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.
Summon Reinforcements. At the start if the fight, roll d4; determine the amount of reienforcements that help in the fight. *1; one hobgolin, 2; hobgoblin & goblin archer, 3; 2 hobgoblins & goblin archer, 4; 2 hobgoblins, goblin archer, and feral dog.
Longsword. Melee Weapon Attack: +3; to hit, reach 5 ft., one target. Hit: (1d8 + 1); slashing damage, or 6 (1d10 + 1); slashing damage if used with two hands.
Longbow. Ranged Weapon Attack:+3; to hit, range 150/600 ft., one target. Hit: (1d8 + 1); piercing damage.
Will sit atop his high groud, Calling Reinforcements to begin his initiave.
Will follow up with some long bow supporting shots, until his team reaches 50%.
Very smart soilder and attacks accordingly. Learned the skills from someone
The Chief of the nearby goblin tribe.
Description
Grey hobgoblin with a thick scar along the right side of his face. Being faced with much human scum, Grome has grown paranoid. He has become a shell of who he once was.
Lair and Lair Actions
Not a lair but a fort. A classical roman garrison fort.
When looking directly at the front of this fort, you can see that there stand 2 goblins holding bows and arrows (Guarding the fort)
Chief Groom is located in the Centre back of fort. His shack is located at the top of a natural hill that sits within the garrison. He will call in reinforcements to the battle once he realises that these men prove more of a threat then they are.
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