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.
Get in Line. At the end of its turn, the hobgoblin can allow allies that can see and hear him to reposition themselves. By using their reaction, they can move up to half their speed, but they must end their movement within 5 feet of the hobgoblin.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with 2 hands.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) 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.
Fists of the Legion are just above the rank-and-file soldiers and usually lead small incursion parties where little to no resistance is expected. They are often seen riding mounts, usually Worgs.
Previous Versions
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1/15/2019 6:44:57 PM
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1/17/2019 8:09:17 PM
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