Medium Humanoid (Goblinoid), Lawful Neutral
Armor Class 18 (chain mail, shield)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin, Telepathy 60 ft
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

Buckler. The hobgoblin's shield is a small buckler. They may use thier shield while using a two handed weapon or they may use a dagger.

Actions

Falchion. Melee Weapon Attack: +4 to hit, hit: 6 (1d8+2) slashing damage or 7 (1d10+2) slashing damage if using two hands.

Dagger. Melee Weapon Attack: +4 to hit, hit: 4 (1d8+2) piercing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bonus Actions

Telepathic Guidance. The hobgoblin gives a friendly humanoid creature martial advantage for their next attack.

Reactions

Shield and Dagger. When an enemy attacks the hobgoblin and misses, the hobgoblin can make a dagger attack.

Description

Wandering through a magical wasteland, a group of hobgoblins eventually stumbled upon a pool of some sort of amber substance. Upon exposure to it, they found themselves with telepathic abilities. They built a fortress around the pool as a response.  This substance has also reduced their aggression, though only slightly.

Monster Tags: Goblinoid

Habitat: DesertForestGrasslandHillUnderdark

Zeal574

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