Hobgoblin Warrior
Medium Fey (Goblinoid), Lawful Evil
Initiative +3 (13)
AC 18
HP 11 (2d8 + 2)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE
Str
13
+1
+1
Dex
12
+1
+1
Con
12
+1
+1
Int
10
+0
+0
Wis
10
+0
+0
Cha
9
-1
-1
Gear Half-Plate Armor, Longbow, Longsword, Shield
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 1/2 (XP 100; PB +2)
Traits
Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage.
Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage.
Hobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal. Hobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.
Hobgoblin warriors might hunt and raid alone or with trained mastiffs, worgs, goblin gangs, or other allies. They employ simple tactics and exploit every advantage their allies provide. They willingly sacrifice companions in their pursuit of victory.
Habitat: Desert, Forest, Grassland, Hill, Mountain, Planar (Acheron), Underdar
Treasure: Armaments, Individual
Monster Manual 2024
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DnD 2024 Monsters › Hobgoblin Warrior