Medium fey (goblinoid), Lawful Neutral
| Armor Class | 15 (Unarmored Defense) |
|---|---|
| Hit Points | 32 (5d8 + 10) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 15 (+2) | 14 (+2) | 15 (+2) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Acrobatics +5, Athletics +4, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Common, Goblin |
| Challenge | 2 |
While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
The hobgoblin makes four attacks, each of which can be an Unarmed Strike or a Dart attack. It can also use
Shadow Jaunt once, either before or after one of the attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Ranged Attack Roll: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
The hobgoblin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it leaves and its destination must be in dim light or darkness.
The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):
At will: minor illusion, prestidigitation
1 each/day: charm person, disguise self, silent image
Medium humanoid (goblinoid), Lawful Evil
| Armor Class | 15 |
|---|---|
| Hit Points | 32 (5d8 + 10) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 15 (+2) | 14 (+2) | 15 (+2) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Acrobatics +5, Athletics +4, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Common, Goblin |
| Challenge | 2 |
While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Ranged Attack Roll: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.
The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips: minor illusion, prestidigitation, true strike
Level 1 (3 slots): charm person, disguise self, expeditious retreat, silent image