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 feet of an ally of the hobgoblin that isn't incapacitated.
Hobgoblin Captain
Medium Humanoid Lawful Evil
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Common, Goblin
- Environment
- underdark, grassland, forest, hill, desert
Traits
Martial Advantage
Actions
Multiattack
The hobgoblin makes two greatsword attacks.
Greatsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:9 (2d6 + 2) slashing 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 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.