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.
Warrior of the Gods. Zealot Hobgoblin's soul is marked for endless battle. Any spell that has the sole effect or bringing the hobgoblin back to life the caster does not need material components to cast the spell on them.
Zealot to the Blood End. having 0 hit points doesn’t knock the Hobgoblin unconscious. They still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. Ones they have 3 Death saves they die for good
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 5) slashing damage
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (2d8 + 5) piercing damage.
Zealous Presence. The Zealot Hobgoblin unleashs a battle cry infused with divine energy. ten of the Hobgoblins allys within 60 feet gain advantage on attack rolls and saving throws until the start of it's next turn. They can uses this ability ones per short rest.
Zealot Magic. The Hobgoblin can cast blinding smite, branding smite, or thunderous smite 3 times a day
Fanatical Focus. The divine power that fuels the hobgoblin can protect them. If they fail a saving throw they can reroll the save. They must use the new roll. They can uses this ability ones per short rest.
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Description
Zealot Hobgoblin are large goblinoids with dark orange or red-orange skin. These Hobgoblins are driven by battle and are granted ability by some form of war god.







Comments