Goblin Army (5e Creature)
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goblin army
Gargantuan swarm of Small humanoids (goblinoid), lawful evil Armor Class 16 (various)
Senses passive Perception X
Martial Advantage. Once per turn, the army can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within the space of the army(only applies to hobgoblin attack) Brute. A melee weapon deals one extra die of its damage when the army hits with it (included in the attack)(bugbear attack only). Surprise Attack. If the army 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(bugbear attack only). Nimble Escape. The army can take the Disengage or Hide action as an action on each of its turns even if it preforms both goblin attacks(but not if it preforms other actions such as bugbear or hobgoblin attacks, ready etc). ACTIONSMultiattack The army makes 4 attacks: two with its goblins, one with its hobgoblins, and one with its bugbears. Scimitar Melee goblin Weapon Attack: +4 to hit, reach 5 ft., 1d20 targets. Hit: 5 (1d6 + 2) slashing damage. Shortbow Ranged goblin Weapon Attack: +4 to hit, range 80/320 ft., 20*20 ft cube. Hit: 5 (1d6 + 2) piercing damage. Longsword Melee hobgoblin Weapon Attack: +3 to hit, reach 5 ft., 1d20 targets. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Longbow Ranged hobgoblin Weapon Attack: +3 to hit, range 150/600 ft., 20*20 ft cube. Hit: 5 (1d8 + 1) piercing damage. Morningstar Melee bugbear Weapon Attack: +4 to hit, reach 5 ft., 1d10 targets. Hit: 11 (2d8 + 2) piercing damage. Javelin Melee or Ranged bugbear Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., 1d10 targets. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
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