Armor Class
            
                
                    18
                
                
                    
                        (chain mail, shield)  
                     
                         
            
        
        
            Hit Points
            
                
                    11
                
                
                    (2d8 + 2)
                      
            
        
        
            Speed
            
                
                    30 ft. 
                
            
        
    STR
                
                    13
                    (+1)
                
            DEX
                
                    12
                    (+1)
                
            CON
                
                    12
                    (+1)
                
            INT
                
                    10
                    (+0)
                
            WIS
                
                    10
                    (+0)
                
            CHA
                
                    9
                    (-1)
                
            
                Senses
                
                    Darkvision 60 ft.,  Passive Perception 10
                
            
        
            
                Languages
                
                    Common, Goblin
                
            
        
        
                Challenge
                
                    1/2 (100 XP)
                
            
            
            
                Proficiency Bonus
                
                    +2
                
            
        Traits
                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.
Actions
                Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Description
Hobgoblins are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle.







 
     
                    
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Posted Apr 25, 2021I'll usually buff them by giving them some innate fighter abilities like an action surge or combat maneuvers
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Posted May 13, 2021I made a vairant: https://www.dndbeyond.com/monsters/1672336-hobgoblin-soldier like it?
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Posted May 13, 2021probably because there elite
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Posted Jun 10, 2021Hobgoblins as a playable race (statwise) are weird, since +int and +con often don't go together. If there was a war strategist class, this would be the go to race (a class that uses int as a weapon bonus). Sadly there isn't, and this class is played as spell casters more often than what the lore suggest they maybe, Fighters and Barbarians.
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Posted Jun 17, 2021Yeah either we buff these guys or make soldiers weaker...just saying
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Posted Aug 19, 2021but don't artificers use intelligence as a weapon bonus-
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Posted Nov 6, 2021I appreciate this comment. They consider themselves move evolved and powerful than their more primitive "half cousins."
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Posted Dec 18, 2021Regarding the longbow, I believe the point is to give them a true long range weapon; a javelin's normal range is short enough that the average martial PC will almost certainly be able to close with them in a turn. The longbow, in contrast, is good for both trying to pick off a melee character as they try to close the distance and making the classic "arrow storm" mass shot as two armies just start to get moving. Much more appropriate for a rank and file soldier, in my opinion.
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Posted Dec 22, 2021Agreed, besides the bow is really good at triggering martial advantage on people that are tied up with goblins or worgs. Also I always considered this as being two or three statblocks in one. The sword and shield hob, the bow and sword hob, and I suppose also the just the sword two-hander hob but that's just a downgrade of the sword and bow hob.
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Posted Dec 22, 2021Eldritch Knights and Wizards. Wizards need Con to have any health and it helps with concentration saves.
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Posted Jul 5, 2022Question can it use the once per thing on its reaction after using it on its turn
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Posted Oct 20, 2022would you happen to know its behaviors
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Posted Dec 16, 2022Had a campaign once where our battlerager dwarf barbarian threw herself into a tribe of hobgoblins and slaughtered nearly all of them. What she didn't know was, one of them actually wound up surviving its wounds ... and was so awed by the dwarf's prowess that he wound up being a sort of a cross between a nuisance puppydog and stalker for her,. always turning up in the middle of the most unexpected adventures and trying to win her admiration by absurd attempts at feats of prowess that generally wound up hilariously backfiring and putting the hobgoblin AND the party AND whatever foe they were actually currently trying to deal with in at ,east surrealistically absurd and chaotic (if not all those things plus hilariously dangerous) situations. I think he cherished the delusional hope that she would become his mentor and saw her as the equivalent of the martial arts trope of the difficult and crusty sensei who can only to be won over to teach their secrets by leechlike persistence, if I'm remembering right
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Posted Jan 11, 2023thanks
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Posted Mar 31, 2023Super helpful <3
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Posted Apr 2, 2023That's true. A small fighting force of these can do more than most players give them credit for.
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Posted Apr 2, 2023Another Hobgoblin "trademark" is using goblins as the "Drudge legions". Look at the goblin huckers in the Goldenfields attack section in Storm kings thunder.
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Posted Apr 12, 2023Just another point. Hobgoblin cavalry in melee should always trigger martial advantage. Also, everyone seems to think these guys suck. My suggestion for dms is actually run these guys a time or two. They can be brutal, especially using flanking rules. They should be out damaging the fighter (before Xtra attack) on as long as they are hitting and can probably match his ac. Just saying.
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Posted May 21, 2023please put this in the default character maker
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Posted Nov 10, 2023totally not me using this as a excuse to play a goblin and making him green.