Kryx RPGThemesCreatures
Hobgoblin Iron Shadow

Hobgoblin Iron Shadow

Medium humanoid (goblinoid)
Challenge
2

STR
2
DEX
3
CON
2
INT
2
WIS
2
CHA
0

32
5d8+10
17
Fort
+2
Ref
+3
Will
+3

Speed 8 m.
Skills Acrobatics +5 (16), Athletics +4 (15), Brawn +4 (15), Insight +2 (13), Occult +4 (15), Perception +2 (13), Stealth +5 (16)
Senses darkvision 10 m.
Languages Common, Goblin

Maneuvers. The hobgoblin iron shadow uses maneuvers (maneuver save Difficulty 13). It has 3 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, feint, grievous wound, nimble, quivering palm, spring attack, stalking shadow, step of the wind, uncanny dodge

Spellcasting. The hobgoblin iron shadow uses Occult (Int) to cast spells (spell save Difficulty 12, +4 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will): blind spot, control shadow, minor illusion

1 mana: disguise, illusory script, image, shadow anchor, shadow jaunt, shadow veil

Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its Defense includes its Wisdom.

Actions (4)

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 5 (1d4 + 3) bludgeoning damage.

Dart. Ranged Weapon Attack: +5 to hit, range 3/10 m. Hit: 5 (1d4 + 3) piercing damage.

Forest, Grassland, Hillvgtm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or you have advantage on your next melee weapon attack roll against that creature before the end of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to have advantage on all attack rolls against the creature if the attack is made before the start of your next turn.

As an action, you can make a weapon attack in an attempt to leave a twisted wound that can’t be healed so easily. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can make a weapon attack with an unarmed strike in an attempt to cause lethal vibrations in the creature’s body. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it takes necrotic damage equal to the stamina die.

Enhance

You can increase both damages for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.