Goblins podem ser criaturas extremamente fáceis de serem derrotadas em combate “justo”,mas na minha visão/opnião esse nunca deve ser o tipo de combate que os goblins quase nunca devem fazer, mas existem vezes que engajar com o inimigo é algo inevitável e para esses momentos as criaturas precisam de um líder para organizar o combate e essa é a ideia do Goblin Chief.
Small humanoid, chaotic evil
Armor Class 15
Hit Points 91 (26d6)
Speed 30 ft.
Str 12 (+1)
Dex 18 (+4)
Con 10 (+0)
Int 12 (+1)
Wis 14 (+2)
Cha 8 (−1)
Senses passive Perception 12
Languages Common
Challenge 7 (2.900 XP)
Traits:
Nimble Escape.
The Goblin Chief can take the Disengage or Hide action as a bonus action on each of its turns.
Multiattack
The Goblin Chief makes two longbow attacks or uses poison gas bomb if it’s available.
Longbow
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 4) piercing damage and 2 (1d4) poison damage.
Poison Gas Bomb Recharge 5-6
Ranged Weapon Attack: t, range 25/50 ft., 20ft area . Hit: 11 (2d10) piercing damage creatures in the area must succeed in a DC 14 Constitution Saving Throw or become poisoned.
Reactions
Retaliation
If any ally from the Goblin Chief falls in combat the Goblin Chief makes a Longbow attacks against the creature that defeated one of its allies.
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