Actions

Multiattack. The hobgoblin can take 2 of any of these actions.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 3) piercing damage.

Spear. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: (1d6+2) piercing damage, or (1d8+2) piercing damage if used with 2 hands.

Tower Shield. The hobgoblin takes the dodge action and any creature standing behind it gains three-quarters cover from its shield. 

Description

Ankur is your typical hobgoblin but with one key difference. He has a brand on his forehead of a broken shield. This shield was branded on him for fleeing in battle. (he was falsely accused.)

Monster Tags: Goblinoid

Habitat: DesertForestGrasslandHillUnderdark

Zacthegreat

Comments

Posts Quoted:
Reply
Clear All Quotes