Medium Humanoid (Goblinoid), Any Chaotic Alignment
Armor Class 17 (half plate)
Hit Points 57 (6d10 + 24)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
15 (+2)
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (4d6) 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.

Brave Face. 1/Long Rest
You are careful not to show weakness in front of your allies, for fear of them losing heart. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Actions

Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. **3 times per long rest Cal may replace one attack for Commmander's Strike**

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

 

Bonus Actions

 

Commander's Strike. 3/Short Rest:
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding 2d6 to the attack's damage roll.

Reactions

Parry. The hobgoblin adds 3 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.

Leadership. 3/Short Rest:
Cal may use his reaction to add 3 to an ally's attack roll. If the attack hits it deals an additional 2d6 damage. 

 

 

Monster Tags: Goblinoid

Habitat: DesertForestGrasslandHillUnderdark

Chrisbbain

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