Humanoid (Goblinoid) , Lawfull Evil
Armor Class: 20 (plate armor, shield) Hit Points: 68 (13d6) Speed: walk: 6 sqr. (9m)
Languages: Common, Goblin Passive Perception: 10 Proficiency Bonus: 3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 16 (+3) | 14 (+2) | 11 (+0) | 15 (+2) |
Multiattack: The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. Longsword: melee attack +9 to hit, reach 1 sqr. (1.5m), one target. 13 (2d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. Shield Bash: melee attack +9 to hit, reach 1 sqr. (1.5m), one creature. 9 (2d4+3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Javelin: melee or spell attack +9 to hit, reach 1 sqr. (1.5m) or range 30/24 sqr. (36m), one target. 11 (2d6+3) piercing damage. Leadership (Recharges after a Short or Long Rest): For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 6 sqr. (9m) 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.
Parry: The hobgoblin adds 3 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 weapon.