Medium Humanoid (Goblinoid), Lawful Evil
Armor Class 15 (chain shirt)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Skills Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Goblin
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.

Volly. If the Archer readies his action to fire directly after one of it's allies at the same target as it's ally, it can apply it's Martial Advantage trait.

Archery. The Archer gains a +2 bonus to any ranged weapon attack.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 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. Their Archers are very well versed in the longbow, and enjoy firing their arrows as a group.

Monster Tags: Goblinoid

Habitat: DesertForestGrasslandHillUnderdark

kooma_ruma

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