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Sinruth, Hobgoblin Boss

Page history last edited by KingMarth 7 years, 6 months ago Saved with comment

This is a three-stage solo fight. Each individual stage has its own hit point total and action point, along with a power that triggers when that stage is dropped to 0 hit points. This power makes an attack and sets up the next stage, giving a hint of the tactics that the new stage uses. Any excess damage is wasted, and as a new monster any ongoing effects on a stage end immediately when the stage transitions.

The first stage depicts Sinruth riding a shadow beast, likely a gift from the Emissary to test the results of the Forge (see The Shadow Rift of Umbraforge). This stage is mobile, running circles around the players and pulling them into menhirs (if available) or otherwise knocking them down.

The second stage depicts Sinruth as a chieftain, using the death of his shadow beast mount to teleport in allies. He functionally gains extra attacks with his allies nearby, but this stage allows 'minion-poppers' to shine, as he has little left to do if his allies are taken down.

The third stage depicts Sinruth on his last legs as a simple, brutally strong hobgoblin. At this point, the players should feel like they are winning. He is considered bloodied while in this stage for the purpose of powers and effects that interact with bloodied creatures.

Note in all stages that Sinruth has Threatening Reach and can pull creatures adjacent to him for extra damage with Spiked Armor Expertise.

Sinruth, Hobgoblin Raidmaster
Level 2 Boss Skirmisher

Medium shadow beast (mount)
XP -
Initiative +7 ♦ Senses Perception +3; low-light vision
HP 53; Bloodied NA
AC 16; Fortitude 14, Reflex 16, Will 12
Saves +5
Resists 5 cold
Speed 8
Action Points 1
Traits
Threatening Reach
Sinruth may make opportunity attacks against all enemies within his reach (2).
Spiked Armor Expertise
If a creature would enter Sinruth's square (e.g. by forced movement) or grab him, they instead take 1d6 damage.
Phalanx Soldier
Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to him.
Standard actions
Chain Yank (Standard, At-Will) ♦ Weapon
+7 vs AC melee 2; 2d4+5 damage and the target is pulled 1.
Chain Trip (Standard, At-Will) ♦ Weapon
+5 vs Reflex melee 2; 1d6+4 damage and the target is knocked prone.
Shadow Wolf's Trip (Standard, At-Will) ♦ Beast
+5 vs Reflex; 1d6+4 cold damage and the target is knocked prone, or an additional 1d6 damage to prone targets.
Raidmaster's Rampage (Standard, At-Will)
Sinruth shifts up to his speed. He may make up to one weapon attack and one beast attack at any point during this movement. Each attack must target a different creature.
Move actions
Chain Swing (Move, when Sinruth is restrained or immobilized, At-Will) ♦ Weapon
Sinruth is no longer restrained or immobilized and shifts 2 squares.
Chain Seesaw (Move, when Sinruth is prone, At-Will) ♦ Weapon
+5 vs Reflex melee 2; 1d6+4 damage and target is knocked prone. Effect: Sinruth stands up.
Minor actions
Jackboot Stomp (Minor (1/turn), At-Will) ♦ Weapon
Requirement: Target must be prone. +7 vs AC; 1d6+4 damage. Special: Sinruth may make this attack while moving without interrupting movement.
Triggered actions
Chain Throw (Immediate Reaction, Sinruth is missed by a melee attack, At-Will) ♦ Weapon
+5 vs Reflex melee 2 (triggering creature); the target is pulled 1 and knocked prone. Effect: Sinruth shifts 1 square.
Warleader's Resilience (No action, when Sinruth is dazed, dominated, or stunned at the start of his turn, At-Will)
Sinruth immediately makes a saving throw against one triggering condition (with the solo +5 bonus) and the effect ends on a success, even if it doesn't normally end on a save.
Hobgoblin Resilience (Immediate Reaction, when Sinruth suffers an effect that a save can end, Encounter)
Sinruth makes a saving throw against the triggering effect.
Shadowbeast's Summons (No action, Sinruth is reduced to 0 hit points, Encounter) ♦ Transition
Shadowbeast's Summons may be used even if a condition would prevent it. Creatures in a close burst 2 are pushed 2, then Sinruth, Hobgoblin Raidmaster is removed from the battlefield and replaced with Sinruth, Hobgoblin Warleader, who rolls initiative and fights normally as a new creature. On arrival, Sinruth teleports 5 and four Hobgoblin Grunts appear in a close burst 2, then Sinruth and all four Grunts may each make a melee basic attack (note Sinruth, Hobgoblin Warleader's power Warleader's Assistance). These Hobgoblin Grunts are included in Sinruth's experience budget.
Alignment Lawful Evil ♦ Languages Common, Goblin
Skills Perception +3
Str 17 (+4) Dex 14 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 14 (+3)
Equipment plate armor, spiked chain

