Hobgoblin Grandguard

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

Hobgoblin Grandguard

Level 6 Platoon Defender
Goblin, Hobgoblin, Humanoid, Infernal EV 16
  1. 2 Size
  2. 4 Speed
  3. 111 Stamina
  4. 4 Stability
  5. 6 Free Strike
Immunity Fire 6 Weakness
Movement
  1. Might

    3
  2. Agility

    2
  3. Reason

    3
  4. Intuition

    0
  5. Presence

    2
  1. Tower Shield Smash 2d10 + 3 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x One creature or object
    ! 9 damage @ 14 damage # 17 damage; prone
    3 Malice:

    Each ally adjacent to a prone target can make a free strike against that target.

  2. Thunder Rush 2d10 + 3 3 Malice

    Area, Charge, Weapon Main Action
    o 1 × 2 line within 1 x Each enemy or object in the area
    ! 6 damage @ 11 damage # 14 damage
    Effect:

    Each target is pushed up to 10 squares in the same direction, and the grandguard shifts into the area left behind by the targets

  3. Wide Guard

    Any strike made against an ally within 2 squares of the grandguard takes a bane.

  4. Infernal Ichor

    When the grandguard is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the grandguard 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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