Hobgoblin Captain
Medium Humanoid
(Goblinoid)
, Lawful Evil
• Armor Class: 17
• Hit Points: 39 (6d8+12)
• Speed: 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
15 (+2) |
14 (+2) |
14 (+2) |
12 (+1) |
10 (+0) |
13 (+1) |
• Senses:
darkvision 60 ft.
• Languages:
Common, Goblin
• Challenge:
3 (700 XP)
• Environments:
Arctic, Coast, Grassland, Mountain, Urban
• Martial Advantage:
Once per turn, the hobgoblin can deal an extra 10 (3d6) 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.
Actions
• Multiattack:
The hobgoblin makes two greatsword attacks.
• Greatsword:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
• Javelin:
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) 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 ft. 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.