Sunday, August 31, 2014

Krel's Dwarfbusters

Dwarfbuster Coat of Arms
(Designed by my amazing friend
David Coppoletti)
Inspired by tales of the Gutbuster Brigade of Mithral Hall, the hobgoblin soldier Krel One-Eye formed Krel's Dwarfbusters in DR 1480.  The mercenary company is primarily composed of highly trained hobgoblin soldiers and spiked armour-covered goblin berserkers. Despite the chaotic nature of the goblin dwarfbusters, Krel's men are totally loyal to him and follow his orders to the letter. Their unique swarm tactics are extremely devastating in close quarters and more than one dwarven hall has fallen to the goblin forces.

Krel One-Eye
Medium Humanoid (Goblin), Lawful Evil
Armor Class 19 (dexterity, half-plate, shield)
Hit Points 59(9d8+24)
Speed 30
  STR     DEX     CON     INT        WIS     CHA
16 (+3)  14 (+2)  14 (+2)  13 (+1)  13 (+1)   14 (+2) 
Saving Throws + 6 Str, + 5 Con
Skills  athletics +6, history +3,  Intimidation +6, perception +4 
Senses  darkvision 60 ft., passive Perception 14
Languages Common, Goblin, Dwarven
Challenge 5 (1,800)

Martial Advantage. Once per turn, Krel can deal an extra 7 (2d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Krel that isn't incapacitated.


Multiattack. Krel makes two melee attacks.

Longsword +1Melee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 9 (1d8++5) slashing damage. 

Leadership (Recharges after a Short or Long Rest). For 1 minute, Krel can utter a special command or warning whenever a non hostile creature that it can see within 40 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Krel. A creature can benefit from only one Leadership die at a time. This effect ends if Krel is incapacitated.

Medium Humanoid (Goblin), Chaotic Evil
Armor Class 16 (scale, dexterity)
Hit Points 39 (6d6+18)
Speed 30
  STR     DEX       CON     INT    WIS     CHA
13 (+1)  14 (+2)  16 (+3)  9 (-1)    9 (-1)    9 (-1) 
Saving Throws + 4 Str, + 6 Con
Skills athletics +4, intimidation +2
Senses  darkvision 60 ft., passive Perception 9
Languages Goblin, Dwarf
Challenge 2 (450 XP)

Reckless.  At the start of its turn, the dwarfbuster can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.


Gutpunch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit:  (1d4+7) piercing damage and the target is grappled (escape DC 15). 


Gutbuster Armor. When a creature hits a dwarfbuster with a non-reach melee weapon or natural weapon attack, they take 5 points of piercing damage. Creatures grappled with a dwarfbuster also take 5 points of piercing damage at the beginning of their turns.

No comments:

Post a Comment