Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (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.
Leadership. The hobgoblin can use its action to inspire its companions. For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 60 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. Once the hobgoblin uses this feature, it can’t use it again until it completes a short or long rest.
Fighting Master. The hobgoblin’s proficiency bonus is doubled for its attack rolls.
Strategic. The hobgoblin has proficiency in Intelligence, Wisdom, and Charisma saving throws.
Multiattack. The Hobgoblin Warlord makes three melee attacks, or two ranged attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) slashing damage, or 6 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 3) piercing damage.
Shield Bash. Melee Weapon Attack: Hit: 6 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw with a DC equal to 14 or be knocked prone.
Parry. the hobgoblin can use its reaction to add its proficiency bonus 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 weaponT
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.
Comments