Hobgoblin Deceiver

From Epic Path
Revision as of 21:19, 24 May 2015 by Tbolling (talk | contribs) (Created page with "Category:Epic Path Category:Bestiary Category:CR 10 * ''Go back to the Epic Path page.'' * ''Go back to the Bestiary page.'' Image:monster_picture.jpg|...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search


xx

<Hobgoblin Deceiver> (CR 10)

Hobgoblins are the cruelest and most common of the Low Fey. Although technically Outsiders, they live on the Prime material in large numbers, their enclaves generally isolated. By the measures of more 'normal' races, the Hobgoblins, like all fey, are quite insane. Their motives and reasoning are just-so-subtly...off.

For example. Hobgoblins are quite formidable beings. If they formed armies and marched on their neighbors, they could establish nations and empires easily enough. But they do not. They don't care about such things, being content to live in small towns and thorps, a few dozen here, a few hundred there.... That is all that they are interested in. Hobgoblins are far more interested in their byzantine social lives and the torment of their slaves than they are about worrying over living space, to be honest.

Hobgoblin Deceivers are an example of what a 'normal' hobgoblin is like...if there can be anything normal about a Fey-spawned monstrosity.

Deceivers are clever, sly things, interested in tricks and traps and cruel pranks of all sorts.


General

CR 10 Hit Dice 15

XP 9,600

<alignment> <size> <racial keyword>

Init +5; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +15


Defense

AC 30, touch 19, flat-footed 25 (+6 armor, +5 dex, +5 natural, +4 deflection)

hp 175

Fort +13, Ref +10, Will +10 <swap as needed; only one strong save>

Aura: -

SR: - <20, if any>

Special Defenses: -

Immunities: -

Weaknesses: -


Offense

Speed 30 ft. <adjust as needed; list other movement types here also>

Space / Reach: 5 ft. / 5 ft. <adjust as needed>

Single Melee <melee weapon> +15 (2d8+10/19-20x2)

or: Single Melee Bite +15 (2d8+10/x2)

Full Melee 2x <melee weapon> +15 (2d8+10/19-20x2)

or: Full Melee Bite +15 (2d8+10/x2), 2x Claws +15 (2d6+2/x2)

Ranged <optional ranged attack> +15 (2d8+10/x2)

Special Attacks <copy from source; only list ability names here; describe below>

Action Points 0 <common monsters never have action points, named monsters often have one.>


Statistics

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +10; CMB +16; CMD 26

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

Skills <choose only if relevant, values around 1.5 x creature’s CR>

Languages <copy from source>


Special Abilities

<special abilities should have a save DC 19>

<special attack damage (standard action): 5d6+1>

<special attack damage (aoe’s, swift actions or inflicting status effects): 2d6+2>


<ability name>

<ability description>


<ability name>

<ability description>


Treasure

sell value of approximately 5,000 gp


Combat Tactics

<describe typical actions taken during combat here>