AC
17
Initiative
+4 (14)
HP
58
(9d8 + 18)
Speed
30 ft.
Mod | Save | ||
---|---|---|---|
STR | 15 | +2 | +2 |
DEX | 14 | +2 | +2 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 12 | +1 | +1 |
WIS | 10 | +0 | +0 |
CHA | 13 | +1 | +1 |
Gear
Greatsword, Half Plate Armor, Longbow
Senses
Darkvision 60 ft., Passive Perception 10
Languages
Common, Goblin
CR
3 (XP 700; PB +2)
Traits
Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn’t have the Incapacitated condition.
Actions
Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.
Aura of Authority basically makes Pack Tactics on the Hobgoblin Warrior useless. Good for Goblins at least, but Hobgoblins old Martial Advantage would have worked great with this. Higher chance to hit and apply it. Alternatively, the captains Leadership ability from 2014 works better with the Warriors, maybe just make it a bonus action to activate.
Also the poison damage is pretty random.
I'd flavor the poison damage as its weapon just being caked in the blood and gore of combat over a period of time.
I don't agree it makes Pack Tactics useless, namely because
1) not all encounters with the Hobgoblin Warrior will include a Captain or Warlord.
2) Should the Captain or Warlord die or become incapacitated, or the Warrior be outside of the aura's range, then the Warrior will need to rely on their own abilities.