Medium Humanoid (Goblinoid), Lawful Evil
Armor Class 18 (plate)
Hit Points 156 (2d8 + 2)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +6, INT +6, WIS +5, CHA +6
Senses Blindsight 15, Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Martial Advantage. Twice per turn, the hobgoblin can deal an extra 28 (8d6) 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.

Battle Tactics.  While the Battlelord has at least 5 hobgoblins alive, the Battlelord and the hobgoblins can create something within the course of a minute:  A barricade giving half or three-quarters cover (depending on the terrain), difficult terrain in a 30 ft. radius, 5 snares, nets, or other foot traps.  Depending on the situation, circumstance, and how many hobgoblins are alive, the Battlelord could construct more.

For the Iron Crown.  Instead of attacking themselves, the Battlelord may sacrifice one of their attacks so that another creature that can hear them may make an attack with advantage, and an additional damage die.  This ability can be used 5 times, these uses are regained on a short or long rest.

Actions

Multiattack. The hobgoblin makes four melee attacks. Alternatively, it can make three ranged attacks with its javelins.

Glaive. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 5) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 5) piercing damage.

Ruling Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll, saving throw, or ability check. The creature can add a d8 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Reactions

Parry. The hobgoblin adds 6 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.

Legendary Actions

The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.

Command Ally. The Battlelord targets one ally it can see within 30 feet of it. if the target can see and hear the Battlelord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Frighten Foes (Costs 2 Actions). The Battlelord targets three enemies it can see within 60 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.

Reinforcements Required (Cost 3 Actions). The Battlelord blows into a horn on its belt, and within 3 turns 1d4+1 Soldiers of the Iron Rule will show up, if they are able

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.

Monster Tags: Goblinoid

Habitat: DesertForestGrasslandHillUnderdark

Playing

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