Martial Advantage. Once per turn, the hobgoblin can deal an extra (3d6) 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 attacks.
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit:10 (1d12+4) slashing damage.
Throwing Axes. Ranged Weapon Attack: +4 to hit, range 10/30 ft, one target. Hit:6 (1d8+2) slashing damage. Can only be used twice.
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 or a saving throw. The creature can add a d4 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.
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.
This particular Hobgoblin belongs to the Blackhand warband, a fearsome group of Hobgoblins who have taken over a baron's castle and surrounding lands. Having proven himself in battle this one has been given the rank of Captain and leads a small squad into battle.
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