Large Aberration, Neutral Evil
Armor Class 15 natural armor
Hit Points 40 (10d10 + 4)
Speed 45 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
8 (-1)
WIS
7 (-2)
CHA
10 (+0)
Saving Throws STR +7, DEX +3, CON +5
Skills Athletics +8
Condition Immunities Prone
Senses Darkvision 120 ft, Passive Perception 15
Languages Common, Goblin
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

maddened strikes. when below half hp the warglin has advantage on attacks against enemies who hit it.

Actions

multi attack. the warglin attacks twice with his glaive

crude glaive . Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 16 (2d10 + 5) slashing damage. 

 

Reactions

opportunity attack. when a creature moves out of the warglins melee range they get to make an attack on the escaping enemy.

Description

Warglins are a strange perversion of goblins and wargs. warders are what happens when through dark unholy magic a goblin and a warg are fused together into one. during this process the goblin and wargs are in ungodly pain as their very being is reconstructed for the machinations of strange booyahgs. this fusing is still considered a great honor for the chosen goblin and warg. these are rare as it requires multiple booyaghs of great strength when even one booyagh of average talent is rare.

Habitat: ForestGrassland

nat1s_and_20s

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