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.
Hobgoblin Warlord
Medium Humanoid Lawful Evil
- Saving Throws
- Int +5, Wis +3, Cha +5
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Common, Goblin
- Environment
- underdark, grassland, forest, hill, desert
Traits
Martial Advantage
Actions
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.