In a Konosuba-inspired fantasy world, players craft their own quirky party to face a comically inept Demon King. Navigate absurd quests—like saving cursed cabbages or battling a flirty toad—in a realm brimming with quirky NPCs, magical mishaps, and laugh-out-loud chaos. Expect witty banter, unpredictable challenges, and bumbling heroism as your custom crew stumbles through vibrant towns, enchanted forests, and hilarious disasters, chasing glory in a delightfully ridiculous adventure.
Played | 14 times |
Cloned | 1 times |
Created | 7 days ago |
Last Updated | 4 days ago |
Visibility | Public |
Description
A cunning and ruthless leader among the hobgoblins, the Hobgoblin Warlord commands respect and fear from its subordinates. With a strategic mind and martial prowess, it leads its troops into battle, ensuring victory through sheer force and tactical superiority.
Size | Medium |
Type | Humanoid |
CR | 6 |
XP | 2300 |
Languages | Common, Goblin |
Armor Class | 20 |
HP Range | 97 - 97 (Avg: 97) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Javelin
Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Leadership
For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin.
Longsword
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Multiattack
The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
Parry
The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Shield Bash
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.