Turgut Dhakaan

Hobgoblin warleader

Description:

Medium humanoid (goblinoid), lawful evil

Turgut has dark orange skin and dark gray hair. Yellow eyes peer out beneath his beetling brows, and his wide mouth sports sharp and yellowed teeth. He has a large red nose, which symbolizes virility and power among goblinkin.

Armor Class 17 (half plate armor)
Hit Points 85
Speed 30 ft.

STR 18 (+4) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 13 (+1)

Saving Throws lnt +5, Wis +4, Cha +5
Skills Animal Handling +4, Athletics +8, Intimidation +5, Survival +4
Senses Darkvision 60’, passive Perception 10
Languages Common, Goblin

Martial Advantage. Once per turn, the hobgoblin can deal an extra 4d6 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.

Combat Superiority. Superiority Dice: 5d10; Maneuver Save: 16

ACTIONS
Multiattack. Turgut makes three melee attacks. Alternatively, he can make two ranged attacks with its javelins.

Commander’s Strike. When Turgut takes the Attack action on his turn, he can forgo one of his attacks and use a bonus action to direct one of his companions to strike. When he does so, choose a friendly creature who can see or hear him and expend one superiority die, That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Distracting Strike. When Turgut hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of his next turn,

Disarming Attack. When Turgut hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object he chooses. The object lands at its feet.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage, or 1d10 + 3 slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.

Maneuvering Attack. When Turgut hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of his attack.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Turgut can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can
add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if Turgut is incapacitated.

Riposte. When a creature misses Turgut with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.

REACTIONS
Parry. Turgut adds 3 to its AC against one melee attack that would hit it. To do so, Turgut must see the attacker and be wielding a melee weapon.

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Bio:

Turgut lays claim to being one of the few hobgoblin captains whose warband has been undefeated since its inception. His leadership was instrumental in claiming numerous cities throughout modern Darguun during the goblinoid revolt and betrayal of Cyre.

Although he is a renowned war leader, his claim to being a descendant of the mightiest Dhakaani leaders of the ancient empire are rarely heeded by his contemporaries. With the end of the Last War and the recognition of Darguun in the Treaty of Thronehold, Turgut seems to be pushing towards conflict with the weakened Five Nations, and a return to the days of a Goblin Empire ruling Khorvaire.

Turgut has many enemies among the Valenar, and wears a string of elven ears he has made from those who have challenged him.

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Turgut Dhakaan

In the Shadows of the Last War Maded Maded