Blurg
- Hit points · HP
- 70
- Armour class · AC
- 11
- Level
- 5
- Strength
- 16+3
- Dexterity
- 12+1
- Constitution
- 14+2
- Intelligence
- 18+4
- Wisdom
- 14+2
- Charisma
- 14+2
Attacks and skills 10
Scorching Ray
Level 2 spell
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
18m
ActionLevel 2 spell slot
Possible damage types
Fire
Witch Bolt
Level 1 spell
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
18m
ActionLevel 1 spell slot
concentration
Possible damage types
Lightning
Blur
Level 2 spell
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
ActionLevel 2 spell slot
concentration
Teleport
Level 5 spell
Teleport to a destination you hold in your mind.
Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Misty Step
Level 2 spell
Surrounded by silver mist, you teleport to an unoccupied space you can see.
18m
Bonus ActionLevel 2 spell slot
Shatter
Level 2 spell
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
18m
Constitution saving throw
ActionLevel 2 spell slot
Possible damage types
Thunder
Topple
Swipe at a creature to knock it
Prone.
Action
Possible damage types
Bludgeoning
Burning Hands
Level 1 spell
Each flammable target is hit with 3d6 Fire damage.
Dexterity saving throw
ActionLevel 1 spell slot
Possible damage types
Fire
Thunderwave
Level 1 spell
Release a wave of thunderous force that pushes away all creatures and objects.
Constitution saving throw
ActionLevel 1 spell slot
Possible damage types
Thunder
Traits 5
Opportunity Attack
Automatically attack an enemy moving out of your reach.
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.
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.
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.