Klarg - Action Oriented LMoP Bosses

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Action Oriented Bosses in LMoP



Klarg the Bugbear

Medium humanoid (goblinoid), chaotic evil


  • Armor Class 16 (hide armor, shield)
  • Hit Points 45
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)

  • Skills Stealth +6, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin

Background

Klarg is a bit insane, speaks in third person and has a pet wolf named Ripper.

He abuse his power and torments his underling goblins.

Actions

Morningstar. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit 7 (2d6) piercing damage.

Bonus Actions

"Klarg Kick!" Kick a minion to grant them advantage on their next attack. Hit 1 bludgeoning damage.

"Prove yourself to Klarg" Throw a goblin minion 20ft, usually at an enemy.

Reactions

"Welcome to Klarg" When an enemy enters melee range, try to headbutt them. Hit 2 bludgeoning damage.

Villain Actions

"Ripper, fetch!" Ripper is granted 30ft movement and attempt to drag a creature towards Klarg. Contested with Strength DC 11. Ripper can drag a creature at half speed. Each turn, creature can attempt to break free.

Turn Tail and Run If Ripper dies, Klarg will try to flee the battle. He may try to just hide in the next room.


Ripper, pet Wolf

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages -

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. \columnbreak


Goblin Minion

Small humanoid (goblinoid), neutral evil


  • Armor Class 13 (leather armor, shield)
  • Hit Points 3 (1d4+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit 3 (1d6) slashing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit 3 (1d6) piercing damage.

 

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