Hobgoblin Warmaster Thug

Medium humanoid (hobgoblin), any

Armor Class 20 (plate +2)
Hit Points 190 (20d8 + 100); Wound Threshold 48
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 15 (+2) 12 (+1) 19 (+4)

Saving Throws Str +10, Dex +8, Cha +9
Skills Athletics +10, Deception +9, Insight +6, Intimidation* +14, Perception* +11, Survival +6
Senses darkvision 60 ft., passive Perception 21
Languages Drow, Goblin, Undercommon and any one language
Challenge 15 (13 000 XP)

SPECIAL TRAITS

  • Brute. A melee weapon deals one extra die of its damage when the hobgoblin warmaster thug hits with it (included in the attack).
  • Intervention. When a hostile creature that the hobgoblin warmaster thug can see within 20 ft. of it qualifies for one of its listed reactions, it can move 15 feet before using that reaction, provided this movement puts it within 5 feet of the creature.
  • Martial Advantage (1/Turn). The hobgoblin warmaster thug can deal an extra 21 (6d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin warmaster thug that isn’t incapacitated.
  • Unwavering. The hobgoblin warmaster thug has advantage on saving throws against being charmed or frightened.
  • Swift. The hobgoblin warmaster thug can take two reactions per round.

ACTIONS

  • Multiattack. The hobgoblin warmaster thug makes three melee attacks or two ranged attacks.
  • Long saber +2. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing or slashing damage.
  • Composite Bow +1. Ranged Weapon Attack: +9 to hit, range 160/500 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

BONUS ACTIONS

  • Staredown (Recharges after a Short or Long Rest). All hostile creatures that the hobgoblin warmaster thug can see within 20 feet of it must make a successful DC 17 Wisdom saving throw or be frightened of it until the end of their next turn.

REACTIONS

  • Break a Leg. When a creature within 5 feet of the hobgoblin warmaster thug moves, it can force it to make a DC 17 Dexterity saving throw. On a failure, the creature takes 9 (2d8) damage and has its speed halved, and the hobgoblin warmaster thug gains advantage on all its attack rolls against it. These effects last until the end of the thug’s next turn.
  • The Knife in the Wound. When a creature within 5 feet of the hobgoblin warmaster thug takes damage from a weapon attack it did not make, it can force it to make a DC 17 Wisdom saving throw. On a failure, the creature takes 9 (2d8) damage and becomes poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Rub it in. When a creature within 5 feet of the hobgoblin warmaster thug misses it with a melee attack, it can force it to make a DC 17 Charisma saving throw. On a failure, the creature takes 9 (2d8) damage and has disadvantage on its next attack roll made before the end of its next turn.
  • Second Wind (Recharge 4-6). The hobgoblin warmaster thug rerolls a saving throw it has failed. It must use the new roll.

ABOUT

Warmasters have proven themselves in the company for many years. Once they reach this rank, some of them abandon the trade to become leaders removed from combat, whose exceptional combat skills slowly fade away (use an elite profile with better equipment). Others are similar to generals who lead their troops into the most violent battles. They take part in the most difficult missions, which require a combination of authority, experience, and intelligence.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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