Hobgoblin Captain

Medium humanoid (goblinoid), Lawful Evil

Armor Class17 (half plate armor)
Hit Points39 (6d8 + 12)
Speed30 ft.
STRDEXCONINTWISCHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 10
LanguagesCommon, Goblin
Challenge3

Traits

Martial Advantage.

Once per turn, the hobgoblin can deal an extra 10 (3d6) 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.

Actions

Multiattack.

The hobgoblin makes two greatsword attacks.

Greatsword.

Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Javelin.

Melee or Ranged Attack Roll: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Leadership (Recharges after a Short or Long Rest).

For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile 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 the hobgoblin is incapacitated.