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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.