Action Surge (1/day). For one turn, the hobgoblin can one additional action.
Dark One’s Blessing. When the hobgoblin reduces a hostile creature to 0 HP, they gain 7 temp HP.
Dark One’s Own Luck (1/day). Once per short rest, when the hobgoblin makes an ability check or a saving throw, they can use this feature to add 1d10 to their roll.
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) 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.
Pact Weapon. All damage dealt with weapons by the hobgoblin count as a magical attack.
Second Wind (1/day). The hobgoblin can use a bonus action to regain 6 hit points.
Spellcasting. The hobgoblin is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The hobgoblin has the following warlock spells prepared:
Cantrips (at will): Eldritch Blast, Minor Illusion, Thunderclap
1st-4th Level (Two 4th-level slots): Blight, Command, Confusion, Counterspell, Dimension Door, Dispel Magic, Fireball, Hold Person, Invisibility, Vampiric Touch
Dreadful Word. Once per long rest, the hobgoblin can cast confusion using a warlock spell slot.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d12 + 3) slashing damage. The hobgoblin can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands. The attack is a critical attack on both a 19 and 20.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 300 ft. Hit: 11 (1d10 + 6) force damage for each beam.
Description
The Blood Eyed are the descendants of disgraced hobgoblins. Every generation there is a power struggle among the higher families, and there are always a few that fall into defeat. Some take their loss with honor. Others do not. Almost all die either way. The Blood Eyed did not.
Dishonored Defeat. A hobgoblin house, whose name was erased from history, were reduced to ruin after their loss of a grand battle. Unwilling to accept their fate, the surviving members went into hiding and sought out other sources of power. They prayed to the darkness for a chance at revenge, and one divinity happened to hear them.
Bane, a dark god of strife, heard their words in his slumber. He reached out to them and gave them the gift necessary for revenge. With his powers, the fallen house (renamed the Blood Eyed) returned and destroyed their enemies. Yet, the victory was all in vain. The other honorable houses declared the victory a disgrace, for no hobgoblin should honor any god other than Maglubiyet.
To the Winds. Since Maglubiyet is an ally of Bane, the fallen house was not outright eradicated. Instead, they were banished to the lands of the humans, never to return. Since then the Blood Eyed have scattered across the realm. Other races’ hatred of hobgoblins have given the Blood Eyed little opportunities to thrive. Most fall back on thievery, mercenary work, or join bands of rogues. Some continue their bond with Bane, and those few wield the dark god’s power with terrifying efficiency.
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