Hungry Warband Ambush
This hazard represents a raiding party using the forest itself as a weapon. The goblins pin targets with arrows and net shots while the orcs surge from cover to overwhelm isolated foes. It is not just an ambush, but a moving battle line that keeps pressing until the leader is killed or the party is broken and driven off.
Hungry Warband Ambush
Defenses
Detection
“A knot of broken branches, hunting horns, and hidden foxholes lies ahead in the forest. Charred arrow shafts, snapped saplings, and crude green war-paint on tree trunks blend into the undergrowth. When the raiders are near, you can hear muffled goblin snickering, the wet cough of an orc, and the scrape of metal on bark.”
Standard Engagement
The hazard triggers when creatures enter the raiding party's chosen kill zone or when a noise, light, or obvious movement alerts the hidden scouts.
At initiative count 20, the hidden raiders attack. Each round the hazard remains active, it makes one Volley from the Trees against all creatures in the ambush zone. If a creature drops to 0 hit points, goblins attempt to drag the body toward cover unless pressed by adjacent enemies. If the leader is reduced to 0 hit points, the surviving raiders must make a DC 13 Wisdom saving throw at the start of their next turn or flee the field, ending the hazard.
The hazard resets after 1 hour if the raiding party remains intact and undisturbed, or immediately if reinforcements arrive and replace fallen scouts.
On initiative count 20, the raiders loose a volley from cover. Each creature in the ambush zone must make a DC 13 Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half as much damage on a success.
If a creature fails the save by 5 or more, it is also knocked prone or its speed is reduced by 10 feet until the end of its next turn, as a goblin snare, thrown cord, or shield rush breaks its footing.
If the leader is still alive, one raider can use the commander’s battle cry to grant the next attack roll made by a raider before initiative count 20 on the following round advantage.
The hazard affects a forest clearing, trail bend, ravine mouth, or similar ambush space. Creatures entering the area for the first time on a turn or starting their turn there are exposed to the volley unless the raiders have already been driven off.
If the party identifies the leader, attacks against that creature are made with advantage if it is in cover but visible through foliage or if a character uses an action to call out its position. Killing the leader ends the hazard.
If the raiders are reduced to one-quarter of their number, the next successful Intimidation or Persuasion check to drive them off is made with advantage.
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