Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) 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.
Legendary Shield (3/Day). If an attack that targets only the captain would hit by surpassing its AC, it can choose to block that attack with its shield instead.
Skullspirit Shield. Once the captain has blocked 3 attacks with his shield, it will split, and the mounted skull will burst with necrotic energy. Every creature within a 5 foot radius must make a DC 15 dexterity saving throw, taking 38 necrotic damage on a failed save, and half on a success.
Upon bursting, the Skullspirit Shield will summon a Flameskull, hostile to all nearby creatures, that will attack anyone within sight. ( ) ( ) ( )
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest). The hobgoblin captain can utter a special command or warning whenever a non-hostile 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 lasts for 1 minute, or until the hobgoblin is incapacitated.
The captain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Once all legendary actions have been depleted (see description below), they can't be used until the the next dawn.
Bring me their skin. The hobgoblin captain can utter a command to his goblin minions to strike one specific foe, allowing them one movement and one attack immediately. This command can be uttered only once per goblin group he commands.
End their petty magic. When a hostile creature casts a spell, the hobgoblin captain can call forth his Iron Shadow vanguard to deal with a nasty spellcaster lingering in the back. All Iron Shadows may use one movement and one attack, targeting a hostile spellcaster.
Skullspirit's Bane (3/Day). The spirit trapped in his Skullshield allows him to cast Bane at 1st level.
Description
Captain Kroldok is the forward leader of the remaining hobgoblin forces. His lieutenant who held the area for him failed when he let survivors escape, and paid with his life for it.
Kroldok is a cruel leader, who only takes pleasure in leading his forces towards the doom of his victims.
Kroldok's Tennets:
- No survivors
- Burn the bodies that cannot be used by the clan
- Failure is punishable only be death
Comments