Medium humanoid (goblinoid), Lawful Evil
| Armor Class | 20 (plate armor, shield) |
|---|---|
| Hit Points | 97 (13d8 + 39) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 16 (+3) | 14 (+2) | 11 (+0) | 15 (+2) |
| Saving Throws | Cha +5, Int +5, Wis +3 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | Common, Goblin |
| Challenge | 6 |
Once per turn, the hobgoblin can deal an extra 14 (4d6) 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.
The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Melee Attack Roll: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Melee or Ranged Attack Roll: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
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.
The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Medium fey (goblinoid), Lawful Evil
| Armor Class | 20 |
|---|---|
| Hit Points | 112 (15d8 + 45) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 16 (+3) | 14 (+2) | 11 (+0) | 15 (+2) |
| Saving Throws | Cha +5, Dex +5, Int +5, Wis +3 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 60 ft., passive Perception 10 |
| Languages | Common, Goblin |
| Challenge | 6 |
While in a 30-foot Emanation [Area of Effect] originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition.
The hobgoblin makes three attacks, using Javelin or Longsword in any combination.
Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage, and the target's Speed decreases by 10 feet until the start of the hobgoblin's next turn.
Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Slashing damage.
Trigger: The hobgoblin is hit by a melee attack roll while holding a weapon. Response: The hobgoblin adds 3 to its AC against that attack, possibly causing it to miss.