Medium Humanoid (Goblinoid), Lawful Neutral
Armor Class 16 (chain mail)
Hit Points 18 (2d8 + 2)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +3
Skills Athletics +3, Intimidation +2, Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Goblin
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Chain Mail. Thokk has disadvantage on stealth checks.

Martial Role (Attacker). Thokk gains a +2 bonus to all attack rolls (incorporated into his attacks).

Martial Advantage. Once per turn, Thokk can deal an extra 7 (2d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.

Actions

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 1) slashing damage, and the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage on a failed save.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage on a failed save.

Description

A particularly-proficient hobgoblin member of the city guard.

Monster Tags: NPCGoblinoidSidekick

Habitat: Urban

aabicus

Comments

Posts Quoted:
Reply
Clear All Quotes