Goblin Hucker

Every so often an ogre is born that does not have the cunning or intelligence of its kin. These Ogres serve as shock troops and have catapults strapped to their backs. They use these to hurl goblin minions at their enemies. If the goblins are fortunate to survive, they often find themselves surrounded by the enemy. They keep these goblins, tightly stuffed into sacks around their belt.

Goblin Hucker CR: 3

Huge giant (ogre), typically chaotic evil
Armor Class: 13 (Hide Armor)
Hit Points: 59 (7d10 + 21)
Speed: 40 ft

STR

19 +4

DEX

14 +2

CON

16 +3

INT

5 -3

WIS

7 -2

CHA

7 -2

Senses: Darkvision 60 ft., Passive Perception 8
Languages: Common, Ogre
Challenge Rating: 3

Actions

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.   Goblin Launcher. Ranged Weapon Attack: +4 to hit, range 120/480 ft., one target. Hit: 18 (3d10 + 2) piercing damage. The Goblin takes half damage. If it is still alive it joins combat right after it was launched.

Reactions

Goblin Defense (Recharge 6). When the Ogre is successfully hit with an attack; it an use one of the goblins on its belt to defend. Any damage that goes over the goblins hit points goes to the Ogre.