Action Surge (1/day): On it’s turn, the hobgoblin can take one additional action.
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.
Multiattack. The hobgoblin makes two weapon attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage, or 9 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Combat Superiority (4/day): The hobgoblin rolls a d8 and uses one of the following combat maneuvers:
- The hobgoblin chooses a creature within 5 feet of it. The hobgoblin has advantage on its next attack roll against that creature this turn. If that attack hits, add the result of the d8 to the attack’s damage roll.
- The hobgoblin chooses a willing creature within 5 feet of it that isn’t incapacitated. The hobgoblin and that creature switch spaces without provoking opportunity attacks. Until the start of the hobgoblin’s next turn, it or the other creature gains a bonus to its AC equal to the result of the d8.
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The hobgoblin chooses a friendly creature that can see or hear it. That creature can immediately use its reaction to make one weapon attack, adding the result of the d8 to the attack roll.
Second Wind (1/day). The hobgoblin regains 11 (1d10 + 5) hit points.
Protection Fighting Style. When a creature the hobgoblin can see attacks a target other than it that is within 5 feet of the hobgoblin, it can use its reaction to impose disadvantage on the attack roll. The hobgoblin must be wielding a shield.
Previous Versions
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3/24/2022 6:32:44 PM
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7
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2
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Coming Soon
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