Martial Advantage. Once per turn, this creature can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn't incapacitated.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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. These creatures are very tactically minded and will use good strategy in a fight. While they will disengage to a better position they rarely show fear and often fight to the death.
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Posted May 25, 2020If you are wondering why I created some slightly tweaked versions of standard humanoid baddies it is in order to fix a few things in their original stats that came out in my own campaigns. First, their CRs are a little wonky and don't follow the workshop advice in the DMG and second, most of the goblinoids provide far more treasure then I think was intended.
For hobgoblins I did the most amount of work. First, I reduced the damage their Martial Advantage ability does since it previously allowed the hobgoblin to punch waay above their CR. Next, I reduced their chainmail to hide armor in order to reduce their AC to something more CR appropriate. Finally, I changed out their weapons to both make their damage output more appropriate and to reduce their gp value when they get looted. One other comment with regards to weapon choice...previously the hobgoblin used a shield and a longbow. This caused the hobgoblin's AC to alternate depending on which weapon they are using. Fine for PCs but 'one more thing' for a DM to track. To help alleviate that issue I changed the weapon selection to items which could be used with a shield.