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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.
Type
Raiding parties
Overall training Level
Semi-trained

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