Medium fey (goblinoid), Lawful Neutral
| Armor Class | 13 (studded leather armor) |
|---|---|
| Hit Points | 45 (7d8 + 14) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 12 (+1) | 14 (+2) | 16 (+3) | 13 (+1) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | Common, Goblin |
| Challenge | 4 |
When the hobgoblin 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.
The hobgoblin makes two Quarterstaff or Devastating Bolt attacks.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands, plus 13 (3d8) force damage.
Ranged Spell Attack Roll: +5 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) force damage, and the target is knocked prone.
The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand, prestidigitation
2 each/day: fireball, fly, fog cloud, gust of wind, lightning bolt
Medium humanoid (goblinoid), Lawful Evil
| Armor Class | 13 (studded leather armor) |
|---|---|
| Hit Points | 45 (7d8 + 14) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 12 (+1) | 14 (+2) | 16 (+3) | 13 (+1) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | Common, Goblin |
| Challenge | 4 |
Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
When the hobgoblin 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.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips: acid splash, fire bolt, ray of frost, shocking grasp
Level 1 (4 slots): fog cloud, magic missile, thunderwave
Level 2 (3 slots): gust of wind, Melf's acid arrow, scorching ray
Level 3 (3 slots): fireball, fly, lightning bolt
Level 4 (1 slots): ice storm