Fey Ancestry. Great Gark has advantage on saving throws against being charmed, and magic can’t put him to sleep.
King's Authority. Great Gark's commands are obeyed by all friendly goblinoids within 30 feet of him. They have advantage on saving throws against being frightened while within this range.
Legendary Resistance (1/day). If Great Gark fails a saving throw, he can choose to succeed instead.
Scepter. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
Leadership (Recharges after a Short or Long Rest). For 1 minute, Great Gark 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 can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if Great Gark is incapacitated.
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