Hobgoblin Warlord
Medium Humanoid
- Armor Class: 18
- Hit Points: 104 (16d8+32)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie, page 282
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
14 (+2) |
12 (+1) |
14 (+2) |
- Saving Throws: Str +5, Wis +3
- Skills: athletics +5, engineering +4, intimidation +4, perception +3
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Common, Goblin
Special Abilities
- Formation Movement: If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated, its movement doesnt provoke opportunity attacks.
- Bloodied Rage: While bloodied, the warlord can attack four times with its greatsword or twice with its javelin when it uses Multiattack but no longer gains the benefit of its Military Training trait.
- Elite Recovery: At the end of each of its turns, while bloodied, the hobgoblin can end one condition or effect on itself. It can do this even when unconscious or incapacitated.
- Military Training: The hobgoblin has advantage on ability checks to make a tactical, strategic, or political decision.
Actions
- Multiattack: The hobgoblin attacks twice with its greatsword.
- Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Officers Command (1/Day): The hobgoblin inspires creatures of its choice within 30 feet that can hear and understand it and that have a Challenge Rating of 2 or lower. For the next minute inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Officers Command at a time.
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