Hobgoblin Devastator
Medium humanoid (goblinoid)- Challenge
- STR
- 1
- DEX
- 1
- CON
- 2
- INT
- 3
- WIS
- 1
- CHA
- 0
- Fort
- +3
- Ref
- +2
- Will
- +3
Army Magic. When the hobgoblin devastator casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Magic Advantage. Once on its turn, the hobgoblin devastator can deal an extra The hobgoblin devastator can deal an extra 10 (3d6) damage to a creature it hits with a damaging spell attack if that target is within 1 meter of an ally of the hobgoblin devastator and that ally isn’t incapacitated.
Spellcasting. The hobgoblin devastator uses Primal (int) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 8 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
1 mana: acid arrow, acidic spray, ash fall, burning hands, corrosive consumption, fiery rebuke, immolation, scorching bolts
2 mana: acid fog, corrosive bane, fireball, flame bane, flaming sphere, incendiary cloud, molten upheaval, vitriolic sphere, wall of fire
Actions (1)
Quarterstaff. Melee Weapon Attack: +2 to hit. Hit: 5 (1d8 + 1) bludgeoning damage.
Spells
As an action, a shimmering green arrow streaks toward an object or creature within 20 meters and bursts in a spray of acid. Make a ranged spell attack against the target.
On a hit, it takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical hit, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a miss by 4 or less, it takes half as much damage.
Augment
You can increase the damage by 4d6 for each additional mana expended.
As an action, a green corrosive mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Fortitude saving throw.
On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
A creature killed by this spell is affected by rigor mortis.
Augment
You can increase the damage by 1d8 for each additional mana expended.
concentration, 1 hour/mana
As an action, ash falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured.
As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 2d6 fire damage and is burning 2.
On a critical failure, it takes twice as much damage and is burning 4.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.
concentration, 1 minute/mana
As an action, corrosive acid eats away at a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.
On a failure, it takes 4d6 acid damage and its armor or natural armor is corroded 1 until the end of its next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of its next turn.
On a success, it takes half as much damage and and the effect ends.
On a critical success, it takes no damage and the effect ends.
Augment
You can increase the damage by 4d6 for each additional mana expended.
As a reaction, which you use when you are hit by an attack or missed by 4 or less, wispy flames wreath your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.
On a failure, it takes 2d8 fire damage and is burning 2.
On a critical failure, it takes twice as much damage and is burning 4.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.
As an action, flames wreathe a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 3d10 fire damage and is burning 3.
On a critical failure, it takes twice as much damage and is burning 6.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 3d10 and the burning level by 3 for each additional mana expended.
As an action, you hurl two bolts of fire at two different creatures or objects within 20 meters. Make a ranged spell attack for each bolt.
On a hit, it takes 2d6 fire damage and is burning 2.
On a critical hit, it takes twice as much damage and is burning 4.
On a miss by 4 or less, it takes half as much damage and is burning 1.
Augment
You can create one additional bolt that targets any creature within range for each additional mana expended.
concentration, 5 minutes/mana
As two actions, you create a cloud of acidic, green fog in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 2d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Creatures are affected even if they hold their breath or don’t need to breathe.
The acid slowly eat through objects, creating holes in surfaces, destroying nonmagical items, or dissolving bodies. It takes 1 minute to dissolve nonmagical organic materials such as cloth, plants, or rope, 10 minutes to dissolve wood, and 30 minutes to dissolve bodies and metal.
At the start of each of your turns if the fog is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
Augment
You can increase the damage by 1d6 for every two additional mana expended.
You can expend 1 additional mana so duration changes to 1 hour/mana.
concentration, 1 minute/mana
As two actions, you expose a creature that you can touch or see within 10 meters to acid. The creature must make a Fortitude saving throw.
On a failure, it loses any resistance to acid damage for the duration and the first time on each turn the creature takes acid damage, it takes an extra 2d6 acid damage.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As two actions, a bright streak flashes from your pointing finger to a point within 20 meters and then blossoms with a low roar into an explosion of flame. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. Each creature in a sphere centered on that point must make a Reflex saving throw.
On a failure, it takes 6d6 fire damage and is burning 2.
On a critical failure, it takes twice as much damage and is burning 4.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.
Delayed Blast Fireball. You can expend 1 additional mana so the ball lingers at the point of origin as a glowing bead while you concentrate on the spell for up to 1 minute. If at the end of your turn the bead has not yet detonated, you can increase the damage by 1d6. When the spell ends, either because your concentration is broken or because you decide to end it, the bead explodes.
If the glowing bead is touched before the interval has expired, the creature touching it must make a Reflex saving throw.
On a failure, the spell ends immediately, causing the bead to explode.
On a success, the creature can throw the bead up to 5 meters. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
concentration, 1 minute/mana
As two actions, you expose a creature that you can touch or see within 10 meters to fire. The creature must make a Fortitude saving throw.
On a failure, it loses any resistance to fire damage for the duration and the first time on each turn the creature takes fire damage, it takes an extra 2d6 fire damage.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
1 minute/mana
As two actions, a 1-meter diameter sphere of fire appears in an unoccupied space of your choice within 5 meters.
When you cast the spell—and once on on each of your turns thereafter as an action—you can move the sphere up to 5 meters. If you ram the sphere into a creature, that creature must make a Reflex saving throw, and the sphere stops moving this turn.
On a failure, it takes 5d6 fire damage and is burning 2.
On a critical failure, it takes twice as much damage and is burning 4.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
When you move the sphere, you can direct it over barriers up to 1 meter tall and jump it across pits up to 2 meters wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 4-meter radius and dim light for an additional 4 meters.
Augment
You can increase the damage by 3d6 and the burning level by 2 for each additional mana expended.
concentration, 5 minutes/mana
As two actions, a swirling cloud of smoke shot through with white-hot embers appears in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 2d8 fire damage and is burning 1.
On a critical failure, it takes twice as much damage and is burning 2.
On a success, it takes half as much damage and is burning half as much.
On a critical success, it takes no damage.
At the start of each of your turns if the cloud is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
Augment
You can increase the damage by 1d8 and the burning level by 1 for every two additional mana expended.
You can expend 1 additional mana so duration changes to 1 hour/mana.
As two actions, a fountain of molten lava erupts from a point on the ground within 20 meters. The ground in that area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand. Each creature in a cylinder centered on that point must make a Reflex saving throw.
On a failure, it takes 5d6 fire damage and is burning 2.
On a critical failure, it takes twice as much damage and is burning 4.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.
As two actions, a glowing 30-centimeter diameter ball of emerald acid flashes from your hand to a point within 20 meters and then blossoms into an explosion of acid. The acid spreads around corners. Each creature in a sphere centered on that point must make a Reflex saving throw.
On a failure, it takes 4d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.
On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d8 for each additional mana expended.
Delay Blast. You can expend 1 additional mana so the ball lingers at the point of origin while you concentrate on the spell for up to 1 minute. If at the end of your turn the ball has not yet detonated, you can increase the damage by 1d4. When the spell ends, either because your concentration is broken or because you decide to end it, the ball explodes.
concentration, 5 minutes/mana
As two actions, you create a wall of fire at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and it needs to be vertical, but doesn’t need to rest on any firm foundation. The wall blocks line of sight, but creatures and objects can pass through it. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 6d6 fire damage and is burning 2.
On a critical failure, it takes twice as much damage and is burning 4.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d6 and the burning level by 1 for each additional mana expended.