The Arm and Fist of Grummer Grumaulsh
This is the standing militia that protects the cult of Grummer Grumaulsh. Only hobgoblins and bugbears with discipline and fighting talent make the cut for this force.
Composition
Manpower
Hobgoblin soldier stats:
Armor Class 18 (Chain Mail, Shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (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.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Bugbear Soldier Stats-
Armor Class 16 (Hide Armor, Shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
9 (-1)
Skills Stealth +6, Survival +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Equipment
Work Mounts -
Armor Class 13 (Natural Armor)
Hit Points 26 (4d10 + 4)
Speed 50 ft.
STR
16 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
7 (-2)
WIS
11 (+0)
CHA
8 (-1)
Skills Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Weaponry
Morningstars, javelins, longbows, and Longswords. These troops do not get teleport stones.
Vehicles
Some of these troops are assigned Worgs to ride.
Structure
The militia is assigned captains to each group of ten soldiers. These captains answer to any of the Orr Urgash Eight or Gnaultie himself.
Comments