Medium Humanoid (Goblinoid), Chaotic Evil
Armor Class 16 (Black Studded Leather, Dark Robes)
Hit Points 51 (5d8)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +6, INT +6
Skills Arcana +7, Deception +3, Insight +5, Stealth +6
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Goblin
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Arcane Advantage. 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.

Army Arcana. 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.

Dark Surge. Whenever the hobgoblin ends a spell with dispel magic or counterspell it stores the magic power for use later. The hobgoblin can store up to 3 Dark Surges, which are expended on use and not refillable until it benefits from a long rest. When doing damage with a spell, the hobgoblin may expend a use of Dark Surge to add (2d6) force damage to it.

Bathsheba's Protection. The hobgoblin is immune to necrotic and psychic damage. Additionally, it gains true sight up to 30 feet if it is shrouded in darkness.

Spellcasting. The hobgoblin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): Chill Touch, Fire Bolt, Mind Sliver, Shocking Grasp

1st level (4 slots): Disguise Self, False Life, Magic Missile, Witch Bolt

2nd level (3 slots): Darkness, Shadow Blade, Scorching Ray

3rd level (3 slots): Counterspell, Dispel Magic, Fireball

4th level (3 slot):  Blight, Polymorph

5th level (1 slot): Contagion, Infernal Calling

Actions

Iron Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d10 + 2) slashing damage, or 6 (1d12 + 2) slashing damage if used with two hands.

Description

Goblin magic is rare. Even rarer still is a Goblinoid who can survive to master it. Bathsheba chooses and trains those magical adepts, bending their wills with fear and enticing their palettes with power. Some of her chosen would rather die then fail her and others revere her with a dark adornment. Either way, they will fight for her till their dying breath, using any dirty trick they can comprehend.

Previous Versions

Name Date Modified Views Adds Version Actions
1/15/2021 8:13:54 PM
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Monster Tags: Goblinoid

Habitat: Forest

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