- According To The Dmg A Hobgoblin Should Be Cr 3 4
- According To The Dmg A Hobgoblin Should Be Cr 3 2017
- According To The Dmg A Hobgoblin Should Be Cr 3 Code
Jan 10, 2017 Fire bolt, ray of frost and shocking grasp are damaging cantrips that a hobgoblin Devastator can actually make hay out of thanks to Arcane Advantage: fire bolt can do 2d10 + 2d6 damage (18 hp expected) against a target who's within 5 feet of an ally of the Devastator, ray of frost can do 2d8 + 2d6 (16 hp expected) and slow it, and shocking grasp can do 2d8 + 2d6 and suppress. Safety Data Sheet according to 29CFR1910/1200 and GHS Rev. 3 Effective date: Page 3 of 8 Hydrochloric Acid,ACS Created by Global Safety Management, Inc.Tel: 1-813-435-5161 - www.gsmsds.com minutes.Remove contact lenses while rinsing.Continue rinsing eyes during transport to hospital. After swallowing: Rinse mouth thoroughly.
Evocation [Force]
According To The Dmg A Hobgoblin Should Be Cr 3 4
Level: | Sor/Wiz 1 |
---|---|
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | Up to five creatures, no two of which can be more than 15 ft. apart |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
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http://perdeobeasi1973.mystrikingly.com/blog/10-6-6-dmg-torrent-recovery-disk. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
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According To The Dmg A Hobgoblin Should Be Cr 3 2017
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According To The Dmg A Hobgoblin Should Be Cr 3 Code
Thoul
Medium monstrosity, lawful evil
Armor Class 13
Hit Points 71 (13d8 + 13)
Speed 30 ft.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Regeneration. The thoul regains 3 hit points at the start of its turn. The thoul dies if it starts its turn with 0 hit points.
ACTIONS
Multiattack. The thoul makes two attacks, either once with its longsword and once with its claws, or twice with its claws.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage or 6 (1d10 + 1) slashing damage if used with two hands.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A thoul is a magical combination of a ghoul, a hobgoblin, and a troll. Except when very close, thouls look exactly like hobgoblins, and they are sometimes found as part of the bodyguard of a hobgoblin king.