BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Iron Shadows

A few hobgoblins have mastered a system of unarmed combat called the Path of the Iron Shadow. Its practitioners are known as Iron Shadows. They serve as a secret police force and a spy network in hobgoblin society.   The Iron Shadows recruit from all ranks of hobgoblin society. They answer only to the priests, and use their talents for stealth, disguise, and armed and unarmed combat to squash potential insurrections and treachery before an uprising can flourish.   These hobgoblins have the ability to command shadow magic to conceal their true nature, create distracting illusions, and walk from one shadow to the next.
Related Locations

Remove these ads. Join the Worldbuilders Guild

Hobgoblin Iron Shadow

Medium humanoid, lawful evil
Armor Class 15
Hit Points 32 5d8+10
Speed 40ft

STR
14 +2
DEX
16 +3
CON
15 +2
INT
14 +2
WIS
15 +2
CHA
11 0

Skills Acrobatics +5, Athletics +4, Stealth +5
Senses darkvision 60 ft.
Languages Goblish
Challenge 2


Spellcasting. The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:   Cantrips (at will): minor illusion, prestidigitation, true strike   1st level (3 slots): charm person, disguise self, expeditious retreat, silent image   Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.


Actions

Multiattack. The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.   Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4+3) bludgeoning damage.   Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.   Shadow Jaunt. The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.   Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage.


 

Comments

Please Login in order to comment!