Hobgoblin Hell Trooper

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Hobgoblin Hell Trooper token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Hobgoblin Hell Trooper

Level 4 Platoon Brute
Goblin, Hobgoblin, Humanoid, Infernal EV 12
  1. 1M Size
  2. 5 Speed
  3. 70 Stamina
  4. 2 Stability
  5. 6 Free Strike
Immunity Fire 4 Weakness
Movement
  1. Might

    3
  2. Agility

    2
  3. Reason

    0
  4. Intuition

    0
  5. Presence

    1
  1. Fire Flail 2d10 + 2 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x Two creatures or objects
    ! 7 fire damage @ 10 fire damage # 13 fire damage
    Effect:

    Until the end of their turn, the trooper doesn't provoke opportunity attacks from any target.

  2. Fight Me, Coward!

    Magic, Ranged Maneuver
    o Ranged 5 x One creature
    Effect:

    If the target has P < 2, they are taunted (EoT). While taunted this way, the target takes 1d6 fire damage whenever they use an ability or strike that doesn't target the trooper.

  3. Infernal Ichor

    When the trooper is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the trooper takes 3 fire damage.

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Hobgoblins Malice


  1. Goblin Mode 3 Malice

    1. Each goblin in the encounter gains a +2 bonus to speed until the end of the round.

  2. Operation Goblin Mode 3 Malice

    1. Each goblin in the encounter gains a +3 bonus to speed until the end of the round.

  3. Tiny Stabs 5 Malice

    1. Each enemy in the encounter takes 1 damage for each goblin adjacent to them.

  4. Operation Tactical Swarm 5 Malice

    1. Each hobgoblin in the encounter shifts up to their speed and can take the Defend main action.

  5. Swamp Stink 7 Malice

    1. The encounter map is covered in a green mist that lasts until the end of the round, and which can't be dispersed by wind. All areas of the map are difficult terrain for non-goblins, and each non-goblin on the map makes a Might test.

    2. ! 5 poison damage; the creature is weakened until the mist disappears @ The creature is weakened until the mist disappears # No effect
  6. Operation Earth Sear 7 Malice

    1. Until the end of the round, the ground throughout the encounter map becomes blazing hot. Any enemy takes 1 fire damage for each square of the ground they enter. Any enemy who ends their turn on the ground has fire weakness 2 until the start of their next turn.

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