Medium Monstrosity, Any Alignment
Armor Class 20 (plate)
Hit Points 270 (45d8 + 90)
Speed 60 ft.
STR
20 (+5)
DEX
17 (+3)
CON
14 (+2)
INT
15 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +11, WIS +9, CHA +11
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Frightened, Restrained
Senses Darkvision 60 ft., Passive Perception 19
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Martial Advantage. Once per turn, the chimera hobgoblin can deal an extra 12 (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.

Alpha Strike. With blinding speed, you dash at your targets and come back to your start point (within 30ft), while not provoking attack of opportunity becoming untargetable. Alpha strike gives you advantage against all targets.

Double Strike. Once per turn, if you have taken an attack action on your turn and have advantage on an attack roll against one of your targets, you can make an additional weapon attack against a target, as part of the same action.

Meditate. The focus of the mind, restoring (10 x Wis) health and allows you to take reduced damage for one turn.

True Strike. Once per turn, you can make an attack that ignores resistance and spells.

Dueling. when you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Slasher. Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10ft until the start of your turn. When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. +1 to Dex

Actions

Multiattack. The chimera hobgoblin makes two melee attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5); slashing damage Hite+ 15 (2d10 + 5); versatile.

Bonus Actions

Terrifying Presence. Each target creatures within 120ft must succeed on a DC  Wis Saving Throw or become Frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. Chimera Marilith can repeat this action on the same targets; targets that failed must roll with disadvantage.

Reactions

Parry. The chimera hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the chimera hobgoblin must see the attacker and be wielding a melee weapon.

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2024 6:52:27 AM
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Coming Soon

Monster Tags: monstrosity

Habitat: DesertForestGrasslandHillUnderdark

MrDrKoala

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