Hobgoblin Warlord

Medium Humanoid (Goblinoid) , Lawful Evil
• Armor Class: 20
• Hit Points: 97 (13d8+39)
• Speed: 30 ft.

16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)

• Saving Throws: Int +5, Wis +3, Cha +5
• Senses: darkvision 60 ft.
• Languages: Common, Goblin
• Challenge: 6 (2300 XP)
• Environments: Arctic, Coast, Grassland, Mountain, Urban

• 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 ft. of an ally of the hobgoblin that isn't incapacitated.


• Multiattack: The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.

• Longsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

• Shield Bash: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 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 Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 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 30 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. **Reactions**

• 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.