Dror Ragzlin
- Hit points · HP
- 75
- Armour class · AC
- 14
- Level
- 5
- Strength
- 18+4
- Dexterity
- 12+1
- Constitution
- 16+3
- Intelligence
- 12+1
- Wisdom
- 10+0
- Charisma
- 15+2
Attacks and skills 13
Throw Javelin
Throw a Javelin at your foe.
14m
Action
Possible damage types
Piercing
Action Surge
Immediately gain an extra
action to use this turn.
action to use this turn.Repulsor
Unleash the Absolute's power to harm and push anything and anyone back 6m.
Strength saving throw
Bonus Action
Possible damage types
Force
Leadership
Bolster nearby allies with a supernatural resolve. Their attacks deal an additional 1d4 Force damage.
Bonus Action
Leadership
Bolster nearby allies with
Leadership and mark nearby non-believers as the
Absolute's Enemy.
Bonus Action
Rage
Deal [1] extra damage with melee and improvised weapons, and throwing.
Bonus ActionRage Charge
Concussive Smash
Possibly
Daze your target. They can't take reactions and lose the Dexterity bonus to their
Armour Class.
Armour Class.
Action
Absolute Power
A surge of divine energy accompanies your swing and possibly pushes the target back 5m.
Action
Possible damage types
Force
Absolute Power
A surge of divine energy accompanies your swing and possibly pushes the target back 5m.
Action
Possible damage types
Force
Weakening Strike
This non-lethal attack possibly inflicts
Weak Grip, hindering the target's attacks.
Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Backbreaker
Possibly knock your enemy
Prone.
Action
Reckless Attack
Until your next turn, you have
Advantage on
Attack Rolls, but enemies also have Advantage against you.
Advantage on
Attack Rolls, but enemies also have Advantage against you.
Action
Traits 8
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Danger Sense
You sense when things aren't as they should be.
You have
Advantage on Dexterity
Saving Throws against traps, spells, and surfaces.
To gain this benefit, you can't be Blinded or Incapacitated.
You have
Advantage on Dexterity
Saving Throws against traps, spells, and surfaces. To gain this benefit, you can't be Blinded or Incapacitated.
Darkvision
You can see in the dark up to 12m.
Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Fast Movement
Movement speed increased by 3m while not wearing Heavy Armour.Martial Advantage
Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a weapon attack. The hobgoblin must have an ally who is within 2m of the target and isn't Incapacitated.
Unarmoured Defence
Your body is as resilient as any armour. While not wearing armour, you add your Constitution Modifier to your
Armour Class.
Armour Class.Darkness Rules
No game description available.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.