Sinruth, Hobgoblin Warleader
Level 2 Boss Soldier

Medium natural humanoid
XP -
Initiative +7 ♦ Senses Perception +3; low-light vision
HP 53; Bloodied NA
AC 18; Fortitude 16, Reflex 14, Will 12
Saves +5
Speed 5
Action Points 1
Traits
Threatening Reach
Sinruth may make opportunity attacks against all enemies within his reach (2).
Spiked Armor Expertise
If a creature would enter Sinruth's square (e.g. by forced movement) or grab him, they instead take 1d6 damage.
Phalanx Soldier
Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to him.
Standard actions
Chain Yank (Standard, At-Will) ♦ Weapon
+7 vs AC melee 2; 2d4+5 damage and the target is pulled 1.
Chain Trip (Standard, At-Will) ♦ Weapon
+5 vs Reflex melee 2; 1d6+4 damage and the target is knocked prone.
Move actions
Chain Swing (Move, when Sinruth is restrained or immobilized, At-Will) ♦ Weapon
Sinruth is no longer restrained or immobilized and shifts 2 squares.
Chain Seesaw (Move, when Sinruth is prone, At-Will) ♦ Weapon
+5 vs Reflex melee 2; 1d6+4 damage and target is knocked prone. Effect: Sinruth stands up.
Minor actions
Jackboot Stomp (Minor (1/turn), At-Will) ♦ Weapon
Requirement: Target must be prone. +7 vs AC; 1d6+4 damage. Special: Sinruth may make this attack while moving without interrupting movement.
Triggered actions
Warleader's Assistance (Free action, when an ally hits an enemy, At-Will) ♦ Weapon
+7 vs AC melee 2 (triggering enemy); 2d4 damage and the target is pulled 1.
Kick Clear (Opportunity action, an adjacent ally is hit by an attack, At-Will)
The triggering ally is pushed 2 and Sinruth shifts into the vacated square. If this moves the triggering ally out of the area of effect of the triggering attack, then the attack misses that ally. Sinruth is automatically hit by the triggering attack. If the triggering attack was an area effect that also hit Sinruth, he is only hit once.
Chain Throw (Immediate Reaction, Sinruth is missed by a melee attack, At-Will) ♦ Weapon
+5 vs Reflex melee 2 (triggering creature); the target is pulled 1 and knocked prone. Effect: Sinruth shifts 1 square.
Warleader's Resilience (No action, when Sinruth is dazed, dominated, or stunned at the start of his turn, At-Will)
Sinruth immediately makes a saving throw against one triggering condition (with the solo +5 bonus) and the effect ends on a success, even if it doesn't normally end on a save.
Hobgoblin Resilience (Immediate Reaction, when Sinruth suffers an effect that a save can end, Encounter)
Sinruth makes a saving throw against the triggering effect.
Sweeping Chain (No action, Sinruth is reduced to 0 hit points, Encounter) ♦ Transition
Sweeping Chain may be used even if a condition would prevent it. +7 vs AC Close Burst 2 (creatures in Burst); 2d4+5 damage, and the target is pulled 1 and knocked prone. Miss: The target is pulled 1. Effect: Sinruth, Hobgoblin Warleader and any remaining Hobgoblin Grunts are removed from the battlefield and replaced with Sinruth, Hobgoblin Champion. Sinruth, Hobgoblin Champion rolls initiative and fights normally as a new creature.
Alignment Lawful Evil ♦ Languages Common, Goblin
Skills Perception +3
Str 17 (+4) Dex 14 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 14 (+3)
Equipment plate armor, spiked chain

Sinruth, Hobgoblin Champion
Level 2 Boss Soldier

Medium natural humanoid
XP 625
Initiative +7 ♦ Senses Perception +3; low-light vision
HP 53; Bloodied 53
AC 18; Fortitude 16, Reflex 14, Will 12
Saves +5
Speed 5
Action Points 1
Traits
Threatening Reach
Sinruth may make opportunity attacks against all enemies within his reach (2).
Spiked Armor Expertise
If a creature would enter Sinruth's square (e.g. by forced movement) or grab him, they instead take 1d6 damage.
Phalanx Soldier
Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to him.
Bloodied
Sinruth, Hobgoblin Champion is considered bloodied for all purposes, regardless of his hit point total.
Standard actions
Chain Yank (Standard, At-Will) ♦ Weapon
+7 vs AC melee 2; 2d4+5 damage and the target is pulled 1.
Chain Trip (Standard, At-Will) ♦ Weapon
+5 vs Reflex melee 2; 1d6+4 damage and the target is knocked prone.
Chain Whirlwind (Standard, At-Will) ♦ Weapon
+7 vs AC Close burst 2 (creatures in burst); 1d6+4 damage and the target is pulled 1. Miss: The target is pulled 1.
Crush the Fallen (Standard, At-Will) ♦ Weapon
Requirement: Target must be prone. +5 vs Fortitude; 1d6+4 damage and the target is dazed (save ends).
Move actions
Chain Swing (Move, when Sinruth is restrained or immobilized, At-Will) ♦ Weapon
Sinruth is no longer restrained or immobilized and shifts 2 squares.
Chain Seesaw (Move, when Sinruth is prone, At-Will) ♦ Weapon
+5 vs Reflex melee 2; 1d6+4 damage and target is knocked prone. Effect: Sinruth stands up.
Minor actions
Jackboot Stomp (Minor (1/turn), At-Will) ♦ Weapon
Requirement: Target must be prone. +7 vs AC; 1d6+4 damage. Special: Sinruth may make this attack while moving without interrupting movement.
Triggered actions
Spiked Retaliation (Immediate Reaction, Sinruth is hit by a melee attack, At-Will) ♦ Weapon
+5 vs Reflex melee 2 (triggering creature); 1d6+4 damage and the target is pulled 1.
Warleader's Resilience (No action, when Sinruth is dazed, dominated, or stunned at the start of his turn, At-Will)
Sinruth immediately makes a saving throw against one triggering condition (with the solo +5 bonus) and the effect ends on a success, even if it doesn't normally end on a save.
Hobgoblin Resilience (Immediate Reaction, when Sinruth suffers an effect that a save can end, Encounter)
Sinruth makes a saving throw against the triggering effect.
Alignment Lawful Evil ♦ Languages Common, Goblin
Skills Perception +3
Str 17 (+4) Dex 14 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 14 (+3)
Equipment plate armor, spiked chain

Template based on: http://tools.omnichron.net/dnd/mon.html
Boss design based on: http://theangrygm.com/the-dd-boss-fight-part-3/

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