Sinruth, Hobgoblin Chieftan
Hybrid Fighter/Warlord
Author: mrlost
PC in: Scales of War
Race: Hobgoblin
Level: 3
Game System: D&D 4E
Description
Initiative +7 (usually +9 thanks to +2 power bonus from Combat Leader which Sinruth grants to all allies within 10 squares that can see him)
Senses: Perception +3; low-light vision
HP 32; Bloodied 16; 11 Healing Surges, each valued at 8 hp
AC 20; Fortitude 16, Reflex 16, Will 12
Speed 5
Action Points 1
Chain Trip (Standard, at-will) Weapon
Requires spiked chain; reach 2; +6 vs Reflex; 2d4+4 damage, the target is knocked prone, and
marked.
Phalanx Tactics (Standard, at-will) Weapon
Before you attack, you and one adjacent ally gain a +2 power bonus to AC until the end of
your next turn or until you are no longer adjacent to each other; reach 2; +6 vs AC;
2d4+4 damage.
Chain Yank (Standard, Encounter) Weapon
Requires spiked chain; reach 2; +8 vs Armor Class; 4d4+4 damage, the target is pulled
2 squares, and marked.
Inspiring Word (Minor, Encounter) Close Burst 5
Sinruth or one ally in burst may spend a healing surge and regain an additional +1d6 hp
Shake It Off (Minor, Encounter) Ranged 10
Target: Sinruth or one ally
Effect: Target makes a saving throw with a +3 power bonus.
Chain Whirlwind (Standard, Daily) Weapon
Requires spiked chain; close burst 1; all enemies in burst; +8 vs Armor Class; 6d4+4 damage
and the targets are marked.
Hobgoblin Resilience (Immediate Reaction, when Sinruth suffers an effect that
a save can end, encounter): Sinruth rolls a saving throw against the triggering effect.
Alignment: Evil
Languages Common, Goblin
Skills: Athletics +9, Intimidate +8
Str 17 (+4) Dex 14 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 14 (+3)
Equipment: plate armor, spiked chain
Bio
Sinruth is a hobgoblin with greater aspirations than a life spent preying on the fringes of civilization. He listened closely at the campfires when his fathers and uncles told tales of the Red Hand of Doom, a mighty army that ran across the land like a scythe. And when he became an adult and a leader of his own band of hobgoblins, he found a cache of tunics and weapons left behind by that army. Sinruth felt his destiny calling. He declared himself the new Warlord of Sinruth’s Hand (as he named the group), emblazoned every possible surface with a crudely painted, downward thrusting red hand insignia, and set about recruiting the massive army that he felt was his birthright.
But starting an army isn’t as easy as those campfire tales led Sinruth to believe. Years passed with Sinruth’s band eking out a meager existence in the wilderness. But slowly, he started to gain allies. A temporary bargain with some sinister, mischievous gnomes, led by Dofwockett the Arcanist, blossomed into a lasting friendship. The Red Hand’s exploration of the mountains unearthed some undisturbed catacombs beneath the long-ruined Castle Rivenroar. Sinruth struck another bargain, and the undead guardians let the Red Hand move in, in exchange for periodic payment of kidnapped prisoners.
Sinruth and the reconstituted Red Hand had a base and a growing reputation, but they were far from a mighty army. An emissary from another remnant of the Red Hand offered to join forces under Sinruth’s banner and more than double Sinruth’s fifty soldiers under arms. All Sinruth had to do was attack Brindol, steal some relics from the original Red Hand invasion, and take enough prisoners to keep the undead guardians of Rivenroar satisfied.
The new Red Hand did recently, with Sinruth personally leading the assault on Brindol. The Red Hand sacked Brindol’s Hall of Great Valor, stealing back many of the museum pieces on display there. Sinruth brought back seven prisoners, despite the fact that the new Red Hand lost half its number in the attack.
