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Decided to make Marrow a dual wielding wand master!  Worked well since the party snuck in through the secret entrance s their first fight was with the boss which linked up with the lobotomies before hand.

Medium humanoid (hobgoblin), neutral evil

Armour Class 13 (16 with mage armour)
Hit Points 53 (9d8 + 27)
Speed 30ft.

STR      DEX     CON
12 (+1)  16 (+3) 16 (+3)
INT        WIS     CHA
15 (+2)  12 (+1)  8 (-2)

Saving Throws lnt +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common, Goblin, Hallit, Orc
Challenge 5 (1,800 XP)

Martial Advantage. Once per turn, the Marrow can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.

Spellcasting. Marrow is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Marrow has the following wizard spells prepared:

Cantrips (at will): fire bolt (1d10 fire), light, blade ward (1r resist)
1st level (4 slots): mage armour, magic missile (2, x3), shield (+5 AC for 1r)
2nd level (3 slots): blindness/deafness (CON), Ray of Enfeeblement (C, ½ dmg, CON)
3rd level (3 slots): Protection from Energy (C, resist), lightening bolt (24/8d6, hits 3 targets), vampiric touch (C, 9/3d6 necrotic and heal)

Master of Wands. Marrow is a master at using wands in combat. She may make two wand attacks or one wand attack and cast a spell each round.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20f60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.

Combat Gear potion of healing (2, 2d4+2), wand of binding (7 charges, hold person Wisdom 17 or paralyzed), wand of magic missile (7 charges), gas grenades x2 (20 ft. radius sphere (4 targets) of yellow nauseating gas, DC 14 Constitution or spend the turn retching and reeling), soothe (4 doses, see page 63); Other Gear dagger, 48 gp

Undead Thralls. As an expert in necromancy Marrow always has her four hobgoblin skeletal bodyguards – all that’s left of her tribe the Broken Shields- with her at all times. These skeletons, still dressed in their military finery that Marrow maintains to perfection, are bolstered by her necromantic power and have the following statistics:

Armor Class 16 (breastplate)
Hit Points 26 (2d8 + 8)
Speed 30 ft.
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 9

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 5) piercing damage.

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