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Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 400, lawful evil CR 2 450 xp

  • Armor class 17 (Half Plate)
  • Hit points 20 (3d8+6)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX14 (+2)
  • CON14 (+2)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 15, 750 gp, Carry 195lbs., Push 390lbs.

Languages: Common, Goblin

Challenge:CR 2 (450 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 5 (2d4) 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.

Tactical Command. If a creature within 20 of the Captain misses with an attack or saving throw, the Captain can use its reaction to add +3 to the roll.

Bladesong. As a Bonus Action, the Hobgoblin can enter a trance, adding +1 to its AC, 10ft. to its walking speed, and gains +1 to all saves.

Actions

Greatsword. Melee Weapon Attack. +3 to hit.
Hit. 4 (1d4+1) piercing damage.

Javelin. Weapon Attack: +3 to hit, Range 5-30/120 ft.,
Hit. 4 (1d4+1) piercing damage.

Leadership (Recharges on 6).
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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 700, lawful evil CR 3 700 xp

  • Armor class 17 (Half Plate)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 15, 2,000 gp, Carry 225lbs., Push 450lbs.

Languages: Common, Goblin

Challenge:CR 3 (700 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 5 (2d4) 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.

Bladesong. As a Bonus Action, the Hobgoblin can enter a trance, adding +1 to its AC, 10ft. to its walking speed, and gains +1 to all saves.

Actions

2x Greatsword Multiattack

Melee Weapon Attack. +4 to hit.
Hit. 9 (2d6+2) piercing damage.

Javelin. Weapon Attack: +4 to hit, Range 5-30/120 ft.,
Hit. 12 (4d4+2) piercing damage.

Leadership (Recharges on 6).
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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 1,000, lawful evil CR 4 1,100 xp

  • Armor class 17 (Half Plate)
  • Hit points 60 (8d8+24)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 15, 4,000 gp, Carry 255lbs., Push 510lbs.

Languages: Common, Goblin

Challenge:CR 4 (1,100 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) 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.

Bladesong. As a Bonus Action, the Hobgoblin can enter a trance, adding +1 to its AC, 10ft. to its walking speed, and gains +1 to all saves.

Actions

2x Greatsword Multiattack

Melee Weapon Attack. +5 to hit.
Hit. 10 (2d6+3) piercing damage.

Javelin. Weapon Attack: +5 to hit, Range 5-30/120 ft.,
Hit. 17 (4d6+3) piercing damage.

Leadership (Recharges on 6).
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 d6 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 2,000, lawful evil CR 5 1,800 xp

  • Armor class 17 (Half Plate)
  • Hit points 75 (10d8+30)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 15, 7,000 gp, Carry 255lbs., Push 510lbs.

Languages: Common, Goblin

Challenge:CR 5 (1,800 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) 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.

Bladesong. As a Bonus Action, the Hobgoblin can enter a trance, adding +1 to its AC, 10ft. to its walking speed, and gains +1 to all saves.

Actions

2x Greatsword Multiattack

Melee Weapon Attack. +5 to hit.
Hit. 17 (3d8+3) piercing damage.

Javelin. Weapon Attack: +5 to hit, Range 5-30/120 ft.,
Hit. 24 (6d6+3) piercing damage.

Leadership (Recharges on 6).
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 d6 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 3,000, lawful evil CR 6 2,300 xp

  • Armor class 17 (Half Plate)
  • Hit points 98 (13d8+39)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 15, 10,000 gp, Carry 285lbs., Push 570lbs.

Languages: Common, Goblin

Challenge:CR 6 (2,300 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 9 (2d8) 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.

Bladesong. As a Bonus Action, the Hobgoblin can enter a trance, adding +1 to its AC, 10ft. to its walking speed, and gains +1 to all saves.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +6 to hit.
Hit. 10 (1d10+4) piercing damage.

Javelin. Weapon Attack: +6 to hit, Range 5-30/120 ft.,
Hit. 18 (3d8+4) piercing damage.

Leadership (Recharges on 6).
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 d8 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 4,000, lawful evil CR 7 2,900 xp

  • Armor class 17 (Half Plate)
  • Hit points 105 (14d8+42)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 15, 20,000 gp, Carry 285lbs., Push 570lbs.

Languages: Common, Goblin

Challenge:CR 7 (2,900 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 9 (2d8) 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.

Tactical Command. If a creature within 20 of the Captain misses with an attack or saving throw, the Captain can use its reaction to add +3 to the roll.

Bladesong. As a Bonus Action, the Hobgoblin can enter a trance, adding +1 to its AC, 10ft. to its walking speed, and gains +1 to all saves.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +6 to hit.
Hit. 10 (1d10+4) piercing damage.

Javelin. Weapon Attack: +6 to hit, Range 5-30/120 ft.,
Hit. 18 (3d8+4) piercing damage.

Leadership (Recharges on 6).
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 d8 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 7,500, lawful evil CR 9 5,000 xp

  • Armor class 18 (Half Plate+1)
  • Hit points 120 (16d8+48)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 17, 40,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 9 (5,000 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (3d8) 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.

Bladesong. As a Bonus Action, the Hobgoblin can enter a trance, adding +1 to its AC, 15ft. to its walking speed, and gains +1 to all saves.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +8 to hit.
Hit. 16 (2d10+5) piercing damage.

Javelin. Weapon Attack: +9 to hit, Range 5-40/120 ft.,
Hit. 33 (6d8+6) piercing damage.

Leadership (Recharges on 6).
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 d8 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 5,500, lawful evil CR 8 3,900 xp

  • Armor class 18 (Half Plate+1)
  • Hit points 128 (17d8+51)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT15 (+2)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 17, 30,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 8 (3,900 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (3d8) 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.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +8 to hit.
Hit. 18 (2d12+5) piercing damage.

