Infernal Ichor. When Varrox dies, his corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of him takes 5 fire damage.
Infernal Sacrifice (3/Day). When Varrox fails a saving throw, he can call on Hell to succeed instead. When he does, each ally within 60 feet of him takes 5 necrotic damage
Multiattack. Varrox makes three attacks using Soulsword, Death Skulls, or both.
Soulsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, they can’t regain hit points until the start of Varrox’s next turn.
Death Skulls. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) fire damage, and Varrox can teleport to an unoccupied space he can see within 5 feet of the target.
Advance and Attack. Varrox barks orders at one ally within 60 feet of him who can hear him. That ally can use their reaction to move up to their speed and make a weapon attack.
An Army from Blood. When a non-minion hobgoblin who Varrox can see within 60 feet of him takes damage, Varrox magically summons three hobgoblin recruits who appear in unoccupied spaces nearest to the damaged hobgoblin.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The brilliant tactician Varrox traces his lineage to the first goblin who made an infernal bargain to become a hobgoblin. Varrox’s mother, the great bloodlord Fanoxa, raised him right alongside her army. The only home Varrox has ever known was a war camp, and his upbringing was conquest and bloodshed. When he witnessed her defeat and capture at the Battle of Redfields, he vowed to die an even greater conqueror.
The warlord enthusiastically embraces his legacy, seeking more power by forging deals with devils. These fiends demand Varrox capture more territory, which the devils then offer to greedy nobles in exchange for their souls and service.
Varrox encourages his troops to forge infernal deals for more power, and he keeps them on a strict training regimen so they might better wreak havoc. While on a battlefield, he expects tactical precision and sacrifice. The archfiends who treat with Varrox credit him with every pact his troops forge, granting him a little more might with every contract signed.
The devils of the Seven Cities of Hell have plans for Varrox. Once the hobgoblin amasses enough troops, they plan to send Varrox and his army out into the timescape to conquer peaceful worlds, some of which have no armies.
For throwing a world into peril creates desperate souls— souls far more likely to make a deal with a devil.
Camp Firefield. Varrox and his vanguard travel with a magical tent that was gifted to the hobgoblin by an archdevil. The tent contains the rest of his forces—when its stakes are set into the ground, the tent flaps open into Camp Firefield, a multilevel demiplane where Varrox’s forces prepare for conquest.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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