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.
Accuracy of the Gods. The Warrior can choose to add a +10 bonus to any attack roll that he makes. He can use this feature 4 times in between long rests.
Aura of Protection. Whenever the Warrior or an ally within 10 feet of it must make a saving throw, the creature gains a +4 bonus to the saving throw.
Divine Smite. When the Warrior hits a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.
Spellcasting. The Warrior is an 11th level spellcaster, it's spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks) it has the following paladin spells prepared:
1st level (4 slots) cure wounds, shield of faith, thunderous smite,
2nd level (3 slots) magic weapon, aid, zone of truth,
3rd level (3 slots) crusader's mantle, aura of vitality, dispel magic
Multiattack. The Warrior makes two Greatsword attacks or two Javelin attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft or range 30/120 ft., one target. Hit: 6 (1d6 + 3) 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.
Some Hobgoblins devote themselves completely to Maglubiyut, and are blessed with a portion of his divine power, this transforms them into Holy Warriors, or Thyand in goblin.







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