Goblin Army (5e Creature)

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Goblin Army[edit]

Gargantuan swarm of Medium humanoids (goblinoid), lawful evil


Armor Class 16 (hide armor, shield)
Hit Points 126 (11d20 + 11)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 9 (-1)

Skills Stealth +10, Survival +8
Proficiency Bonus +8
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 25 (75,000 XP)


Army. The army can occupy another creature's space and vice versa, and the army can move through any opening large enough for a Medium goblinoid. The army can't regain hit points or gain temporary hit points.

Martial Advantage. Once per turn, the army can deal an extra 7 (2d6) slashing damage to a creature it hits with a hobgoblin weapons attack if that creature is within the army's space.

Surprise Attack. If the army surprises a creature and hits it with a bugbear weapons attack during the first round of combat, the target takes an extra 7 (2d6) bludgeoning damage from the attack.

ACTIONS

Multiattack. The army makes four attacks: two with its goblin weapons, one with its hobgoblin weapons, and one with its bugbear weapons.

Goblin Weapons. Melee or Ranged Weapon Attack: +10 to hit, reach 0 ft., all targets in the army's space. Hit: 16 (4d6 + 2) slashing damage, or 9 (2d6 + 2) slashing damage if the army has half of its hit points or fewer.

Hobgoblin Weapons. Melee or Ranged Weapon Attack: +10 to hit, reach 0 ft., all targets in the army's space. Hit: 24 (4d10 + 2) slashing damage, or 13 (2d10 + 2) slashing damage if the army has half of its hit points or fewer.

Bugbear Weapons. Melee or Ranged Weapon Attack: +10 to hit, reach 0 ft., all targets in the army's space. Hit: 29 (6d8 + 2) bludgeoning damage, or 15 (3d8 + 2) slashing damage if the army has half of its hit points or fewer.

Volley. The army fires a volley of arrows at a point it can see within 600 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw, with advantage if the point is more than 150 feet away from the army, taking 27 (6d8) piercing damage, or 13 (3d8) piercing damage if the army has half of its hit points or fewer on a failed save or half as much damage on a successful one.

BONUS ACTIONS

Nimble Escape. The army takes the Disengage or Hide action.


When goblin armies march to war, all others tremble. A phalanx of hobgoblins forms the core of the army, accompanied by goblin skirmishers and brutish bugbears.

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