Javelin. Weapon Attack: +9 to hit, Range 5-40/120 ft.,
Hit. 33 (6d8+6) piercing damage.

Leadership (Recharges on 6).
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 d8 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 15,000, lawful evil CR 11 7,200 xp

  • Armor class 18 (Half Plate+1)
  • Hit points 143 (19d8+57)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT15 (+2)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 17, 75,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 11 (7,200 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 17 (3d10) 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.



Parry. The Captain can use its reaction to add +5 to its AC vs a single attack.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +8 to hit.
Hit. 25 (3d12+5) piercing damage.

Javelin. Weapon Attack: +9 to hit, Range 5-40/120 ft.,
Hit. 56 (9d10+6) piercing damage.

Leadership (Recharges on 6).
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 d10 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 10,000, lawful evil CR 10 5,900 xp

  • Armor class 18 (Half Plate+1)
  • Hit points 150 (20d8+60)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT16 (+3)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 17, 55,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 10 (5,900 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 17 (3d10) 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.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +8 to hit.
Hit. 25 (3d12+5) piercing damage.

Javelin. Weapon Attack: +9 to hit, Range 5-40/120 ft.,
Hit. 56 (9d10+6) piercing damage.

Leadership (Recharges on 6).
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 d10 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 20,000, lawful evil CR 12 8,400 xp

  • Armor class 18 (Half Plate+1)
  • Hit points 158 (21d8+63)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT16 (+3)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 17, 100,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 12 (8,400 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 17 (3d10) 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.



Parry. The Captain can use its reaction to add +6 to its AC vs a single attack.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +8 to hit.
Hit. 28 (3d14+5) piercing damage.

Javelin. Weapon Attack: +9 to hit, Range 5-40/120 ft.,
Hit. 56 (9d10+6) piercing damage.

Leadership (Recharges on 6).
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 d10 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 25,000, lawful evil CR 13 10,000 xp

  • Armor class 18 (Half Plate+1)
  • Hit points 165 (22d8+66)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT16 (+3)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 17, 150,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 13 (10,000 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 17 (3d10) 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.



Parry. The Captain can use its reaction to add +6 to its AC vs a single attack.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +8 to hit.
Hit. 28 (3d14+5) piercing damage.

Javelin. Weapon Attack: +9 to hit, Range 5-40/120 ft.,
Hit. 56 (9d10+6) piercing damage.

Leadership (Recharges on 6).
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 d10 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 35,000, lawful evil CR 14 11,500 xp

  • Armor class 18 (Half Plate+1)
  • Hit points 173 (23d8+69)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT16 (+3)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 17, 200,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 14 (11,500 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 17 (3d10) 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.



Parry. The Captain can use its reaction to add +6 to its AC vs a single attack.

Actions

4x Greatsword Multiattack

Melee Weapon Attack. +8 to hit.
Hit. 28 (3d14+5) piercing damage.

Javelin. Weapon Attack: +9 to hit, Range 5-40/120 ft.,
Hit. 72 (12d10+6) piercing damage.

Leadership (Recharges on 6).
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 d10 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 40,000, lawful evil CR 15 13,000 xp

  • Armor class 19 (Half Plate+2)
  • Hit points 180 (24d8+72)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT17 (+3)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 19, 250,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 15 (13,000 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 22 (4d10) 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.



Parry. The Captain can use its reaction to add +7 to its AC vs a single attack.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +9 to hit.
Hit. 35 (4d14+5) piercing damage.

Javelin. Weapon Attack: +11 to hit, Range 5-50/120 ft.,
Hit. 73 (12d10+7) piercing damage.

Leadership (Recharges on 6).
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 d10 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 50,000, lawful evil CR 16 15,000 xp

  • Armor class 19 (Half Plate+2)
  • Hit points 188 (25d8+75)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT17 (+3)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 19, 350,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 16 (15,000 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 26 (4d12) 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.



Parry. The Captain can use its reaction to add +7 to its AC vs a single attack.

Actions

3x Greatsword Multiattack

Melee Weapon Attack. +9 to hit.
Hit. 39 (4d16+5) piercing damage.

Javelin. Weapon Attack: +11 to hit, Range 5-50/120 ft.,
Hit. 85 (12d12+7) piercing damage.

Leadership (Recharges on 6).
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 d12 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 60,000, lawful evil CR 17 18,000 xp

  • Armor class 19 (Half Plate+2)
  • Hit points 203 (27d8+81)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT17 (+3)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 19, 400,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 17 (18,000 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 26 (4d12) 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.



Parry. The Captain can use its reaction to add +7 to its AC vs a single attack.

Actions

4x Greatsword Multiattack

Melee Weapon Attack. +9 to hit.
Hit. 31 (3d16+5) piercing damage.

Javelin. Weapon Attack: +11 to hit, Range 5-50/120 ft.,
Hit. 85 (12d12+7) piercing damage.

Leadership (Recharges on 6).
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 d12 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.

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), Loot Value 75,000, lawful evil CR 18 20,000 xp

  • Armor class 20 (Half Plate+3)
  • Hit points 218 (29d8+87)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT18 (+4)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Stealth Disadvantage,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 11, Bribe DC 21, 500,000 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Goblin

Challenge:CR 18 (20,000 xp)


Abilities:

Martial Advantage. Once per turn, the hobgoblin can deal an extra 33 (5d12) 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.



Parry. The Captain can use its reaction to add +9 to its AC vs a single attack.

Actions

4x Greatsword Multiattack

Melee Weapon Attack. +10 to hit.
Hit. 34 (3d18+5) piercing damage.

Javelin. Weapon Attack: +13 to hit, Range 5-60/120 ft.,
Hit. 86 (12d12+8) piercing damage.

Leadership (Recharges on 6).
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 d12 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.